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Found 140 results

  1. 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. https://kerbalx.com/goduranus/Flying-Saucer
  2. 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 (Old version 0.14.2 only. New one coming soon) 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
  3. 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 : 1.4.2 Change log : Download From Space dock Curse forge 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) 1 new part is in work (just need to finish the texture) Morpheus project is in work : 16 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. Language : [English] translate by @Ourshinigami and @Aelfhe1m [Spanish] translate by @fitiales Contract Pack Version : 1.0 Change log: Downlowd of the contract pack : Space Dock 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 Licence: Licence Creative Commons Attribution - Pas d’Utilisation Commerciale - Pas de Modification 3.0 France.
  4. 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
  5. 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...
  6. 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
  7. 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?
  8. SEP v2.3 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!
  9. 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.
  10. 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?
  11. 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: https://en.wikipedia.org/wiki/Nuclear_fusion#Nuclear_fusion_in_stars. 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.
  12. 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.
  13. 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.
  14. 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
  15. 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?
  16. 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
  17. Hello everyone! I came here because I wanted to spread the word about this game, please check it out if you like scientifically accurate space games. The game is being funded on kickstarter and there isn't much time left, please contribute if you can, thanks!
  18. Hey guys, First time using forums so I'm sorry If I violate any rules. Basically I have an idea for a plugin that I'd like to see but I really don't know how to make it, I assume it's simple since its only a GUI. So should I just say the idea here and hope someone will make it or what? Help a fellow explorer Thanks in advance
  19. ExperimentTracker Made by Derrey This mod lists all experiments and helps to deploy them fast and easy. How do I use the ExperimentTracker? This mod adds a button to the flight scene. When active, a GUI is shown which lists all science experiments that can be deployed. You can deploy an experiment by simply clicking on it. Finished experiments can also be reviewed (left click) and resetted (right click). When inactive, the GUI is not shown and the button indicates whether there are experiments (yellow) or not (red). A click on "Info" toggles a GUI which shows some informations about the current biome, etc. Mod compatibility This mod should be compatible with every science mod that uses the standard ModuleScienceExperiment interface or DMModuleScienceAnimate from DMagic. Tested compatibility: Universal Storage Orbital Science Where can I download the mod? You can download the mod here and follow the 'How to install' guide or let CKAN install it. The source code is available on GitHub. The mod is made available under the Apache License - 2.0. For KSP 1.1.3 download the mod here. How to install: Download the .zip file. Unpack the .zip file. Copy the /ExperimentTracker/ folder to your KSP installations GameData/ folder. Changelog:
  20. I literally just started playing, I've played for an hour or two but have no clue how I'm supposed to get more science. I've gotten about 12 overall and got the first two researches but don't know how to get more. I tried reading through the manual but that didn't help. Any advice is greatly appreciated. SOLUTION Figured it out, I was having trouble landing air crafts from high altitudes because I was keeping my engines attached. After I figured how to launch my ships higher and not crash, I got a lot of science for reaching space and back.
  21. Goal: a bit helping to select proper experiment for mission. This simple plugin adds additional info about science experiment to its information panel (RightMouseClick). Now You can find info about situation when experiment will work and its relations from biomes while constructing your vessel in VAB. Also it adds usage requirements and can trace multiple experiments definitions in one part. Works in VAB-SPH only. Observed partmodules can be configured using CFG. So, it can trace parts containing stock science module "ModuleScienceExperiment", additional infos will be collected from its EXPERIMENT_DEFINITION node. Example cfg with nodes for stock science parts, OLDD, StationScience and DMagic's science parts are enclosed. Seems like it can trace any handmaded sciencemodules with its own names from different mods, but only if it were inherited from stock ModuleScienceExperiment. source DOWNLOAD
  22. [1.3] KrakenScience 0.6 [2017-07-05] Trailer KSP 0.22 ! source of inspiration for Kraken Science. This Part pack include many Science parts with report values: 2 Probe Core, LittleFrog and ScaRaB system with 1 monopropellant engine : 2 Strategies for your career: Download: Curse Download: SpaceDock Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Installation : Please delete your old Folder before update! ChangeLog: -------------------------------------------------------- I'm French, sorry for my bad english, thanks. If modders detect faults and wishes to use has the correction, to contact I by mp, thank you! --------------------------------------------------------
  23. RELEASE 2.2.0 (alpha) Plugin is now compatible with KSP 1.2, but I haven't had time to thoroughly test. Therefore I've chosen not to push the release to SpaceDock/CKAN until it's confirmed this new version is fine (I would be very grateful for any help!). See new version link below. RoverScience is a KSP plugin that attempts to add more interactive functionality to the science system FOR rovers. You drive rovers to search for science spots which you may then decide to investigate and analyze for science gain. Rover Brain parts made by @akron Wonderful tutorial/showcase video by youtuber KottabosGames; thank you! There is one discrepancy, however: you do not get more science the farther away you are from the landing spot - you only generate science spots much quicker. What does give you more science (potentially) is scanning for science spots farther away from the rover (this is what the scan range is for): see here for the boost to science potential with distance from the rover. Steps are pretty simple: Quick Instructions [1] Build your rover and attach the appropriate Rover Brain and ensure it is pointing "forward". As long as it is pointing "forward" it can be placed anywhere on your rover. This forward orientation is not critical to the functioning of RoverScience, but it will provide you with a convenient "Control From Here" for driving the rover correctly forward. [2] Right-click on the Rover Brain in-flight and click "Activate Rover Terminal". [3] This console will update you with information regarding the Rover Brain. Drive and explore around to search for a science spot. [4] After driving for awhile, you may detect a potential science spot. This will be shown as a large red transparent sphere waypoint. Drive towards the waypoint to further investigate. [5] Drive into the marker and it will turn green. You may now analyze for science, but before you do consider the potential science. Every science spot analysis will increase future science loss; be wise with which spots you wish to analyze, and which to abandon. At any point you may click on "Reset Science Spot" to begin search for another spot. [6] This is the upgrade menu. "Current" shows you what value an upgrade currently has. "Next" will show you the value if you increase the level. "Cost" is how much you will spend in science to upgrade. "UP" is the button to upgrade. An explanation of each of the upgrades is given further below. All upgrades are permanent and work across all rovers! Click HERE for information on RoverScience Upgrades Notes: Firstly, RoverScience will not function unless the Rover Terminal is opened. This is done through the right-click menu of the Rover Brain part. RoverScience will only search for science spots if your vessel has at least one wheel, and that it is in contact with the ground. Upon landing, your rover will establish a landing spot. Driving farther away from where you originally landed will increase chances of finding a science spot. Science spots detected far away from the rover will have a bonus multiplier added to them. You are rewarded for exploring and reaching far destinations. Bear in mind that a 50% increase to 10 is only 15 -> carefully consider whether the potential (or the prediction) is worth it. Each analysis you commit to will slowly degrade a rover's return of science. For the first 2 analyses you'll get normal values, and anything past that will slowly degrade the amount of science you get back. Soak up those high potentials as much as possible! CTRL + R + S will open the RoverScience menu. DOWNLOAD FOR KSP 1.2.1 (or SpaceDock link) (or CKAN) This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin ___________________________________________ SpaceDock Link README Everything should be running fine, but if there any issues please post here or, even better, on the RoverScience GitHub. Known Issues: 1. Two rovers with Rover Brains that are within physics range will throw Null References and will break RoverScience. Much thanks to the community of KSP modders, who have been very patient, very kind and very helpful. This is my first major C# project and I'm still learning. The code may be messy in some places and I apologize. But nothing will ever describe my gratitude to those who helped - particularly malkuth, whose inbox I have no doubt spammed with questions. Rockstar04 for loyal testing for much of the development. And anyone else who I might have forgotten (sorry)! Some more thanks: - etmoonshade - udk_lethal_dose - akron for Rover Brain parts - modelling and texturing - Nat Sum for rock models! This is a wonderful community, and I thank you all once again. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  24. Hi guys So, I was wondering what you guys do before you build rockets. This is what i do:
  25. This plugin will give you funds and reputation for each science report you transmit or bring back to the KSC, thus enabling you to play career without having to deal with the contracts. Download from SpaceDock or Github. The source code is available on Github in the public domain. The v1.3.0 update is all johnqevil's work: a big thank you for updating the mod in my absence! Customize the amount of funds / rep by editing the settings.cfg file right next to the dll (they are proportional to the science points). No pics, no clicks? No care.