magnemoe

How to use the ground experiments?

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has not found any description here. Do you need one solar panel for each other piece? used one of each item and solar pannels says it does not produce power I find. 
only thing working is that the central say it is connected to two experiments. 

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Posted (edited)

it seems pretty simple to me:

Every unit (except the power producing units) consumes 1 "power unit". So a full science loadout (weather/ionographer, go-ob, passive seismometer, and control unit) needs 4 power units. 5 if you use the antenna unit (I guess you don't need that if you have a nearby craft relay... I'm guessing a probe core and a relay antenna could work).

The solar and RTG units produce 1 power each as a baseline. They get engineer bonuses.

In sandbox I had a (maxed out) engineer place a solar panel, and it produces 4 power units instead of 1. I haven't determined the power bonuses to engineer level yet, but it seems that it will start at 1-2 (maybe a level 0 engineer still gives a bonus?), and go up to 4 by level 5.

I don't know how the solar unit output varies with distance to kerbin, nor how it handles day/night cycles, so...

Anyway, with no engineering bonus, on kerbin, you need 1 panel for each piece. With a level engineer, it seems to be 1 panel per 4 pieces, on kerbin.

*Edit* Just tested, level 0 engineer: solar panel produces 2 power instead of 1

level 1 engineer still produces 2 power

I'm going to guess levels 2 and 3 produce 3 power,

and levels 4 and 5 produce 4

 

Edited by KerikBalm

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Posted (edited)

Does anyone have any insight into the science generation mechanics?  So far I've been able to glean:

  • To work, an experiment has to have sufficient power (per OP question) and a control station nearby.
  • The experiment also has to have a connection back to Kerbin, using normal CommNet rules.  The control station has a weak antenna, and you can either deploy a stronger one, or piggyback on normal relays.
  • When all these conditions are met, the experiments (other than the passive seismometer) will generate a certain rate of science per time.  This is not wacky data like the MPL, this is just straight science into your account.
  • The passive seismometer instead generates science when you crash stuff into the planet nearby -- the most Kerbal way possible.
  • The higher the level of scientist who deployed the experiment, the more science the experiment will generate.
  • You do not need to, or get bonuses from, having Kerbals stationed nearby.  The scientist and engineer bonuses are determined at the time of deployment.

 

Does that all seem right?  And has anyone figured out the following?

  • Is there a limit, or a penalty, for deployment of multiple copies of the same experiment?  And is that for the whole solar system, or per world, or per biome?  
  • Does the science generation rate for a particular experiment eventually stop, or degrade over time?  Seems like it should, to matching existing limits from regular science collection or the MPL.  And so you can't complete the whole tech tree by deploying one thing and time warping 100 years.
  • Does the science collection rate depend on the quality of signal, or is it an on/off thing?
  • Does the solar power unit care how far you are from the sun, or the angle of exposure, like normal solar panels?

[EDIT] Per info in the grand discussion thread, you can get science from a given experiment once per planet.

Edited by Aegolius13

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2 hours ago, Aegolius13 said:
  • Does the science generation rate for a particular experiment eventually stop, or degrade over time?  Seems like it should, to matching existing limits from regular science collection or the MPL.  And so you can't complete the whole tech tree by deploying one thing and time warping 100 years.

Yes, it does. Though the mechanics are not clear or may be bugged. 

I deployed some experiments on the Mun at three biomes and they continued to drip feed science over several in-game years. I then deployed some on Duna at a single biome and got a couple of notifications of science generated and then never heard from them again. 

So it might be that deploying to multiple biomes extends the science generated? Or its bugged. Or there is something else going on. 

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Here's what I can contribute:

  1. You MUST have a communications dish for any set-up not placed on KSC itself.  Even set-ups a few yards off the side of the runway require a dish to transmit science.
  2. 2-star engineers do indeed confirm @KerikBalm's suspicion that their solar panels produce 3 units of power, at Mun.  But we have an RTG power unit so I think it's safe to assume that power production falls off about the same as with other solar panels.
  3. Modules slide relative to each other, or get eaten by the Kraken, over time.  Sadly, the initial deployment radius for connectivity always applies so within a week or 2, some module of your set-up will slide too far away (or just cease to exist) to continue functioning.  If this happens to your power or communications, you'll know immediately because your message buffer will get spammed many times per second with "screen messages" complaining of the problem.  The only cure is to go to the tracking station and terminate the control unit of the set-up.  But even if you do this immediately, you'll still have well over 100 such messages to delete.  Both of these issues have been put on the Bug Tracker.

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5 hours ago, Geschosskopf said:
  1. You MUST have a communications dish for any set-up not placed on KSC itself.  Even set-ups a few yards off the side of the runway require a dish to transmit science.

Unless you have Kerbnet turned off in settings. 

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Posted (edited)
15 hours ago, Foxster said:

Unless you have Kerbnet turned off in settings. 

Well yeah, there's that ;).

ALSO, if you DO have KerbNet on, AND you have a ship with a connection next to the set-up (like the ship that delivered the parts), then the set-up will link to the ship's antenna and transmit.  Even if the ship's antenna isn't a relay.

-----------------------------

In other news, there appears to be 3 separate factors that decrease the amount of science you get per transmission:

  • Skill of the scientist who placed the experiment.  1 star only gives 35% science, 2 stars gives 45%
  • KerbNet signal strength.  From the deployable dish on the backside of Mun to the smallest (earliest) relay antenna to Kerbin seems to take the science down about 50%, even with the DSN jacked up in the settings.
  • For the seismograph only, the distance of the crash from the module.  This seems to be a linear function because if you impact on the module's antipode, you get 50% "distance attenuation".

As to the seismograph in general, it seems that the bigger the ship you crash, and the faster it's going, the more science you get.  You also get the points for on-rails crashes without having to fly the ship into the ground yourself.  No points for splashdowns and Kerbin's atmosphere generally slows boosters down so much that you get no points even when dropping massive stacks during launches over land.  So you can't really milk your routine launches for science with the seismograph.

Edited by Geschosskopf
typos

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