![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
forsaken1111
Members-
Posts
740 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by forsaken1111
-
I agree with this. The system in Interstellar was specifically made to work even while you are not focused on a vessel so that you can continue playing the game while things happen in the background. Go to duna, drive around, fly home. Maybe launch some other crafts. Check back on your lab and you have accumulated some science. Yay
-
I also have to point out that if you're just timewarping with a lab sitting on kerbin, you're doing something really really silly. Getting that lab to literally any other science location would be better. You also have to consider that while you're timewarping for years, all of your other craft which run on nuclear reactors or antimatter are burning up resources. Its kind of a stupid thing to do tbh.
-
I don't understand why this was a response to my pointing out that there is a mod to allow modifying the tech tree... Even so, you wouldn't need to go to eve to unlock anything. Heck I got over 300 science just using the various science bits and taking soil samples AROUND KSP with a rover... and you can continue to gain science per biome and per location on each planet. There is such a huge number of locations I've found so far that I'm in no danger of exhausting all of the planets and moons out to Eve. I've got a fair chunk of tech unlocked and haven't even made it to Minmus yet, and only explored and sampled ONE of the large craters on the mun.
-
Thanks! With my idea, you would infact get diminishing returns from labs if you keep researching the same samples. The labs would simply give you the full value of the sample, whatever that is. If its the 10th sample from the same area that 100% may be 0.1 science because the science system itself offers diminshing returns for repeated experiments. This could be tied into the ISRU system as well, so you can perform experiments to determine what resources can be collected or refined from the current environment and it could even be broken down by biome now that biomes are in! So you can never ever upgrade parts on an unmanned ship without getting someone there? I'm not sure if I like that or not since I tend to use unmanned probes for distant missions and often like to reuse them later on. With your suggestion I would have to bring them back to kerbin or get a person out there, which renders the point of unmanned probes kind of useless.
-
Rather than making science labs 'shut down' after a certain amount of research, how about introducing a resupply and logistics support aspect? Science labs doing research require samples and data as well as supplies, perhaps? So instead of landing on Duna and grabbing a surface sample then returning to Kerbin, you could land on Duna and get your sample then return the sample to the lab. The lab would then research the sample over time to get 100% of the science potential for that sample plus a bonus based on the stupidity of the kerbals doing the research. Similarly, science labs could research stored data (reports, goo observations, etc). There could also be new experiments to do in the science lab. Really I'd like to see the science lab be an additional 'home base' for returning science experiment data so that having an outpost IS useful. It offers an alternative to either transmitting your science and losing most of it or returning everything all the way to kerbin. Also I'd like to point out that I believe you can re-use craft just fine in .22, just have the science components on docking births so you can undock them and dock new ones for new science experiments.
-
I told you one reason... Electric Charge is a stock resource and cannot be used with the mod's custom resource handler. The stock resource handler is a bit... quirky? Doesn't always work right, and doesn't work with what the mod's reactors do which is to modify their output based on overall energy draw.
-
Eh, initial science cost to get it working make some sense but I think it would either be annoying or trivial depending on the cost, and neither is a feeling you want in a game. Easiest solution would be to wait for .22 and put the drive high up in the tech tree. Now your first craft can't zoom to jool. Also the proposed 'one jump and you lose all exotic matter' change would effectively keep you from 'solar surfing' with microjumps to change trajectory. An upgraded warp drive could instead charge faster rather than be more efficient with exotic matter use.
-
I like that. When you deactivate the drive it dumps all exotic matter. Combine that with a bit higher energy cost to create it and it will incentivize single jumps and using AM reactors but will still allow nuke-powered jumps if you have the time. My newest ship has 3 nuke/generator combos on docking ports and I drop and recover them when the fuel eventually runs dry. I'd really like the ability to shut down a reactor with a rightclick context menu from EVA, so you need to EVA and interact directly with the reactor to shutdown/startup and it might take a full 10 minutes to cycle down to safe levels. This would let me bring additional reactors for long duration flights and use them up sequentially. Might I also suggest an additional research location? Far enough away from the kerbol star to be analogous to the Heliopause. A deep space research outpost there would be an interesting logistical challenge to service and maintain.