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better science transmition and science overtime.


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if u have an antenna sticked to your ship, u can remove the Crew report button, and isntead, make the vessel transmit a fixed number of science per hour or day, depending on the situation: Orbit, high orbit, landed, etc.

so if u have a ship orbiting the mun, as long as it is nominal, it will always be transmiting science.

Of course the numbers should not be too high, or else it would be an easy game, but for example 0.5 science per hour.

this way, having a permanent space station orbiting around is actually worth it, like in the real world, the ISS is always generating science overtime , since there are lots of experiments in it.

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Or taper off the science rate exponentially with time, since that's basically what happens now anyway. Ultimately, it's the same net effect, but "a constant stream of science" makes a little more sense. Not sure I'm fully behind it though.

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Ho come on! Stop with this "think of it with timewarping, it's op, that's will be exploited a lot" thing!

I'm sick of this! That's not an excuse to not do this! There are several way to make it working time depending and not exploit it, for example placing a science cap like any other experiments, make the process slower as the time pass to a point that is near 0, apply some heavy rescource needs like 50 electricity/sec in order to work or a totally new resource that the station need to be resupplied constantly in order to function like instruments, test subject, new materials for testing, and so on... Timewarping is op is not an excuse, u just need to be creative. Space labs imo have the potential to even rework how technology is resarched. With contracts is easy to setup a mission to "bring this cargo module containing this new gigantor solar panel to a space station lab and test it until u apply 100 science to it in order to unlock it".

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What would be much, much better, would be you fly experiments up to a space station and perform them, but they can only be performed on a space station module (ie: the big science lab). Each experiment gives you a fixed amount of science, but it is a one-shot thing, and there's a cost/weight/difficulty built into each one so that they can't all be run straight away to just max the skill tree.

That's how science works in real life, and it makes sense, particularly with contracts and the proposed interchangability of money and science.

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