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  1. As Ethernet hasn't had time to update it in a while I am going to pick up the torch and maintain his excellent Station science mod. Latest Release - available from github at https://github.com/tomforwood/StationScience/releases/latest If you have the original station science installed make sure you delete that first - especially if using ckan Adjusts the efficiencies of all labs - Cyclotrons are now slightly less effective with no engineer on board, and a little bit above 100% when a 5 star engineer can tune it. The other labs will also be more effective with more experienced scientists. This mod adds several large parts designed to be integrated into a permanent space station: the Science Lab, the Zoology Bay, the Cyclotron, and the Spectrometron. These heavy parts provide facilities for performing experiments. Experiments are held in small, light pods that you can dock with your space station, execute, and bring back to the surface for Science points. The Spectrometron uses the Cyclotron to analyze results from other experiments, and allows you to transmit the data home for much higher value. In addition, there are tanks for storing Kibbal for the Zoology Bay. Running Experiments Each experiment requires Eurekas generated by the Science Lab. More advanced experiments also require Bioproducts generated by the Zoology Bay (costing Kibbal), and/or Kuarqs generated by the Cyclotron (costing large amounts of Electric Charge). Once an experiment has accumulated sufficient Eurekas (and Bioproducts/Kuarqs), use the Finalize Results action to finish the experiment, and generate Science value in the same manner as the stock science parts. Make sure your station stays in the same location for the duration of the experiment. If in orbit, this means entirely above or below the low/high orbit altitude threshold, which is 250km around Kerbin. If the experiment moves to a new location prior to finalization, it will be aborted and you'll have to start it over. Eurekas and Bioproducts generate while you're focused elsewhere, so you can leave those mult-hour experiments running while you control other ships, or just go to the launchpad to timewarp through it all. Kuarqs do not generate while unfocused, due to their electric charge requirement, but they only takes minutes of in-game time to reach quota if you have sufficient charge flowing in. Experiments don't work on Kerbin's surface. Your researchers get too caught up daydreaming about going to space. To use the Spectrometron, dock the vessel carrying the science result, or transfer it to a command pod via EVA. The results will appear automatically in the Spectrometron's context menu. Select the one you want to analyze, and wait for requisite number of kuarqs to be generated. Then, you'll be able to review the result now stored in the Spectrometron using its context menu, and transmit it at 90% via your transmitter. Experiments Plant Growth: see how a variety of plants grow in space. All you need is a crewed Science Lab. Creature Comforts: see how the animals in the Zoology Bay are enjoying space. You'll need a Science Lab, a Zoology Bay, and a sufficient supply of Kibbal. Prograde Kuarqs: use a Cyclotron to manufacture the stable Prograde variety of Kuarqs. You'll also need a Science Lab, and at least some source of power. Retrograde Kuarqs: use a Cyclotron with enough power flow to keep it running near capacity (about six Gigantor solar panels) to manufacture the unstable Retrograde variety of Kuarqs. You'll need that power to keep ahead of the decay of the Kuarqs. You should also only run one experiment at a time to avoid splitting the output of your Cyclotron. Once you reach your quota, the decay will cease. You'll also need a Science Lab. Eccentric Kuarqs: use two Cyclotrons, with enough power flow to keep both running near capacity, to manufacture the even more unstable Eccentric variety of Kuarqs. You'll need both Cyclotrons and that power to keep ahead of the decay of the Kuarqs. You should also only run one experiment at a time to avoid splitting the output of your Cyclotrons. Once you reach your quota, the decay will cease. You'll also need a Science Lab. Kuarq Bio-activity: see how the animals in the Zoology Bay react to Kuarqs. You'll need a Science Lab, a Zoology Bay, a Cyclotron running near capacity, and a sufficient supply of Kibbal. Contracts Contracts to perform station science experiments in orbit around a body will appear in career mode when you have been to that body and you have unlocked (and purchased the prototype) of the experiment and labs required. To complete the missions you need to recover the capsule back on Kerbin. License: All source code and software (.cs and .dll files) is licensed under GPL v3 Everything else is licensed under Creative Commons Attribution Share-Alike License Version History v2.6.0 Suport for KSP 1.8 and non default bodies v2.5.2 Support for KSP 1.6 and reducing log spam v2.4.1 Fix for Kuarq bug v2.4.0 Support for KSP 1.4 and internationalization v2.3.0 Support KSP 1.3 v2.2.0 Use effects instead of skills and remove part purchase requirement First release - balance efficiencies for KSP 1.2.2 unsupported pre-release 1.2.0 The new git repository is https://github.com/tomforwood/StationScience the original discussion thread was here
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