Jump to content

Search the Community

Showing results for tags 'experiments'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website


There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 11 results

  1. There has clearly been an update. Now that there is a sidebar, everything has changed. Parts are no longer green ghosts in front of Kerbals that you can orient around. They have controls similar to VAB ones. My Kerbal engineers can now place things on the ground if I click on the large menu that opens by clicking the gear icon on the right side of the screen. Click on the part in the inventory, orient with WASD, click on the ground to place them. But once they place it, that's it. Nobody (engineer, scientist) can pick them up or interact with them or start experiments. Nothing. Right clicking on experiments shows no useful buttons. All needed parts are on the ground. Station, RTG, communication, experiments. Literally nothing works. I tried looking online but this DLC has been pretty much ignored. I don't understand why this has to be so complicated.
  2. Hi, I'm new to the forums, I think my question could in this section since it deals with physics and experimentation. I'm trying to do some test on the Mun about conservation of energy, TLDR at the bottom So I'm applying a problem from a dynamics workbook, which is that supposing that a lunar module can safely land on the Moon if the magnitude of it's vertical velocity at impact is no greater than 5 m/s, at what height can the LM land if it has a vertical velocity of 2 m/s downward or vertical, I already have the answer for the workbook problem (6.4814 m )but when trying it out on KSP I'm having problem on the execution. For example I can't always get to the desired height or get the velocity of 2 m/s, I've installed Kerbal Engineer Redux to make this easier since the UI doesn't give an exact measurement of the height and vertical velocity, I have also tried to use MechJeb's ascent guidance to get the desired height but since it's for orbits it always flips the lander side ways. From seeing the mod section for command and control I guess I could install Time Control 2 and/or kOS to have greater control over the lander. Any help with solving my problem would be greatly appreciated TLDR: Is there a mod or a way in vanilla KSP to set a target altitude and vertical velocity?
  3. (Firstly, let me add a disclaimer that I'm writing this late at night based on a rambling note I made on my phone at like 1am the night before, so bear with me if this starts to lose coherence.) Something I've found rather dissatisfying about the base-game science system (ignoring career, which I have other issues with) is that there's generally no point, mechanics-wise, to keeping a scientific mission in its final orbit after you fire off all your experiments. No reason to keep that first crewed orbiter in orbit for more than it takes to click "save crew report", no reason to go for an orbital probe rather than a landing or flyby, and definitely no reason to have more than one probe in the same place once you've gotten all the science parts unlocked and figure out how to cram them all in one craft. The idea I've had to solve this involves two major systems being added to the game: Having science parts that can continuously log data, returning science based on the amount of data logged Having events that occur that can be observed through a variety of means for science gain The first system gives a big reason to have something stay active in the same situation, by providing a direct reward based on how long it stays there. Rolling-recording imaging probes, microgravity-effects-on-Kerbals studies, and However, the gain needs to be asymptotic (increases towards by an ever-decreasing amount, never exceeding it) to some amount (such as 2x the science from the base experiment), to prevent someone from being able to unlock the tech tree with a Stayputnik, a solar panel, a 2HOT, and timewarp. How these data logs are returned can be an additional system, providing new choices to be made, with relative advantages and disadvantages of any method. (One example could be sending data in large batches vs sending it back continuously.) The second system would be a fair bit more complex. The core idea is that there are numerous events that can occur - eclipses/transits, magnetic field changes, solar flares, impacts, celestial events such as supernovas, etc. - that, if "seen" by an actively-logging science part, provide large science bonuses. On top of this core would be several layers of complexity. Firstly, the larger the variety in the parts used to observe the event, the greater the return (within reasonable bounds of what can be used for observations, of course) - observing a solar flare with a visible-light telescope wouldn't provide as much data as observing one with that plus a magnetometer logging the effect it has on Kerbin's magnetic field. Secondly, using multiple of the same part to observe the same event can also increase science gain, based on factors such as distance between them - observing a magnetic-field fluctuation with several satellites in various points around Kerbin would give more science than an observation with just one. And finally, there'd be two main types of events: ones that are brief (<5 seconds) and/or unpredictable, and ones that are long (several minutes at least) and/or predictable. The former would generally be things easily observable by automatic instruments, while the latter may often require manual observations. In either case, when an event is logged, the player would be given a notification in some manner, indicating what was observed by what instruments on which craft and allowing the science yield from the data to be gathered. I'd love to see this system in a mod, but sadly, I don't have the skills to make that happen, so I'm kinda just throwing this idea out there to see what people think ^^;
  4. I put it in here (instead of the general suggestions forum), because it is an expansion specific suggestion. I think it is not only useful, but absolutely necessary, to implement some kind of slider where you can adjust the time intervbals in which you get notification messages about new science points that are generated by your ground experiments. At the moment I have 3 ground experimental setups running on Mun (in order to fulfill a Goo Experiment Contract) and get spammed with messages informing me that the experiment added around 0.033 - 0.007 science points to my science point pool, especially when using time acceleration and IMHO this problem could get solved via 4 ways: Add in a global time interval slider (or buttons) where you can adjust the global time interval for messages by ground experiments (say 10 minutes to 24 hours) Add in a local time interval slider to each experiment control station, in order to adjust the time interval to all experiments controlled by this station Add in a point threshold, so that messages from ground experiments are either sent out when 10 minutes have passed, or when at least 1 full science point has been generated by the experiments ... whetever comes later (At least) Add in a "Delete all Messages"-Option to the Message box, so that you can clear the message box of all messages with one click and don't have (after an interval of time acceleration) to manually delete 100-200 messages one by one I for my part would definitely favor solution 1 ... but actually, the nature of the 4 solutions would also allow them, to be intermixed with each other
  5. I accepted a contract recently, it requires to do some experiments, but I can't find the corresponding parts and operations. What mod does the contract belong to???? It says:"Research Materials Exposure Space Study at Kerbin: Transport experiment to Kerbin, Satisfy all experiment conditions (check experiment for detail), Complete experiment, land or splash completed experiment in Kerbin
  6. Good day! We are looking for the best aerodynamic model, in passing figuring out the properties and characteristics of certain parts in KSP 1.2.1. Finding the golden mean between minimalistic craft and one large fairing is a very important aspect of the game. At this time, I've written a series of video experiments for you to see firsthand the effectiveness of different models. These five KSPeriments relate to Kerbin. How to make the perfect craft? Let's find out! I'm going to regularly update this thread with new videos. But, sure, you can always see new experiments there: https://www.youtube.com/playlist?list=PLTc4sm01Q9olAZW008Kn5i63YrURAoCzB This is my KSPeriments playlist. Feel free to comment and ask anything. English is not my native language, but I'm sure I can explain all that's required. Thanks for watching! :3
  7. Image - Example comparison of the proposed modules, to show how I imagine their size. I've had this idea developing in my mind for quite some time now, and I think I'm finally ready to present it in its complete form. This proposal would make significant changes to the way science works, but mostly by adding new things. Science collection in general will feel very familiar to KSP players, but it will be more streamlined and balanced, and make more sense. More total science will be available to collect--I won't show a revamp of the research tree but I'll touch upon some ideas to expand it and make room for the science without adding a ton of new items. All of your data collection science will revolve around a base set of experiment types: Crew Report EVA Report Surface Sample Goo Study Materials Study Thermometer Reading Barometer Reading Seismometer Reading Gravometer Reading Early in the tech tree you will unlock all experiment types in their most basic form, you can easily have them unlocked before you leave Kerbin to go to the Mün or Minmus, but later you will unlock better versions. These may allow you to collect a larger percentage of the maximum science on the first try but they will not increase the maximum amount of science you can get from any given experiment type in any given collection region. This means that if you send out a long mission early in the game, that mission can carry all of the important scientific instruments you'll need along the way. It would be great to take advantage of higher technology, but it won't be mandatory. Just like now, each experiment type/biome combination will have its own maximum cache of science. For instance, there's a limit to how much science you can gather from performing goo studies while landed on the Mün's midlands, which is separate from the science you can gain from thermometer readings while landed in the Mün's midlands, or from goo studies while flying over the Mün's surface. Scientists can increase the science gathered when you collect data, and can slightly increase the maximum science you can gain from an experiment in any given location, but the scientist must be the one performing the experiment to get the bonus. Any science processing unit can be used to increase the transmit value of experiments (except crew/EVA reports which already transmit at 100%) and any kerbal can operate these facilities, but scientists increase the bonus transmit value. No matter what, there will always be a good margin of science you can't get without returning the experiments home, but with a sufficiently large processing array and well-trained scientists, you can become able to transmit the better majority of the science. Data Collection Experiments Here I will list each experiment type along with details and tentative numbers about its maximum yield, transmit value, and some suggestions for later tech upgrades to the collection units: Crew Report: Base maximum value: 6 Transmit value: 100% Recover value: 100% EVA Report: Base maximum value: 8 Transmit value: 100% Recover value: 100% Surface Sample: Base maximum value: 60 Base transmit value: 12.5% Max transmit value: 25% Recover value: 50% A kerbal can carry a 1kg sample of regolith which has a recovery value of 50% of the maximum, and this takes up space and adds mass to the capsule it is stored in. Returning more surface samples from the same biome gives much less science--you have to take home a whole ton of material to get the full 100%, but you can make it to 75% by bringing back just 100kg. Later in the tech tree you will unlock a surface collection unit which can collect the surface material rapidly and can store 100kg of surface sample, and then a storage tank that can hold a full ton of surface sample material and maybe a larger tank that can hold several tons--if you were to gather from multiple biomes. Surface samples provide a way to get extra science from the same places you've already been to. It's generally a lot more productive to explore new places for science, until you start to run out of places to explore. Also, they have the largest gap between maximum transmit value and potential recovery value, so they are your biggest incentive to bring the experiments back home. Goo Study: Base maximum value: 15 Base transmit value: 20% Base processing bonus: +50% Max transmit value: 60% Base recover value: 66.67% The Mystery Goo Containment Unit, like other material-based experiments, has a low base transmit value. It is best recovered. There is a diminishing return on how much of the max you get for recovering it--the first one gives 2/3rds of it, and packing a few extra goo units can squeeze a bit more out if you're willing to run multiple goo experiments per biome. Later in the tech tree you'll unlock the Mystery Goo Habitat, a larger and heavier unit which has more and more lively Mystery Goo inside, and is better for study. The Habitat returns for 100% recover value in one try, and yields half more transmit value, 30% of the max up from 20% but has a much larger transmit size in MITs. Materials Study: Base maximum value: 50 Base transmit value: 15% Base processing bonus: +25% Max transmit value: 45% Base recover value: 50% The Science, Jr. unit offers your first mobile research lab, and these will become a staple for squeezing out as much research as possible from any biome, but they are also the heaviest module to tug around. Initially it recovers just 50% and you can run several to increase the recovery, but it would take an exorbitant amount of Sciences, Jr. to reach 100% due to the diminishing return. However, with just a few you can get significantly higher than 50%. Later in the tech tree you unlock the Science, Sr. which is a much larger 2.5m in-line lab with a base recovery of 80% and a base transmit value of 24%. You can get close to 100% total recovery with just a few of these, but they are a lot bulkier. The Mobile Research Laboratory is a late tech tree unlock, it's a huge 3.75m unit which can perform a materials study at 100% recover or 30% transmit value, it can collect and store some surface material, and it is able to process experiments to increase their transmit value. Finally, it can clean out experiments, including itself. Takes three kerbals to run it at max capacity, but it can run with a minimum of one kerbal. Temperature Reading: Base maximum value: 8 Base transmit value: 50% Base processing bonus: +50% Max transmit value: 100% Base recover value: 100% Pressure Reading: Base maximum value: 12 Base transmit value: 50% Base processing bonus: +50% Max transmit value: 100% Base recover value: 100% The thermometer and barometer are lightweight instruments that can gather a bit of useful data. They have the highest base transmit percent, making them especially useful for missions you aren't returning home, or for when you didn't bring enough instruments for every area you're going past. Later in the tech tree you unlock an infrared scanner and an atmospheric analysis module, these are the advanced versions of these experiment types, and they both have a base transmit value of 75% but a much larger transmit size. I am eliminating the existing atmospheric scan experiment, as I am wrapping it in with the barometric scan, making them the same base experiment. Seismic Reading: Base maximum value: 25 Base transmit value: 40% Base processing bonus: +50% Max transmit value: 100% Base recover value: 80% Gravity Reading: Base maximum value: 25 Base transmit value: 40% Base processing bonus: +50% Max transmit value: 100% Base recover value: 80% The Seismic Accelerometer and Negative Gravioli Detector are very small and light like the thermometer and barometer but they have a much larger data size and transmit at only 40% initially. Later you unlock the larger Seismograph and Negative Gravioli Scan Array, which have a base transmit value of 60% and will always recover for the full 100%. You can alternatively set an accelerometer running at a landed craft/base, or set a gravioli detector running on an orbiting craft/station, and have it gradually increase its recover value over time, to eventually reach 100%. Lab Processing of Data Processing labs can process experiments, increasing their transmit value. They can also clean experiments. These units can be operated by any kerbals, but scientists are able to squeeze extra transmit value out, in addition to their overall science bonus based on their level. The Mobile Processing Laboratory (2.5m) and the Mobile Research Laboratory both have the full processing functionality, but the smaller Mobile Processing Unit (2.5m, much shorter) is only able to process for half the bonus. It is much smaller and lighter, however, and thus can be good to bring along if you can't spare as much mass for your trip. The more kerbals you have working on processing, the faster it'll get done. As long as there is one scientist in the crew, you'll get the full scientist bonus, but the extra based on the scientist's level is taken from the highest level scientist in the crew. The small MPU has room for only one kerbal, but it's still faster than the other units because it doesn't process the data as far. Scientists also make the labs run slightly faster. Kerbal Scientists The full processing value increases the transmit value by 50% over base, but a scientist will get a base 75% increase to transmit value at level 0. At each higher level, a scientist gets +5% processing transmit value, +3% to all science gathered, and +5% faster processing lab operation speed. For example, a level 4 scientist gathering a materials study (Science, Jr.) from the Mün's lowlands: The multiplier for this biome is 4x, so the base 50 on materials study gives us a base max of 200 science for this experiment in this location. The true maximum is 230 with a max-level scientist. The module has a base transmit value of 15% and a base recovery value of 50%. The scientist increases the recovery by 12%, to 56% or 112 science on the first try. It will transmit for only 33.6 science, but we can process it higher. A non-scientist processing the experiment in a full-scale station would get it up to 42 science, but our level 4 scientist can process to +95%--however the materials study experiment type only processes half as high, so our scientist can process it up to +47.5%. The scientist would also add a 12% value to the experiment, but it already has a 12% bonus modifier applied to it since the same scientist gathered it in the first place. The final transmit value is 49.56 science, about a quarter of the base max for recovery. The same scientist could transmit for a higher value on the same experiment if a higher tech module was used to collect the data initially. A change to experience gain: Scientists now gain experience by performing experiments. Each experiment performed in each region gives them experience, and they level up by performing enough experiments in enough different areas. They can reach max level by running experiments only on Kerbin, but there are higher multipliers on more distant worlds. Also, kerbals will gain half of their field experience while still on the mission, applied at KSC midnight. They must return home to gain the other half, but they can level up during long missions. Expanding the Tech Tree I had an idea to both stretch out the tech tree and also give the player more options to begin with: provide more of the important types of modules earlier in the tech tree but have later science improve the designs. Important structural elements should be provided early on, allowing you to construct a spacecraft of any shape you wish, but later research could unlock upgrades to the same shapes, making them lighter and stronger. Even large engines should be available pretty early in the tech tree, but later research would unlock more efficient and powerful engines. Later fuel tanks could have a smaller dry mass fraction, or contain advanced fuel that increases engine specific impulse. Wing surfaces could become lighter and stronger as well as gaining a higher lift rating. Early photovoltaic panels could be stationary, and later panels would rotate to track the sun automatically. Later docking ports need not only be larger, but can also have a stronger grip and be thinner/lighter/more durable. And as I have talked about above, the science experiments are all available early in the tree, but have later variants that improve them--though it is possible to get all the science with the starting experiment units. Changing the tech tree in this way would give the player more freedom early on, and would allow players to plan ahead in their space program rather than forcing them to build crap spacecraft that are quickly made obsolete by new science unlocks. One thing that bothers me about KSP is that I have to explore first before I unlock the parts I need for exploring. I want to build my spacecraft, then send it out on a grand mission, and have that grand mission benefit my space program. It doesn't feel right when I have to unlock the whole tech tree just to prepare for launching my grand mission.
  8. I'm sure we've all considered at some point that the way science works in KSP can be a bit... dull In the game, you can send a probe to a planet in orbit or on the ground, use your instruments once, and your done, aside from occasional contracts. This idea is meant to allow more long term and in depth science experiments, both from already existing parts, and perhaps adding a few new ones. The idea is that you could do short or long term reading in a planet's orbit or surface. Let's say, we want a map on the variances on Duna's gravity, or the surface temperature at a location around Laythe. You could set up a probe to do measurements of either the whole planet from orbit, or from an area on the surface. You could then send back science depending on what area you measured and what you wanted to measure. Back to the examples, you could, for instance, place a satellite to measure gravity around the equatorial regions of Duna for n days, and send it back for x science for mapping y amount of Duna's gravity (and the science value would vary depending on it). You would also get an actual map (pre-made in the game, of course) of the gravity fluctuations when done. Same for Laythe, send a probe to land on it and measure temperature fluctuations for a decent time time, then get science based on the data gained. Yes, there are contracts that do this, but this wouldn't be to, again, avoid just clicking and using an experiment once, to be more in depth, and to make science more interesting. And of course, these are only a couple examples to explain the concept. On top of that, some new parts, like advanced magnetosphere instruments, cameras and alike could be added for similar purposes. Putting it simply, this could make science in KSP much more in depth for some many players, and has been talked about for as long as science gathering has been a thing in the game. I hope this is put into some consideration. -Alex
  9. I am making some science parts and I want to make them use resources to operate. For example: Rodent Research, uses five rodents. How can I do that?
  10. Cant figure which mod is causing this one. I think that I know what is provoking the science experiments not to work, or option to do science to not appear (when right click on a science experiment, capsule, or anything science related). So I think that one of the mods is causing science parts to duplicate an infinite amount of times... I checked in the science tree and noticed that every selection that had a science part in it, had it copied a lot of times in the little window that shows what parts will the node unlock. I dont know which mod is doing this... someone please help Here are the mods that I'm currently using: KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Chatterer - Color Coded Canisters - 1.5 Community Resource Pack - 0.5.4 DMagic Orbital Science - Kerbal Attachment System - 0.5.9 Kerbal Joint Reinforcement - 3.1.7 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - Modular Rocket Systems - 1.12.7 SCANsat - NearFutureSolar - 0.6.2 QuickScroll - 1.3.2 RealPlume - Stock - 0.10.7 RemoteTech - 1.7 SCANsat - StageRecovery - 1.6.4 TarsierSpaceTechnology - 6.3 TAC Life Support - 0.12.1
  11. Mods like DMagic Orbital Science are absolutely awesome, but they don't fit with the rest of the stock experiments because they are based off of real life devices and instruments on existing/under construction/planning spacecraft. Stock instruments like the Mystery Goo, Science Jr. and the Negative Gravioli Detector aren't based off of any existing scientific instruments, and are therefore more "Kerbal" and therefore wacky. The silly science reports are always enjoyable (except for the infamous "You record observations about the situation." one that is used 25+ times, which I hate) and fit the Kerbal "duct tape & definitely not off-the-shelf/stolen things with fancy decorations added" attitude to engineering. So that said, I think a "less serious" version of DMagic Orb. Science would be a neat stockalike (in both aesthetic and experimental design) science experiment mod, which there aren't very many of those in active development. The only one I know of that is like what was described above is the excellent Bluedog Design Bureau by CobaltWolf. Current ideas for experiments are: • Egg drop experiment, although it would be cool if a plugin made the eggs spoil after a while and make green particles when spoiled. Also could be a KIS item that could be cooked/consumed. • Observing how Snacks™ react to a situation. Description could be about how this is a real experiment that gives useful data and is definitely not a marketing stint by Snacks™ Inc. • The "Am I Dead Yet?" Detector. Designed for use on impactor probes, gives a very small amount of science (0.25-1) upon impact. This will be unlocked in either the starting tech node or ones when the player is still not capable of reaching orbit.
  • Create New...