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Found 9 results

  1. This is the first time I'm posting any question in this forum. The problem I'm facing has been bugging me for some time now and I can't find any discussions on it anywhere. I'm playing version 1.3.0.1804. I don't have any mods installed, I'm strictly against them. I know that in this version single use experiments like mystery goo and materials bay can be reset by a scientist on eva(no need for labs). I've done it already with my mk1 rover. Recently built a mk2 plane with a mk2 cargo bay and loaded it with all science equipment including a goo canister and material bay.I tested the design on the runway, and sanlie was able to restore both the spent experiments(he didn't even have to move. I just eva'd him and left him hanging on the cabin door. He was able to restore from there). However when I flew the plane to a different location (some grasslands near the arctic), the game no longer recognise sanlie as a scientist. The plane is landed and sanlie is standing on top of the materials bay, but still can't do it. When I right click the bay or goo canister, 'restore' is available, but clicking it gives "only scientists can restore inoperable modules". I must admit that between the testing on the runway and actual flight there was a few design changes. One of the change was to assign running of all experiments to a custom action group. Could that interfere with the restore-ability of the experiments?
  2. Hello, I just discovered that when an experiment is performed from a command module on a vessel it gives 6 times less data for the MPL than doing so by a scientist on EVA. Is this correct?
  3. Sorry if this has been mentioned before, but it would be quite cool if Kerbal scientists had an option to become specialised in a certain science at a certain level, or in science mode. For example: a scientist could become a geologist: less science from space, but much more from surface samples/reports, or physicists who get much more data from siesmometers, gravioli detectors and thermometers.
  4. I think they should add an optional upgrade to the space centre that allows you to add scientist and pilots to it. Could be called supply command or Virtual command center , but its function could be to have scientist 'compute' trajectories for planets/systems that have already been explored. The level of trajectory accuracy and compute time could be based on the buildings level and scientists level. The other component of this building could be the remote control of ships by pilots. I know in my career game i have multiple ships doing things. if pilots could be used to control ships based on trajectories by scientist this could free up players time for more building rockets and exploring. The player could assign the pilot a ship/probe w/e and then give the planet (orbited/explored) or ship that you want that pilot to dock with and then they do the rest. they can request trajectories off the scientist, may have to wait if there are not enough around. If the trajectory was off somewhat then they can course correct etc. of course comms will be needed, I haven't tried the new comms change but it sounds fun. My idea solves a number of issues: it frees the player up to do more funs things rather than fuel my super rocket that's in space(I do it in stages since career has limitations). gives scientist and pilots a purpose endgame gives the career mode more things to unlock and add to the experience Some of these ideas maybe in mods. I don't use mods for KSP so IDK. But it would be nice in the stock game.
  5. Hey Guys, I have a huge problem. I can´t remove science from any science objektive, with any scientist!! I cant! I try to remove it with Bob Kerman and it says "you need a scientist to remove science correctly. Bob is a scientist, why does it not work???
  6. Hey Guys, I have a huge problem. I can´t remove science from any science objektive, with any scientist!! I cant! I try to remove it with Bob Kerman and it says "you need a scientist to remove science correctly. Bob is a scientist, why does it not work???
  7. When a scientist takes data from the mystery goo, he gets a strong warning "this module can only be restored by a scientist!". Duh, I am a scientist! This warning would be appropriate for a pilot or engineer taking the data, but certainly not when the data is being taken by an actual scientist? The warning should probably be omitted when it's a scientist taking the data, or at the very least phrased differently. Maybe even restore the goo automatically, since there's no good reason a scientist would intentionally take data and not restore the goo afterwards. (Same goes for Science Jr., obviously)
  8. Apparently scientist become useless end game in career mode. So why not use them for trajectory calculations? You can upgrade one of the buildings that allow for trajectory calculations if a scientist is in there. The higher the level the more accurate, efficient and optional trajectories that you will get. Also a higher level means faster results (or having more than one). Scientist can only work out trajectories for places that you have already explored; meaning you still have to have fun exploring. To get a trajectory you can select the craft and then the orbit/land you wish to go to with in the building
  9. Disclaimer: I am assuming there are mods for some of these ideas (I don't use mods just because i'm lazy, although I think modding improves games), I think it would be good to see them in game as part of the game in career mode to improve the career environment and story line. My ideas revolve around trying to make career mode more enjoyable rather than a grind and to improve the inclusion of engineers, scientist and pilots to some extent: Scientist could be used to map vectors to planets that have already been orbited by a scientist. the higher level the scientist the quicker he/she can plan a trajectory to that planet. the higher level the scientist the more efficient and accurate the trajectory will be. if the scientist is only given a small amount of time to plan the trajectory it will come with potential errors even though it looks good on the map. Being KSP there will always be a small chance for error in the scientist calculations so it may end in a fireball. The base needs to be upgraded for trajectory planning with consecutive upgrades adding more slots for scientist. The Kerbal base will only get so far, an expeditionary base on Minmus will allow for trajectories onto neighbouring planets in the system. Expeditionary bases can be built by dropping off certain supplies to a targeted location. Bases can be upgraded with things like: radar array for trajectory plots labs from different private enterprises for research into upgrades that can only be unlocked this way. generates a small amount of PR whilst researching even after the items has been unlocked. rover pod for rover construction (it will need to be supplied with materials to build rovers) rover docking for resupply a taxi craft to ferry tourist to and from a nearby orbiting space station (needs to have fuel) bases could be preplanned in one location by the devs, or it could be where the player wants depending on how easy it is to code I guess? base location planning could be researched by engineers or scientist on Kerbal from the upgraded mission command? if the base is not supplied appropriately then safety may fall and accident may happen in the taxis, rover construction, docking or trajectory calcs. Automation for endgame: I find the constant launching or fuel/tourist ships and modules gets tedious, that is why i think there should be a base module addon on Kerbal that can be upgraded to run supply ships it could be manned with engineers and must have trajectory support from the scientist. the more supply ships the more the scientist will have to spend on providing support to the supply module and this increases trajectory calculations for your other ships. if there is not enough support from the science trajectory division then this increases the chances of accidental fireballs and accidents. supply ships would come pre designed and could launch, dock, resupply and re-enter the atmosphere and anomalously. Pilots with a high enough level can be used to run autonomous supply lines between planets as long as that planet has been explored by an orbit with a pilot or scientist. the ship can be custom built and also needs scientist trajectory support. Competition (a very far fetched idea): Other space agencies also start at the same time as you so it becomes a race to explore and research. other agencies may get ahead of you in research so you may want to try corporate espionage strategy which is very risky and will reduce your PR by a considerable amount Other agencies may try corporate espionage on you to get your research so you can implement a secure network strategy to try safeguard your valuable research but it comes at a hefty price. These ideas try to keep exploration an unknown with manual input whilst it reduces the repetition of supply. The expeditionary base would also make it possible to put rovers on planets without having to put them atop of a rocket and hope for the best. Lastly, weather balloons for rovers; I think they would be great for having to get X data at X altitude at the north/south pole of the planet with atmosphere.
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