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Scientific method in KSP


Urus28

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I'm always a little bit disappointed about the way science works in KSP and in many games. It's mainly seen as a way to gather points to buy new technologies. In term of gameplay it works but we are not really speaking about science.

What about trying to introduce real science in a game ? I mean the way of doing science. I think KSP can be an excellent game for that.

Going back to the scientific method works : we first have an observation, going to a theory, making a prediction, then you build an experience to make a new observation that will confirm or not the theory.

 

Observation : obviously it's what we are already doing in KSP we send probes and kerbals on different bodies to make a mesurement

Theory : here we have nothing in the game but I think we can solve the problem by using labs, scientific in a lab propose a theory after studying data

Making a prediction :  I think we can use this step to create some kind of contracts for the next step.

Build an experiment : here I would like to be able to build scientific instruments in the game just like we are building rockets, in real life this part is as important as building the rocket I think we can find some game mechanic to make this part of the game interesting.

 

There are many areas in science that could be used to build campaigns of scientific exploration :

- life on kerbin and in kerbol system : how does life come to be ? What is life ?

- history of the kerbol system

- climate study and understanding : obviously this will limit missions to planet with an atmosphere

- general physics and gravity

.....

 

In real life science progress by showing that a theory failed at explaining a phenomenon. A new theory comes and a new cycle begin and at the end remains theories that can't be broken. This can be used as a progression in the scientific game.

I'm not a programmer, I have no idea of how to put such kind of thing into the game, but I would be happy to help if someone wants to build an add-on for KSP at least by giving ideas, crazy theories and proposition of game mechanic.

 

What do you think about it ?

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1 hour ago, theJesuit said:

I like it.  How complex would you make the science experiment building though?

Contracts may be the answer.? 

Or the dlc mission builder!

 

Peace

My dream is to have it similar to a rocket construction where you have to find the best compromise.

A science experiment would study some kind of specific area (captor parts) with a certain precision (specific antenna parts) that would require data treatment (onboard computer parts) and protection against exterior conditions (temperature, radiation, vibrations...).

For sure the mission builder is probably the most efficient way to start with a campaign on a science theory, I will take a look on that side.

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IIRC, there's an orbital telescope mod, which creates a system where planets are hidden in map view. To find them, you need to point the telescope to the sky. You can blindly aim to the sky and hope for luck, or you can pick a reference orbit and pointing to a predicted point in the sky to find them. At first, the planet will be blurry, but over time, it's orbit is revealed, as you send probes, more information will be available. Fully exploring it will grant all science from it. It's just like real life

Also, most science instrument mods do have more deeper and complex system than stock parts "right click and log xxxxx data". Take a look at Dmagic science instrument, the seismic test hammer device requires a vibration sensor to be placed on the ground some distance away, with highest science gain if 4 sensors are placed on separate points around the hammer. Asteroid sounding instrument requires the sensor pod to be placed on one side of the asteroid, and you're doing the science test on the other side. The infolog after performing science is also contains many background information or lore about the game. For example, Dmagic's oceanography and bathymetry instrument is intended to be used underwater, with different information about marine life, depending if you are on the shore, open water and even different depths

There's also an outdoor science mod that requires a set-up, not just merely placing the device, but down to connecting the cables, socket, and other hardware on EVA operation (this requires KIS mod)

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4 hours ago, Urus28 said:

My dream is to have it similar to a rocket construction where you have to find the best compromise.

A science experiment would study some kind of specific area (captor parts) with a certain precision (specific antenna parts) that would require data treatment (onboard computer parts) and protection against exterior conditions (temperature, radiation, vibrations...).

Kerbalism's component slot module system is a good bet.  Where (on a pod) you have two slots but have three essential life support parts to add.

The programming manipulation of kerbalism isn't huge (I was able to learn it) so give it a shot!  If you don't like the kerbalism's functions you could always turn them off.

Peace.

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7 hours ago, ARS said:

IIRC, there's an orbital telescope mod, which creates a system where planets are hidden in map view. To find them, you need to point the telescope to the sky. You can blindly aim to the sky and hope for luck, or you can pick a reference orbit and pointing to a predicted point in the sky to find them. At first, the planet will be blurry, but over time, it's orbit is revealed, as you send probes, more information will be available. Fully exploring it will grant all science from it. It's just like real life

Also, most science instrument mods do have more deeper and complex system than stock parts "right click and log xxxxx data". Take a look at Dmagic science instrument, the seismic test hammer device requires a vibration sensor to be placed on the ground some distance away, with highest science gain if 4 sensors are placed on separate points around the hammer. Asteroid sounding instrument requires the sensor pod to be placed on one side of the asteroid, and you're doing the science test on the other side. The infolog after performing science is also contains many background information or lore about the game. For example, Dmagic's oceanography and bathymetry instrument is intended to be used underwater, with different information about marine life, depending if you are on the shore, open water and even different depths

There's also an outdoor science mod that requires a set-up, not just merely placing the device, but down to connecting the cables, socket, and other hardware on EVA operation (this requires KIS mod)

Yes, I'm using DM magic science instruments, surface experiments and scansat, they are all great add-on and they are all going in the direction I like. I would just like to go one step further and be able to build new scientific experiments using toolbox and with a more global purpose in the game. =)

2 hours ago, theJesuit said:

Kerbalism's component slot module system is a good bet.  Where (on a pod) you have two slots but have three essential life support parts to add.

The programming manipulation of kerbalism isn't huge (I was able to learn it) so give it a shot!  If you don't like the kerbalism's functions you could always turn them off.

Peace.

I will try to take a look on that =)

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