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Where is the science at?


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I have been playing some career in 1.0 and I have not got very far. I am kind of stuck at the 45 science per node tier. I have some contracts but they only award maybe an average of 2 or 3 points of science.

I have access to the goo and materials bay and have taken both on an orbit run, but now I don't have much else to do.

So, how do you collect science efficiently(no spam)?

Answer, Supplied by basic.syntax,

Science progression was too quick before... contracts gave too much science, that was nerfed. Now the emphasis is on science parts. (I'm echoing AmpsterMan) You could increase the Science percentage payouts in new game setup, to reduce the feeling of grind.

So I went and started a new game, adjusted the science payout to about 250.% I am now thinking this might be a bit much but it is the answer I was looking for. Might go to a point somewhere in-between 150% and 200% to get the "right" amount of science.

Edited by krillin678
forgot a "not", found answer.
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Krillin, I myself am having issues as well. I would suggest trying to land little science packages all over the world if possible. You should have unmanned craft now.

Another way is to have a plane and drop some science bombs in different places. I've been doing that since early career. It's a nice fun way to get science; especially since planes come so much earlier now.

Edit: You could also try doing the part missions, I like doing those meself :P

Nh10KnH.png

Edited by AmpsterMan
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Yeah, that is something, I remember doing that back in the day and I found it to be tedious. Was wondering where one could get substantial chunks of science.

I don't have probes just yet because my first 45 point purchase was for tanks and the lv-909(1.5m small engine) to get orbit.

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Science progression was too quick before... contracts gave too much science, that was nerfed. Now the emphasis is on science parts. (I'm echoing AmpsterMan) You could increase the Science percentage payouts in new game setup, to reduce the feeling of grind.

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Science progression was too quick before... contracts gave too much science, that was nerfed. Now the emphasis is on science parts. (I'm echoing AmpsterMan) You could increase the Science percentage payouts in new game setup, to reduce the feeling of grind.

I will have to look into this to see if it will solve my problem.

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Try to bring a materials bay and/or goo canister and/or thermometer on your missions, and remember to run the experiments in various biomes and various altitudes. Don't forget about crew reports and EVA reports.

I brought some science experiments for a high Munar flyby (only takes about 900 more delta-v than getting to orbit), and between those and crew/EVA reports I brought home about 80 science I think.

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Yesterday in my moderate dificulty career i lunched into orbit and still got fuel to spare so after some EVA reports over biomes around equator i aimed for mun and fired my engines. After entering mun SOI i went on science berserk! Then i estabilished near-mun orbit and continued to harvest sweet science some more. Remember that you now can get science from measuring temp in space. This trip yielded almost 300 science. That is more then enought to unlock tech for safer munar landing which i will atempt today.

Edited by Cebi
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Yesterday in my moderate dificulty career i lunched into orbit and still got fuel to spare so after some EVA reports over biomes around equator i aimed for mun and fired my engines. After entering mun SOI i went on science berserk! Then i estabilished near-mun orbit and continued to harvest sweet science some more. Remember that you now can get science from measuring temp in space. This trip yielded almost 300 science. That is more then enought to unlock tech for safer munar landing which i will atempt today.

Smart, also remember Minmus, you can easy do most of Minmus biomes at the cost of one Mun landing.

Mun, I guess the east west canyon who intercept an crater still work. its 7 biomes inside of 5 km.

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Science has been returned to more of the "doing science" aspect of the game (as it was before). There is a lot more science available than there used to be (pre-contract science, given the number of biomes added. However, contract science was indeed reduced a great deal.

Cheers,

~Claw

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How about Kerbal Space Center ? In earlier version it had separate biomes for each building so you could have some science from simple trip around KSC. It wasn't very much but could help in the early phase of career.

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Ok, these are good ideas. I will probably look at the moon, but getting there with out patched conics is a little bit of a pain, but I am looking at quite a bit of surplus money.

I don't disagree with "doing science," but I think they might have gone just a bit too far in that direction. I sort of appreciated the fact that in the previous version I didn't have to go around like a mad man looking in every crevasse for those little bits of science.

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There are many ways to get science, make sure you are right clicking on everything you have in the VAB to see how it can be used to gather science.

Crew Reports (from a Command Pad) or EVA Reports (from a crew person on EVA, unlock space EVA for 75k-funds at the Astronaut Complex) give you lots of available Science to be easily found around Kerbin Orbit.

EVA reports from orbit are particularly useful because you have lots of biomes you can look at. Kerbin's Highlands, Lowlands, Shores, Ocean, Desert, and Poles to name a few.

Build a jet and fly around to get a bunch of Crew Reports from similar locations, but in the atmosphere instead. Take an antenna - and you can transmit each new Crew Report without having to fly back home. It's quite easy to make a plane with just the first Aerodynamic Science Node (Basic Jet Engine) that has a really long range.

If you've unlocked other instruments like the Too Hot Thermometer, or Pres-Mat Barometer, then take those too.

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This would be great, but take a look at how far in the first rover wheels are. :(

Who needs rover wheels :) Use small laning gear nad jet engine instead. Put Science jr, mystery goo container and any other science instrument you have available and you will get some science.

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Check back at the science building and check which experiments are not full yet. You may be able to get a fair amount just by repeating some experiments. Also, you gather more science by using a scientist instead of a pilot. I'm not sure if the scientists xp level has an affect on the amount of science gathered

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Who needs rover wheels :) Use small laning gear nad jet engine instead. Put Science jr, mystery goo container and any other science instrument you have available and you will get some science.

That's exactly how I got past.

Rover BoM:

- 3-4 units of every science container that is available,

- 1 small tank, you can drain it of oxidizer

- 1 jet engine,

- 1 mk1 cockpit,

- 1 intake,

- 1 antenna

- and maybe a few batteries.

- Use a wide track tricycle landing gear, clipped far enough into the fuselage to allow surface sampling or EVA reports "from VAB/Crawlerway..." without leaving the cockpit ladder.

- Limit thrust to 30%

- and add a pair of elevons angled downwards to act as spoilers for safety (no accidental takeoff).

Mission description: Taxi around the complex, activate experiments, stop every now and then for EVAs and maybe surface samples and return to runway when craft science tools are used up.

Total cost of mission: Less than 2 units of LF.

Yield per mission (excluding samples): 45+ science.

Repeat until satisfied :) .

Another hint: Go for electricity and the SAS probe core ASAP and use this for the Mun mission.

Hope this helps :) .

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This would be great, but take a look at how far in the first rover wheels are. :(

This is a thing I don't get... surely wheels would have existed before rockets? I'm inclined to mod the basic ones down to sit with solar panels... ¬_¬

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