Jump to content

diffeq

Members
  • Posts

    5
  • Joined

  • Last visited

Reputation

5 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. This mod is priceless. Thanks a ton! Now one of my must-have mods: Kerbal Engineer Kerbal Alarm Clock RCS Build Aid NavHud
  2. The exact number of days to refill the science can be evaluated. Replace x in the following expression with the amount of data that is in the lab, then copy and paste it into google chrome's search bar: -ln((x-100)/x)/0.0027 It will provide the exact number of days required to generate 500 science. Note that the constant 0.0027 is only valid for exactly two level 3 scientists. For other scientist configurations, the constant can be evaluated experimentally with: c = -ln(N1/N0) / t where N0 is the initial amount of data, N1 is the final amount of data, and t is the number of days. -diff
  3. The amount of time required to generate 500 science (with two lvl3 scientists) is: t(days) = -ln((x-100)/x)/0.002718445606180661031818350164 where x is the amount of data in the lab. In the following example, I started with 383.681 data in the lab. The above exponential decay equation produced a value of 111 days. The two screenshots represent day 0 and day 110, respectively: -diff
  4. The in-game Mobile Processing Lab context menu displays sci/day. This value appears to be 1/5 of the actual value. It appears to actually be displaying the -Data/day value. I noticed this when I calculated the time remaining to reach 500 science. I confirmed this by measuring an external stopwatch against the displayed Science value. In this example, it displays "Rate: 1.6553 sci/day". The actual science rate is 8.2765 sci/day. - diff
×
×
  • Create New...