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List of all research types+situations?


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Hello,

after having played around with the demo, I purchased the full version and started playing in the career mode. I am broke, I desperately need more money and SCIENCE. The career mode in the demo was way easier than in the full version!!! :mad::cool:

I see that you can repeat the same research in different situations and get more science points. For example:

  • A materials study can be done: (among others)
    • On the surface of every biome
    • While flying in space near Kerbin (without distinction by the biome being overflown!)

    [*]An EVA report can be taken: (among others)

    • On the surface of every biome
    • While flying in space near Kerbin (a separate EVA report over each biome being overflown is possible)

​

So there are more possibilities to do an EVA report in near-Kerbin space (one per biome) than to do a materials study in near-Kerbin space (no distinction by biome). It's not fun at all to find this out by trial and error. It's also unrealistic - in real life, you usually know in advance what kind of research is appreciated.

Is there any list out there detailing out what kind of research can be repeated in which situation?

Edited by uncle_jew
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The wiki's got a pretty comprehensive list of what all you can do. - http://wiki.kerbalspaceprogram.com/wiki/Science#Activities

The list of biomes might also be helpful to you. - http://wiki.kerbalspaceprogram.com/wiki/Biome

Lots of folks have gotten early science by rolling around KSC in a contraption consisting of two Mk1 Capsules stuck end to end on each other. You just have to be careful not to get it going too fast...

That, of course, is not the best early strategy for the career game I've come across - you can get up the tech tree pretty quickly on a shoestring budget. I have to motor or I'd take the time to go find where that strategy is posted on these forums. Maybe a future edit.

Edited by capi3101
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Ah - found it: Streetwind's post, transitioning into Geschosskopf's post on the same thread, is an awesome early game strategy. Note my own observations on Streetwind's part of the strategy, as well as Geschosskopf's reply - in fact, that whole thread is absolutely worth a read. It's a powerful combo - I used it to climb up most of the tech tree in under 100 game days.

I found this hugely useful

http://forum.kerbalspaceprogram.com/threads/130697-KSP-1-0-x-Complete-Printable-Stock-Science-Checklists

Print if off and check them off as you do them

Nice find! I'ma gonna have to start using those my own self...

Edited by capi3101
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