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Science Lab - Make it not destroy experiments


kerbalfreak

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I hope this is the best section of the forum to ask this.

I play on a "science sandbox" (science mode with everything unlocked), and like to collect science and research it into a lab, to have something to measure my progress. I use the mod "[x] Science! " to keep track of everything I did.

So I have to always collect two samples, one for the lab, and one for recovering, to keep track of everything I already collected. At first It appeared easy, but now it's turning into a nightmare to keep track of everything, and always take two samples. Sometimes I end with more samples for the lab or recovering, and have to see what is missing. This is preventing me to enjoy the game, or to use science auto-collect mods (because they only take 1 sample) :/

My question is, is possible to edit the game's files to make the labs not destroy experiments when they are being turned into data, so I can recovery them later and keep track of everything I did?

Also, would be nice if there's a way to prevent the same experiment being turned into data in two distinct labs, but this one I think is much harder to do with a simple .cfg edit.

I think this has something to do with the "ModuleScienceConverter", but in the Labs .cfg there isn't nothing that seems related.

If someone could help me with this, I'll be immensely grateful! :wink:

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The science lab is way overpowered for collecting science points.

Without any science lab:
-If you collect everything, you will max out the tech tree before leaving Kerbin's SOI.
-If you play on hard, you will do that by catching a few extra samples around Eve/Duna.
-If you play it on super-duper-hard, you will max out the tree without needing Eeloo/Moho

My point is there is a ridiculously large amount of science in Kerbin's universe. I know the urge of maximizing everything, therefor i decided to never use the science processing ability ever again. If using the Science Lab still tickles your fancy, look into DMagic's mods orbital-science, i hear great things about it.

* i am not trying to prevent you from using the science processing...just warning you about the consequences: you will max out the tech tree before landing on the Mun if you maximize the data processing

 

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32 minutes ago, Blaarkies said:

The science lab is way overpowered for collecting science points.

Without any science lab:
-If you collect everything, you will max out the tech tree before leaving Kerbin's SOI.
-If you play on hard, you will do that by catching a few extra samples around Eve/Duna.
-If you play it on super-duper-hard, you will max out the tree without needing Eeloo/Moho

My point is there is a ridiculously large amount of science in Kerbin's universe. I know the urge of maximizing everything, therefor i decided to never use the science processing ability ever again. If using the Science Lab still tickles your fancy, look into DMagic's mods orbital-science, i hear great things about it.

* i am not trying to prevent you from using the science processing...just warning you about the consequences: you will max out the tech tree before landing on the Mun if you maximize the data processing

 

I like to play on a "sandbox science", with everything unlocked from the beginning, and some mods to increase the difficult, like life support. I like to collect science just to have some goal, build planetary bases with the labs and a Kerbin Space Station to send the experiments from Kerbin.

But even with this playstyle I like your ideia. Trying to bring everything to the labs, and keeping tracking of it, seems to be too much trouble and not fun :/ The GUI for the experiments is also terrible. While I can simple disable it and keep track with the "[x] Science!" mod, without worrying too much, simple traveling around.

I use the DMagic orbital science just for the alternative science bay, and disabled the rest. Maybe I'll take a look again at it, if I don't use the lab.

Thanks!

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Other science mods that might be interesting to you are Station Science, MOLE, and SEP.  All of them add various experiments that take time - and usually a special facility - to complete, and Station Science and MOLE require the science to be returned *physically* to Kerbin.

If you're a completionist you can get quite a bit of science out of these, but you'll spend quite a bit of effort to do so.

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