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Potential science calculations


Warzouz

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I did some extensive Excel/science calculation. Here is what I got :

  • Kerbol : 1123 (1 "biome")
  • Moho : 13415 (12 biomes)
  • Eve : 9906 (7 biomes + atmo)
    • Gilly : 2476 (3 biomes)
  • Kerbin : 3148 (9 biomes + 33 KSC + atmo)
    • Mun : 9226 (15 biomes)
    • Minmus : 4767 (9 biomes)
  • Duna : 6029 (5 biomes + atmo)
    • Ike : 7544 (8 biomes)
  • Dres : 7544 (8 biomes)
  • Jool : 2686 (1 "biome")
  • Laythe : 13436 (5 biomes + atmo)
    • Vall : 7634 (4 biomes)
    • Tylo : 14917 (8 biomes)
    • Bop : 9250 (5 biomes)
    • Pol : 7634 (4 biomes) 
  • Eeloo : 19867 (7 biomes)

Please note :

  • This assume one science experiment from every biome (so minimal value)
  • I included recovery of a landed shop, but non planetary bodies (Kerbol, Jool) may not have their value correct.
  • Kerbol "Fly" science may not be possible due to overheat
  • I didn't use the "landed" science on "splashed" biomes (by climbing on top of your splashed ship)
  • Total potential science would be around 142000 points (one experiment each)
  • Total potential science would be around 186000 points (full experiment value)
  • Total techtree unlock is 18468 science points

Well that was useless :D

XLSX file here : http://n.lejeune.free.fr/ksp/science.xlsx

Edited by Warzouz
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Nonsense, this is great!  Did you include various altitude related measurements?  I.E., "Flying over biome", "In space near biome," "Orbiting above biome," etc.  Does it include only biome-specific measurements, or general planetary measurements as well (the kind you can only take once per planet/altitude band unless in a specific biome.)  

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Did you include surface samples?

Are you aware that you can get 'splashed down' in any biome that borders water?  (including Kerbin Highlands and badlands)

It does not look like you included asteroids.(you can sample each asteroid in each biome, so it should probably be listed as +X/asteroid as asteroids are procedural and you can have an arbitrary number of them)

 

In any case, it is good to have a general idea of how much science is available for games where the player wants reduced science returns, no lab usage, and to still complete the science tree.

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I was looking at it and suspecting a logical progression of Munar orbital science lab, polar Minmus science lab, polar Munar science lab.  I thought about it, then decided that it probably made more sense to send two science labs to Minmus and simply abandon one when it is full and fill up the second with another round of Minmus data.  I would assume a suborbital (with powered landing) will be at least 560 m/s (maybe better if you do a "travelling salesman" routine to the 15 biomes).  I'm guessing this is a mech-jeb only strategy (of course, I have no hope of landing a polar Minmus observatory with constant kerbollight without mechjeb).  Even simply hitting all biomes and returning (without the lab) would likely require mechjeb (at least for me).

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Thanks for putting that together!

...Eve is worth less than Moho?  Less than Laythe?  Seriously?  Eve?

That just seems... wrong.  Eve ought to have its "surface landed", "surface splashed", and "flying low" values cranked up.  (And/or add more biomes.  Why does the biggest terrestrial planet have so few biomes?)

 

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Since the science vastly exceeds the tech tree they should give us something useful to do with it.

Rather than dreaming up a bunch of new tech, how about improvements that apply to existing tech.  Say, 2000 points gets you +1% on all engine ISPs, can be taken as many times as you can afford.

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45 minutes ago, Loren Pechtel said:

Since the science vastly exceeds the tech tree they should give us something useful to do with it.

Rather than dreaming up a bunch of new tech, how about improvements that apply to existing tech.  Say, 2000 points gets you +1% on all engine ISPs, can be taken as many times as you can afford.

Pretty sure I saw a reference somewhere recently to a mod that does exactly that-- tech upgrades to existing parts.  Can't for the life of me figure out where I saw it, though... sorry for no link.

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22 minutes ago, Snark said:

Pretty sure I saw a reference somewhere recently to a mod that does exactly that-- tech upgrades to existing parts.  Can't for the life of me figure out where I saw it, though... sorry for no link.

Think you're looking for this, but it looks like it's still in development. 

 

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1 hour ago, Loren Pechtel said:

Since the science vastly exceeds the tech tree they should give us something useful to do with it.

Rather than dreaming up a bunch of new tech, how about improvements that apply to existing tech.  Say, 2000 points gets you +1% on all engine ISPs, can be taken as many times as you can afford.

I do not want to have to farm 140,000 science to be competitive in challenges.  Community tech tree is the way to go

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