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Mod idea: Science Over Time


Bombaatu

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I had an idea that I'd put into the last DevNotes thread; thought I'd post it here for discussion.

I'd like to see a mod where experiments give science-over-time, much like ScanSAT does with altimetry & biome scans. I could see something like this:

Science experiment on rover or ship w/o Scientist on board: gain x% of max per (time period). If a Scientist is present (either as crew or within, say, a few hundred meters) OR if a Scientist is within short-range communications range of a rover/probe (say, within the range of a Communicatron16), then the science gain is x + (1/2x * Scientist level) % per (timePeriod). The experiment consumes EC while it is running & can be paused. It can also be stopped at any time & the current science transmitted.

Example: say the Materials Bay experiment had a base of 5% of max science gain (MSG) per 3 hours; it would require 60 in-game hours to get the full results. BUT, if a level 1 Scientist was present, then the gain would be 7.5% MSG/3 hours - 40 in-game hours. If a level 5 Scientist is available, this rises up to 17.5% MSG/ 3 hours, or just over 17 in-game hours for full results.

These numbers are just off the top of my head - obviously the experiments would have to undergo testing & balance, and not all of them would use this; things like temperature, pressure or EVA report would not, but Mystery Goo, Science Jr and Atmospheric Fluid Spectro-Variometer would.

 

Thoughts? 

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9 hours ago, Bombaatu said:

I had an idea that I'd put into the last DevNotes thread; thought I'd post it here for discussion.

I'd like to see a mod where experiments give science-over-time, much like ScanSAT does with altimetry & biome scans. I could see something like this:

Science experiment on rover or ship w/o Scientist on board: gain x% of max per (time period). If a Scientist is present (either as crew or within, say, a few hundred meters) OR if a Scientist is within short-range communications range of a rover/probe (say, within the range of a Communicatron16), then the science gain is x + (1/2x * Scientist level) % per (timePeriod). The experiment consumes EC while it is running & can be paused. It can also be stopped at any time & the current science transmitted.

Example: say the Materials Bay experiment had a base of 5% of max science gain (MSG) per 3 hours; it would require 60 in-game hours to get the full results. BUT, if a level 1 Scientist was present, then the gain would be 7.5% MSG/3 hours - 40 in-game hours. If a level 5 Scientist is available, this rises up to 17.5% MSG/ 3 hours, or just over 17 in-game hours for full results.

These numbers are just off the top of my head - obviously the experiments would have to undergo testing & balance, and not all of them would use this; things like temperature, pressure or EVA report would not, but Mystery Goo, Science Jr and Atmospheric Fluid Spectro-Variometer would.

 

Thoughts? 

Actually, MOLE kind of does that with the MOLE Lab and soon the Skylab template. In MOLE's case, you can gain "bonus science" by running the lab, even without having experiments installed. You do need to staff the labs though.

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