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On-going Science Experiments...


kananesgi

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Forgive me if this has been discussed before, but I'm not finding anything. 

I don't do a lot with science in the game. I mostly either play sandbox or use mods like Career Manager to get around the tech tree (so I can play a sandbox game with kerbonaut advancement). The reason for this is I don't care much for the stock science system. The whole "conduct experiment - get science" is a bit dry to me. IRL, science experiments take time to run, and in some cases, the longer they run, the more fruitful the returns. Which brings me to my point. 

What I propose is a mod that allows science instruments to continually gather data. The idea is that you would get an initial lump sum of science when you first activate the instrument in a given situation (a given biome or orbit), similar to how the game works now with NMSG installed. After that, the instrument would continue to gather data as long as it is active and remains within that biome. This data would be small, something like .1sci/hr (just a figure out of the blue), and would only accumulate while the instrument is in the same situation. If the situation changes, the data is corrupted and lost. 

This would make long-term bases and stations/satellites have more reason. Some instruments, like the barometer and thermometer would allow their data to be transmitted (unmanned satellites or research outposts). Others, like material studies and goo-pods would need kerbal interaction to retrieve and reset the data periodically (either sending a manned mission to the satellite/outpost or having at least one semi-permanent resident scientist at the station/outpost). 

I know mods like DMagic Orbital Science and Station Science add some similar concepts, but not the same. They also, as the names suggest, deal mainly with orbital science, and I'm looking for reasons for ground bases, beyond resource development. 

Does this sound like an interesting idea? Is it interesting enough that someone has already done it and I'm just not finding it :)

How hard would it be to create this? I'm not a modder in ksp, but I have modded other games, and contrary to popular belief, I'm not that stupid :wink:I tried looking through some of the modding information here on the forums, but much of it is out-of-date and it's difficult (at least on a phone - the computer is unavailable till this weekend) to figure out what will be useful and pertinent and what is a waste of time. 

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