Search the Community

Showing results for tags 'science'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website


  • Developer Articles

Found 176 results

  1. This is a stock-alike (ish) probe expansion pack inspired by real missions from the mid-1960s to now. I will start with basic probe cores, and utility parts and the move on to animated science parts and solar panels. Expect parts inspired by (but no realistic replicas of) Voyager, Galileo, Pioneer 10, Venera, Hubble, Kepler, New Horizons, Juno, And more! WIP Part list: IMGUR ALBUM Beta v0.15 Download: To prevent issues, please remove any previous versions of the mod before updating If you have any issues please check this FAQ Also available soon (probably) on: Requires: Dmagic Orbital Science(For some science experiments to work), DMagic ScienceAnimate (included) Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Phase 3 - Rovers and Landers Pack: Phase 3 is Very well down the line since these parts will be more complex (Animated wheels and legs). This will add stock-alike parts inspired by Lunokhod, Viking, Beagle, Rosetta/Philae, And the many mars rovers Here is the WIP Parts list: Sample Crafts v0.2: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
  2. Hi, I'm having a KSP freeze/crash when performing a science experiment where the Science report GUI doesn't even get to appear. The KSP screen freezes and I get the windows 'processing/waiting' circular mouse icon. The experiment has been both a stock and moded item, so I don't think the part is the issue. I've checked both the log files and had the console open when replicating the issue to try and get information, but the game freezes before anything is written to those possible data sources so I'm left with no direction to track the issue. I've tried to leave KSP overnight in that frozen state and it never has come back, so it's stuck doing 'something'. I've removed a few mods related to science (CrowdSourceScience & [X]Science) but the issue still persists, but is at times random. When I take the same vessel to a separate game using the same install, there are no issues at all and the Science GUI appears as expected. So I'm not sure what to use to get some additional information. Is there are any other tools that can help isolate what might be causing this issue? Log file -> Mod list below in case it's an obvious conflict someone knows about.
  3. I've recompiled and fixed up (so that it runs; not necessarily as designed) @N3h3mia's excellent collection of Science Mods for KSP 1.x as he is currently not able to update his mods. THIS IS NOW AN OFFICIAL BUILD Do NOT raise bug reports for this build directly to @N3h3mia, nor to his official threads! NB: This release is (probably) NOT backwards-compatible with existing saves! However, please DO test this out, and post any bugs and balance suggestions in this thread. I will collate (and possibly attempt to fix/implement any suggestions in this build) so that @N3h3mia can have a starting point for the official release of his mods for KSP 1.x. The build is available via Github. Link to Latest Version (KSP1.3) Link to last KSP1.2.x Version Resources @N3h3mia's Original Thread - contains original mod information, video tutorials, and more. Micha's Release Thread - contains current release information (duplicated here) Source Code on GitHub Version History
  4. I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... Download links Updated to 0.7b2 on 2017.07.28 GitHub SpaceDock CurseForge Overview This set of mods consists of 4 main components: Kemini - early-game orbital science experiments in the Mk1 pod requires ModuleManager KEES - later early-game orbital science experiments for basic orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods OMS/KLS - full-station experiments, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KEES and Kemini are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run other missions in the meantime. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials Kemini KEES OMS / KLS
  5. SEP v2.4 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  6. Orbital Survey Plus Recent Update Detailed Notes / Thoughts Introduction Does the insta-scanning capability of the M700 Survey Scanner keep you awake at night? Are you thirsty for more realism but uninterested in complex add-ons that ignore or replace the rest of the stock resource system or add lots of parts? You might be in luck! Orbital Survey Plus is a light-weight mod that provides you with a more realistic and intuitive way to perform surveys with the survey scanner while still using the rest of the stock resource system. Gone are the arbitrary inclination requirements and instant full-body witchcraft resource reveals! The M700 will now only reveal resource data for terrain it has passed over and scanned. How It Works After deploying the M700 Survey Scanner and pressing the "start survey" button, survey of the current body will begin. As long as altitude conditions are met (which are the same as stock behavior) the scan will progress, gathering resource information for the terrain under the vessel and draining electric charge. There are no other specific orbit requirements besides current altitude. As the scan progresses, survey data is accumulated, which can be transmitted back to the KSC. As soon as you transmit your first batch of survey data the stock resource overlay becomes unlocked. When you toggle the resource overlay, you will notice that regions that haven't been scanned and transmitted will be shrouded. As your vessel gathers more data as it passes over terrain, the resource overlay will become revealed for those regions after that data is transmitted. [Science] Not only does transmitting survey data back to the KSC reveal planetary overlays, it also yields science! [Biome Overlay] This mod adds a biome overlay toolbar button to go along with the stock resource overlay. The biome overlay will be shrouded in the same way for regions that haven't been scanned and transmitted by the survey scanner. [Background Scanning] Once you get your scanner going, feel free to leave it and launch more ships! Scans will progress in the background, so there's no need to stick around and time warp. [Settings] Many of the features of OSP can be tweaked or toggled through the KSP game settings menu. For example, if you're just here for the biome overlay, the advanced surveying feature can be disabled. Download Current Version - 2.3.5 for KSP 1.3.1 Spacedock | Curse *ModuleManager included and required Source code available here on Bitbucket. Pictures! Video! (Thanks KottabosGames!) Changelog License Known Bugs - At the highest time warp speed scan lines can start to zig-zag - Entering the map view can swap the biome overlay with the resource overlay sometimes I primarily built this mod for me, so I don't expect anything. But if you like it and you're the tipping type, feel free.
  7. A note to start off: This is quite a long post with stuff that might be boring for some of you. If you just want to know the conclusion, skip to the end. So this all started while I was reading through this thread in the game-play questions. Being a bit of a turbohead myself, I figured I could help out at least a little bit with the aerodynamic efficiency of the propellers, even if electric engine types weren’t really my thing. As I read through, I encountered @Geschosskopf who believed from his extensive experience with Kraken and Ladder drives, as well as his (excellent as you will find out) spidey senses for potato physics that stock propellers must exploit physics somehow, his hypothesis being that they were taking advantage of some kind of artifact of the game’s collision physics that ignored Newton's 2nd and 3rd laws. The idea being that the propeller was dragging the plane along without “feeling” the plane. The very good reasons for this idea are summed up in the following argument. “How many RTGs do you put on a shaft? 4-6 at most, maybe less? Each RTG makes 0.8 EC/sec. The accepted conversion rate to real units is 1 EC = 1 kJ, so 1 EC/sec = 1 kW ~ 1 hp. Thus, you're only putting 3.2-4.8 hp into the shaft, which is the about what you get from a small lawnmower engine. How are you even going to taxi, let alone fly, a multi-ton aircraft with that little power?” - Geschosskopf I knew ladder drives and kraken drives took advantage of some strange physics, but I couldn’t wrap my mind around the idea that the physics of collisions between basic craft (like the propeller shaft and the plane) could be messing with things, because that would imply some very wonky effects would be seen any time two crafts were in contact. That being said, I may have been a bit biased since I regularly work on stock turboshaft helicopters. We struck up a lively debate in a private chat, which took place over the course of 3 days. His arguments usually went into the workings of the game, looking at how it (probably) models collision, trying to insure that the collision meshes two parts on different vessels are not clipping into each-other, and moving them a bit if they are. Meanwhile mine usually stayed more on the player side of things, using thought experiments such as a caged jet (this will be followed up on later) to show why it didn't make sense that the propeller was pulling the plane in ignorance of Newton's 2nd and 3rd laws. Eventually I decided to actually run a few KSP experiments to determine the viability of the wonky physics idea, and otherwise determine what was going on. The first experiment was with a Mallard carrying an orange tank. The Mallard had the orange tank inside the cargo bay mounted on a decoupler, with cubic struts and I-beams positioned around it so as to act as a cradle for the orange tank, preventing it from moving when decoupled. The configuration can be seen here. The idea being that, if collision physics work properly, the plane should take off at exactly the same speed if the orange tank remains attached to the plane as if I decouple the orange tank and let the cradle of cubic struts keep it from moving. If the collision physics are wonky like Geschosskopf theorized, then the plane should take off at a lower speed when the orange tank is decoupled, because the game will think the plane is only lifting itself, and will only teleport the tank along to prevent clipping. I made the first run with the orange tank still directly attached to the aircraft. I was a little late with the screenshot, but it took off at 76.1m/s. I made the second run with the orange tank decoupled and held in the cradle. I made this screenshot on-time to see the takeoff once again at 76.1m/s. Exactly the same as the previous takeoff. Sequential trials produced almost identical results, thus appearing to imply that the collision physics worked properly, obeying Newton’s 2nd and 3rd laws. But I wanted to be extra sure, so I devised a second experiment. The second experiment I called the “Caged Jet Experiment”. The idea was to simulate the pushing of a stock propeller on an airframe using a jet engine. Just in the same way a prop-shaft is restrained to the airframe of a stock plane or helicopter by a bearing, a jet engine would be restrained to the airframe of a Mallard by a “cage” once again composed of cubic struts. The idea being that a jet engine would stand in for a propeller shaft. If the collision effects ignore Newton’s 2nd and 3rd laws in the way Geoschosskopf theorized, then a jet held in a cage should make the plane move much faster than one directly attached to the plane, because the jet engine doesn’t realize that it is pushing the big heavy plane. I didn’t take many pictures of this one because I didn’t have an autopilot installed to allow me to hold a certain altitude precisely, so as to be able to quantitatively measure the performance of the plane. However I testify that it performed nearly if not exactly the same when the engines were decoupled and trapped in the cages as when they were still directly connected to the plane. The only difference was that with the decoupled engines, I could not reduce throttle for landing afterwards. Good thing the Mallard was a seaplane! Another experiment I proposed, but did not perform, was to attach a 5 ton trailer to a 3 ton rover using a stock pin-in-hole joint. If the collision physics work correctly, the setup should behave exactly like what it is. A rover pulling a heavy trailer, with all the associated performance losses. However if the collision physics are wonky, the rover should still have the same performance as if it were driving on its own, and pull the trailer along as if it is nothing. I’m guessing the people I see on here building semi trucks every now and then that a truck most definitely is affected by carrying a trailer behind it. So, the collision physics didn’t seem to be the root of the problem, so another idea came up. That was that KSP didn’t know how to properly get the thrust of a stock propeller, however this was quickly disproved by the point that a propeller is quite literally a number of wings moving a circle. KSP doesn’t have to do anything to find the thrust of a propeller or lift of a rotor that it doesn’t have to do to find the lift of a plane going into a slip-turn. So then there was my hypothesis that the 1EC = 1kJ standard was incorrect. I devised an experiment to try to prove or disprove this. So how it went in my head was that I would measure the torque output of a reaction wheel in relation to the angular velocity. Using these values I could determine the power output by the equation power = torque x angular velocity (P = τω). By comparing this to the electricity drawn (EC/s) by the reaction wheel, I could find the energy content of a unit of electricity. For the experiment I created a kOS script which can read the angular velocity, and use that to determine various other statistics. I also created a special vessel with which to perform the experiment There is a probe core, a fuel tank, a reaction wheel (the 0.625m type, which has a constant electric charge draw of 0.25 EC/s), and two spider engines on the sides directed so as to create torque. The engines are a known constant source of torque, calculated to be 7740 newton-meters. So what the script does is activate the engines, and then take a reading of the angular velocity and labels it Ang_vel0 at a time desginated T0. It then waits a short period, and measures the angular velocity and labels it Ang_vel1 and takes the time as T1. It can now calculate the angular acceleration as (Ang_Vel1 - Ang_Vel0)/(T1 - T0). It can then calculate the moment of inertia of the craft in the roll axis using α = τ/I => I = τ/α. Moment of Inertia = Torque / Angular Acceleration Note that I use the infinite propellant cheat during this experiment to make sure the moment of inertia doesn't change as the engines fire. Anyways, so the script shuts off the engines again, since it needs no disturbances for the next part of the experiment. I use timewarp to bring the spin back to a halt, so as to have no influence from the previous bit that determined the moment of inertia. The script now locks the ship's roll control to full clockwise (would work counterclockwise just as well, that's just what I picked), and uses the same procedure of finding angular acceleration using = (Ang_Vel1 - Ang_Vel0)/(T1 - T0). It displays this value as well as the angular velocity** Since it now already knows the moment of inertia, it runs it the other way to find what torque the reaction wheel is producing. τ = I*α It displays this value** Now with the torque and the angular velocity, it can calculate power via P = τ*ω It displays this value** **All these are updated over time, allowing changes to be observed By plugging all the displayed values into a spreadsheet, I was able to create charts displaying various items such as torque curves. To my intrigue, at near-zero angular velocity, the 1EC = 1kJ conversion rate was true (so in the graph I put EC/s as W for watts), but as angular velocity increased, the reaction wheel appeared to be developing more and more power from the same constant power input. I and probably a lot of people here knew reaction wheels were broken due to lack of conservation of momentum, but this demonstrates just how badly they are broken. At just 9 radians per second, the reaction wheel is multiplying the power input by a factor of 150. Thus you can give an electric plane spitfire performance with the electric power equivalent of dinky little lawnmower. I have yet to perform the experiment up higher angular velocities, however it would be interesting to see how the trends continue. I want to add some more tests into the experiment as, now that I think about it, I'm wondering if torque is actually constant, and the apparent change is due to the spider engines stretching away from the tank due to centrifugal forces, thus changing the moment of inertia slightly. Perhaps I can devise a method of testing that does not require any off-axis parts. Expect updates! Current conclusion: Stock propellers in of themselves are not exploitative, however electric props take advantage of broken reaction wheel physics to generate power a couple orders of magnitude greater than what is put in! So neither Geschosskopf nor I were entirely correct! Thanks for reading! Also thank you Geschosskopf for the fun debate and the push to question the workings of the game. This all was quite interesting to work out. For anyone interested in examining the script I used you can find it below. The order of the display of values and their labels have been modified slightly to be more user-friendly, but all the math is the same. Not that the variable labeled "Torque" is used twice in the script. In the first section it is a fixed value, designating the torque from the two engines. In the second section it is overwritten and is the calculated torque output of the reaction wheel.
  8. I can not find this part in the technological tree. Saved ships they already own, can not be thrown (even in the sandbox). How will I recover science from my probes? Note: Sorry for spelling errors, I'm translating on google.
  9. I feel like this could be done with a simple patch but I really don't know how to use MM. Is there anybody who can enlight me about this ? Thanks in advance
  10. Kerbal Science Innovation Creat 30/06/2017 This is a science mod which use the science of today and the science of the future, for the moment it is in Progress.(create by a french ) Version : 1.7.1 Change log : Download From : CKAN Author : @Ourshinigami Scorpius Space is enjoy to show you those part ! Scorpius Space Science Laboratory AtomicFountain (Caesium 133) Imgur : Atomic fountain(Caesium 133) Description : An atomic fountain is a cloud of atoms that is tossed upwards by lasers in the Earth's gravitational field. If it were visible, it would resemble the water in a fountain. While weightless in the toss, the atoms are measured to set the frequency of an atomic clock. Dark matter collector Imgur : Dark Matter Collector Description : This is a dark matter collector. Dark matter sensor Imgur : Dark matter sensor Description : Dark matter has never been directly observed; however its existence would explain a number of otherwise puzzling astronomical observations. The name refers to the fact that it does not emit or interact with electromagnetic radiation, such as light, and is thus invisible to the entire electromagnetic spectrum. Although dark matter has not been directly observed, its existence and properties are inferred from its gravitational effects such as the motions of visible matter, gravitational lensing, its influence on the universe's large-scale structure, on galaxies, and its effects on the cosmic microwave background. Gravity waves sensor Imgur : Gravity waves sensor Description : This part detect the change of the gravity of a planet with the modulation of the gravity waves. Can only fonction in a polar orbit at 90% of the sphere of influence (Ex : for kerbin you need to be at 90% of her sphere of influence; 76 000 Km) and can fonction only around a planete and the sun (kerbol) Polaris-Ray X imgur : Polaris-Ray X description : X-ray fluorescence spectrometry is a chemical analysis technique using a physical property of matter, X-ray fluorescence. When material is bombarded with x-rays, the material re-emits energy under Forms, inter alia, X-rays; This is X-ray fluorescence or X-ray secondary emission. The spectrum of the X-rays emitted by the material is characteristic of the composition of the sample, by analyzing this spectrum, one can deduce the elementary composition, Ie the mass concentrations of elements. Scorpius Space Fuel Tank Reasearch Selene Fuel Tank (Morpheus Project) Description : A Morpheus project fuel tank. Selene is the Greek goddess of the moon. Who better than the goddess of the mun to fuel your dreams. The rising of the mun brightens and beautifies the night so what is better than moonlight to bring light to your dreams. Scorpius Space Payload Reasearch Morpheus (Morpheus Project) Description : A Morpheus project payload. Morpheus is the Greek god of dreams and this payload wil hold your dreams. PRIME SPACE MANUFACTURING is enjoy to show you those part ! Author : @PR1ME MicroverseBattery Description : A battery containing a miniature universe with intelligent life that can produce massive amounts of energy. "It's just slavery with extra steps." Requires concentrated dark matter to keep the microverse stable. Dark matter contaiment module Description : A specialized container to store dark matter at extremely high densities. Morpheus project is in work : 14 new parts are in work (3D model are in works) Yeah I know, there is lot of new part but this only for a science part who need to new fuel tank, new dockin port, new fairings, new engin. (2 parts are create, the fuel tank "Selene Fuel tank" and the payload "Morpheus") (PAUSE) New 3D Model for Dark matter collector is in work (3Dmodel create, just need of help so as to create the animation) New texture and 3D model is in work for selene fuel tank (3Dmodel ok, just need to finish the texture) EOS project is in work (just in wait of the plugin) A new part ceate by @PR1ME is in work (in wait of the cfg file) Language : [English] translate by @Ourshinigami and @Aelfhe1m and @PR1ME [Spanish] translate by @fitiales Contract Pack Version : 1.1 Change log: Downlowd of the contract pack : Space Dock Curse Forge CKAN Requires : Author : @Ourshinigami @Aelfhe1m Language : [English] translate by @Ourshinigami and @Aelfhe1m [Spanish] translate by @fitiales Thanks to @Aelfhe1m for the plugin of the gravity waves sensor. @TheRagingIrishman , @artwhaley, @steedcrugeon for their help in my start. @fitiales for the translation in spanish If you want help me, let me a personal message, the help is welcome Licence: Licence Creative Commons Attribution - Pas d’Utilisation Commerciale - Pas de Modification 3.0 France. Licence for the flag of the Kerbal Science Innovation Contract Pack:Flag icon made by Freepik from Licence : MIT for contract pack configurator and for texture replacer.
  11. [1.3.0] Fair Lab

    this mod solves problem of cheat-unlimited science from lab(s) (each stock lab(accompanied with 2 scientist and rover with instruments) gives you 3000 science from minmus each 3 years, which in turn makes even Duna visit meaningless) this goal is accomplished by 1. removing data concept from lab. 2. all bonus science from lab goes to corresponding research, so many labs can't give unlimited science on same subject (science bonus currently 100% of original science and limited by lab location and scientists levels and stupidity, 110% for kspie, needs testing) Features: 1. lab can send science(both collected, and bonus) without losses, but only if scientific subject already studied at lab at least up to 5% (bonus) by scientist on same celestial body, where it was obtained(last part required only if you want send research bonus itself). You can resend it as many times as you want (using button "Fair Transmit Science"), in case link was lost, or send updates if you collected(combined)/researched more. 2. lab bonus science can be viewed inside science archives ("from Lab" entries), after it was transmitted from lab. 3. lab can combine several experiments made by same equipment type in same conditions into one experiment, similar way of how its done in ksp, to use that feature you need to dock science lab and experiments with scientific data (at least two made in same location, and same type, but launched in different launches), and press button "FairCollectScience", it will copy data from experiments inside lab and combine them (if possible), you can do docking in sequence(same time not needed), and you could use instruments in same vessel as lab(as one source, you still need other(s)), but if you move data from experiment equipment, you would lose ability to combine it later(you still could study it inside lab but without ability to combine later with other experiment). this complex way is necessary to prevent cheating (multiple data scan by same equipment), and also because ksp don't mark scientific data with launch id, when created, so it can only identified from equipment it was created (while data still there). Science bonus depends both on current lab position (you would get 50% of max bonus if you within soi of celestial body, where scientific data is acquired, and up to 100% if situation and biome also matched) and (mutliplied by) cumulative level and smartness (1-stupidity) of scientists (formula is pow(level13*(1-stupidity1)+level23*(1-stupidity2),1/3) )/5 ), i.e. one level five scientist with stupidity 0, could give 100% science bonus, science processing speed also depends on lab location, and scientists levels. binary 1.2.2 1.3.0 (just extract inside ksp data folder, and resolve conflict ModuleManager if exist (leave only latest ) ) source on screenshot in processed queue first percentage is how much science did you collected (combined) on subject, second percentage is how much researched, second maximum (bonus) depends on first one, as soon as it reaches 5% you could send both to ksc. Fair toggle prepare(send) only allows study only up to 5.1% just to be able to send original experiment data to ksc without losses (using Fair Transmit Science). updated, initial compatibility with ksp interstellar extended added. in archives FairLab science can be seen such way (for example) P.S. i hope SQUAD would include that mod inside ksp. normal gui planned... don't forget lab in offline state while you leaving your vessel (i.e. you would think lab is working, but it is not) lab do auto shutdowns on resources absent, usually if you have a lot of research you could leave lab without supervision even longer than original one (as there is no data limit), but you should consider to move it from one biome to another, just to get maximum bonus. debug logging (enable) option is not saved, so each time you switch to vessel if you expect to see some bug you should enable it (and send logs (after bug occurs) here) science container functionality inside lab is fully enabled, but it is not linked to Fair lab code, so it will NOT allow combine scientific data, use FairCollectScience for that.
  13. I currently am orbiting Duna with a probe containing several DMagic Science experiments. When i arrived on Duna i forgot to calculate how far Kerbin would be, so i cheated to extend the antenna's range. It communicates fine, but i cannot transmit science. i tried reloading but still nothing. [EDIT]-I fixed the issue by completely restarting the game.
  14. Artificial Intelligence: Can we redesign the world? So I have thought about how AI systems are become so much more powerful and complex. So along those lines could computer system AI become self learning enough like google DEEPMIND project to improve just about everything? : Antivirus software with DEEPMIND rooted together so that another computer system could repeatedly attempt to hack with various viruses, then after such a point the Antivirus software with DEEPMIND becomes aware of creating a defense or destroying the virus as soon as detected. Redesign the virus attacking computer to become aware that it has still not found a route of taking control of the device, as this cause the DEEPMIND system would be added to the virus computer to make that happen. As well as come up with combinations of the current viruses to learn and then create more complex viruses of it's own to unlimited possibilities. This in turn could maybe help some networks get an antivirus software that would be incredibly unbeatable. "Antivirus software" is a relative term as to what software it would actually be called, would be up to the designer of course. DEEPMIND self learning AI could possibly learn the capabilities of the current computer system the AI is working in then calculate all kinds of different computer technology improvements. For example the move from HDD to Solid State Drives, seem to be a great step. Of my own curiosity would multiple flash drives being so small, be converted together easily enough to make like say a 40-500 Terabyte Solid State Hard Drive of sorts? This might be the ultimate kicker if two computers are running DEEPMIND and they both begin communication with each other, in an effort to improve their AI. Would it be possible for the DEEPMIND AI on each machine to learn to create just about anything. Such as a biological organism 3D printer for lack of a better term, in which case tissue of a person could be sampled to create a whole new organ within hours. This is just another thought of no evidence or research yet. With such efficient ways to have computers redesign various capabilities of current technology, I believe I read that the DEEPMIND AI developed a way to reduce cooling cost of googles systems by 40%. Along with all those aspects imagine the future designs this system could create for Aerospace, Rocket design, Possibly another way to enter space in a vehicle made to take flight and at a distance predetermined to quickly speed up the the Earth's atmosphere. Although if such technology becomes available likely this won't be a issue. Alien technology UFO you may think of in this case to explore space more quickly than we have ever before. These are just various comments on possibly some ways DEEPMIND AI could help advance the world. In no way do I say these are feasible or close to even happening at this point. With an Artificial Intelligence system and nano-technology and creative ingenuity, seems like most anything is possible perhaps probable. Just some interesting thoughts in my opinion. Have a great day. Thanks, for reading
  15. Flying Saucer

    A revisit of my previous Kraken Drive fairing flying saucer, re-equipped with infinite fuel engines. It's loaded with science equipment, which are all activated with action group 0. It's got a walkable interior that your kerbals can stretch their legs in. While supposedly it has artificial gravity generated by thrust, the game doesn’t understand it so if kerbals are in the craft interior while the craft is flying they’ll just bounce around on the inside.
  16. [1.2] Science - Full reward!

    Science - Full reward! READY FOR 1.2!!! What it does: Some experiments require you to do them multiple times at the same location to max out your science gain. If you, like me, don't want to do it this way this mod is for you. It just makes you get the 100% science-reward the first time you do the experiment. But only if you recover it. This mod does not get rid of the penalty for transmitting data, it only affects the execution of an experiment. Here is what it does "in action"; Fresh game, first time on the launchpad, full green bar: Needs Modulemanager Download/Source: Spacedock Download Github Source If you like this, you might like this too: "Kickstart" It's a basic modulemanager config too and sets ALL the experiments and the verry basic rover wheels to be available at the start of a career. So you can hop in your rover and start exploring the KSC right away (after you unlocked batteries and stuff of course) Too small for a own thread in my opinion, but worth sharing. Just rightclick this LINK, save target as..., and put it inside your GameData folder. Like "Science - Full reward!" it's not capable of breaking any saves! Cheers. Supports CKAN Thanks to @Malah and the guys from the ckan IRC it is now in the repository, thanks alot. Changelog: -Ready for KSP 1.2, Mod Version is now 2.1 -Added download for "kickstart.cfg" -Removed "unlock" option and made it a seperate .cfg + roverwheels
  17. Is it possible the MM patch the MPL back to the old functionality where it just boosts the available transmission of an experiment? I found @Snark MM patch to cut out the 5x multiplier, just wonder what else to add for the transmission part? Oh - just in case someone suggests it - I know about Dmagics science transmission mod - however I was just hoping for a MM patch level of change - I've already got 112 mods and the spacetime fabric seams in my game are starting to go...
  18. I had a few questions regarding a few varied things I'm looking at for a mod: ** Is it possible to reference a celestial bodies ground texture to utilise within a section of a part model? Reasoning is I figure it might be better to use existing textures already in the game rather than import another texture file. It this just too hard to do and I shouldn't look at doing it and default to my own texture file? ** With the new-ish "Experiment Storage Units" being able to hoover up all completed experiments into it's own experiment container through the "Container: Collect All" button, is there anyway to have an experiment be excluded from this process and not be able to be sent to an "Experiment Storage Unit"? Or am I completely locked into this process as stock experiments only function this way with no available exclusions? Alternatively, is there a way to hide an experiment result (without destroying its information) from this process so the "collect all" function skips over it? ** What's easier to handle at the moment when you are coding a mod (as far as flexibility to get it to do what is desired - moving and handling a resource (eg dirt, water, etc...) or moving science experiments around? I ask as I'm thinking I might change the experiment idea I'm thinking of to a resource and just have contextual information (eg buttons to move stuff around, drop, pickup, etc..) until I'm ready to convert it to an actual science experiment result. ** Last one about models and animations: Cargo bays have an animation that is tied to the angle setting in the right click menu. Would it be possible to tie a flat plane in the model that represents the surface of water in a cylinder to the resource percentage amount of the part? eg a Part holds 5000 unit of water at max, current has 2500 so the flat plane that is the water "surface" would read that as 50% and be shown at halfway point up the cylinder?
  19. What science podcasts do you listen to?

    My personal favorites are Startalk (though I don't listen to it as much as I used to), The Skeptics Guide to the Universe, and the Infinite Monkey Cage.
  20. Dang, there are so many mods, so hard to keep track... Anyhow, I'm pretty sure I saw a mod the other day that would alert you to science being available (but does not auto perform experiments). Am I crazy or does anyone know of such a mod?
  21. Recently, I was scouring about the internet and I realized how exoplanets are quite varied, from near-moon sized ones to some about half the size of the sun (Those ones of course might be brown dwarfs.) and I feel like we need some way to categorize them. So here are my ideas of some categories and their abbreviations. I'll be using new and some traditional planet categorizations to make this as wholesome as possible. (I'm going to be using the word planet instead of exoplanet because it's easier to abbreviate that way, anyways...) Terrestrial Planets (TrP) - A planet that is made of mostly solid materials like silicates and metals. ----- Distance from Star ----- Hell Worlds (HW or UHTrP) - Terrestrial Planets impossibly close to a star, reaching temperatures exceeding some stars Sub-Earth Hell World (S-EHW) - A planet less than 0.6 ME and/or less than 0.8 RE. Earth-Sized Hell World (E-SHW) - A planet with a similar mass and/or size to earth. Super-Earth Hell World (Sp-EHW) - A planet with over 1.5 ME and/or is no bigger than 2 RE. Mega-Earth Hell World (M-EHW) - A planet with at the most 10ME and is bigger than 2 RE. Hyper-Earth Hell World (H-EHW) - @ProtoJeb21's terrifying Tatarus (EPIC 220395236). Easily exceeds 10 ME and at the least is 3 RE. This kinds of planets can only happen if the stellar flux is at least 1,000 times of what it is on Earth and the star is bigger than a G-type (as far as i'm concerned.) ^ Hot Terrestrial Planets (HTrP) - Planets that are, well, hot. they range from ~2000K to 700K Warm Terrestrial Planets (WtrP) - tbd ----- Mass of the Planet ----- ----- Size of the Planet ----- Gaseous Planets (GaP) - A planet made mostly of gas, basically Jupiter or Saturn-like planets. Hot Gaseous Planet (HGa or HJ) - Gas Planets that orbit quite close to their home star Class III Gaseous Planet (C3G or C-LG) - Gas Planets that have no clouds, besides the ones near the surface. Class IV Gaseous Planet (C4G or AlG) - Gas Planets that have alkali metals as clouds. Class V Gaseous Planet (C5G or SlG) - Gas planets that have silicates as clouds, these are the hottest type of gas planet. Temperate Gaseous Planet (TGa) - Gas Planets that orbit within the habitable zone of a star Class II Gaseous Planets (C2G or WCG) - Gas Planets that are too hot for ammonia, but have a potential to have similar clouds as Earth's. Cool Gaseous Planet (CGa) - Gas planets that orbit at about the same SMA as Jupiter or Saturn Class I Gaseous Planets (C1G or AmG) - Gas planets that have ammonia clouds or something similar Planemo (PlM or RgP) - Planets with no star, basically a rogue planet. *Sub-Earth Rogue Planet (SRP) - Rogue planets that are smaller than Earth *Earth-Sized Rogue Planet (ERP) - Rogue Planets that are similar in size, mass, and/or density of Earth Gaseous Rogue Planet (GRP) - Rogue Planets that are mostly made of gas. However, they are likely to be hydrogen and/or helium. Warm Rogue Planet (WRP) - Rogue Planets that are noticeably and unusually warmer than the surrounding space Brown Dwarf (BrD) - Stars that failed to go under nuclear fusion: They'll still be planets since they're made of common materials from gaseous planets. Near Brown Dwarfs (NBrD) - Planets that are almost brown dwarfs but not quite. Y-Type Brown Dwarfs (YBrD) - The coldest type of Brown Dwarf L-Type Brown Dwarfs (LBrD) * = Skeptical or to be founded. ^ = Value is dependent on the type of star Notify me if you want something to be changed or add something new I'll try to update this everyday, but that might not be possible since school's coming up.
  22. The time has come for Kerbal-kind to leave our small blue oasis on Kerbin and venture out into the great beyond - to the unknown worlds that beckon us from afar like silent lanterns adrift in the night. We are resolved to go to Jool! To unlock the secrets of the unknown, and hopefully also to come back! Prologue: What follows is my account of the planning, execution and aftermath of the Magellan mission to the Jool system in my career save. I have spend the majority of my time playing KSP within the Kerbin system visiting the Mun and Minmus ad nauseum, and unlocking most of the tech tree. Besides Duna, I have never visited any other body in a career save. My goal in this career is to send missions to visit all the celestial bodies in the Kerbol system. Some will be manned and some unmanned. With a Jool transfer window approaching in 41 days, I have decided to take a bold step towards this goal by sending a crew of valiant (or maybe daft) kerbals to this giant green world and her moons. Magellan Mission The Magellan mission will take after the great explorer Ferdinand Magellan in attempting a feat which has never before been done (by me). To send a manned mission to the Jool system, take science data on all the worlds therein and return to Kerbin. I'm calling this a Jool-4.5 mission because unlike the Jool-5 mission reports from challenges, there will be no flags or footprints on Tylo, instead I will have a probe land and report back with science data. But the rest of the moons will be visited by Kerbals. Here is the mission patch for the Magellan Mission : The patch shows the silhouettes of Jool, Laythe, Val and Tylo against a backdrop of stars and backlit by the sun as the spacecraft flies by. It is modeled after the STS-41 mission patch. The motto is latin for "To the stars through adversity", and was totally Magellan's rallying cry on his voyage something I thought sounded cool. This mission report is primarily for my own benefit, as something to look back on when this mission is over, but I hope others will find it enjoyable as well. I intend to chronicle my thinking as it relates to mission planning, vehicle design and testing and mission execution in a matter of fact way, and not to write a story or a novel. Right now, I'm not planning to do much if any roleplaying from a Kerbal standpoint, but who know maybe I will get carried away later on. Notes about my playstyle: At this stage, I have designed the vehicle and a rough sketch of the mission plan. I build and test all my vehicles in a sandbox save and then copy the craft files to my career save. For testing purposes, I am allowing myself cheats to get the vehicle into LKO, but no testing will be done in the Jool system. This will hopefully force me to think more carefully about what conditions I will encounter at Jool and will preserve the newness of the experience for me when I actually fly the mission in my career save. I do use quite a few mods, but no part mods (aside from SCANSAT). The mods that I use fall under one of three categories: (1) Visual enhancements (2) Sounds/Effects to increase immersion and (3) Gameplay tools (ie KER) What's Next: In the next posts I will be showcasing the design of the spacecraft, and possibly doing some on-orbit testing. Once I unlock all the parts I need in my career save we will get onto the meat of the mission.
  23. This is my first time playing career mode, and I'm wondering if I bring two of the same experiment and transmit both, will I get the same amount of science that I would get if I recovered one experiment. Or would I have to send another mission to recover the other half of the science. I'm planning a lunar fly by and I just need to know.
  24. Here we are with Gamelinx's planet pack installed. This story will carry over from the Advancing Through Hardships, but this is significantly more orientated towards the actual missions. The beginning will seem brief because I can't wait to start exploring! I have only glanced at the solar system and I am so excited! The game will be played Kerbin sized but maybe in another series I will do 2.5x. Let's us dive into the story. If you want I will add the mod list, but it will take somebody asking for it specifically. Mod list: Here are the list of chapters, each one with the chapter right below the title. I hope this is a convenience instead of a hindrance. Chapter 1: A New Beginning Chapter 2: A New Initiative Chapter 3: A Mun of a Mun Chapter 4: A Golish Scene Chapter 5: A Gollogical Expedition Chapter 6: "We're in Hell Jeb, Everyone is." Chapter 7: A Little Too Much Like Mint Ice Cream Chapter 8: Junior Von Kerman Chapter 9: Olei
  25. I have my station ( Babylon K ) in orbit around Mun and I have a few questions about labs. 1) I left my Lab running over night but the game was at the space centre and my station produced no science despite a predicted 4 science per day. Does the game have to be focused on the lab to produce science or is there away to leave it unattended while I work on another project? 2) I gather that only Scientists in the lab itself contribute to the conversion rate ( I forgot to add a scientist to the lab and now it's producing 9.8 sci/day ), Is it worth having a second lab on the station and two more Kerbals? Will they work on the same data or will the second lab fill with data once the first is full or will the second lab simply not function?