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Moar experiments?


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How do you guys feel about a greater variety of experiments?

DMagic orbital science is probably the first mod I install in any modded playthrough as well as SCANsat. Adding some telescopes to the game would be nice too I think, possibly require them to discover other systems to explore along with their exoplanets.

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I don't like doing the ones already in the game (hence ForScience being one of the few mods I will simply not play the game without) so I rarely add any mod that adds science to the game. Also, there's so much science to be gotten, adding more seems like I may as well just start in Sandbox mode considering the entire tree will be unlocked before Jeb sneezes.

Rather than *more* experiments, I'd be all for a mod that *changes* experiments, or swaps new experiments for the ones already in the game. Some Examples:

  • Thermometers do not return any data if they are within X meters of a non-strucutral part.
  • Gravioli Detectors require 2 on the vessel, Y meters apart.
  • Seismometer works like the Breaking Ground deployable seismometer: Only when something crashes into the world you're landed on.

X and Y are to be determined when someone makes this mod :D

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A few more experiments wouldn’t surprise me- maybe a magnetometer and some kind ofIR/visible/UV orbital imager- but given how much science is available without even leaving Kerbin itself, never mind it’s SOI, I wouldn’t expect nearly as many as what DMOS provides. Too much science makes unlocking the tech tree too quick even with science gains turned down to 20% or less, and with all the new stars and planets that will be part of KSP2 you could end up with a huge over abundance of science that you can’t do anything with.

Sounds like you’re also looking for a Research Bodies type feature with something like Tarsier Space Telescopes to scan for new planets/solar systems and take pictures of them.

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4 minutes ago, jimmymcgoochie said:

A few more experiments wouldn’t surprise me- maybe a magnetometer and some kind ofIR/visible/UV orbital imager- but given how much science is available without even leaving Kerbin itself, never mind it’s SOI, I wouldn’t expect nearly as many as what DMOS provides. Too much science makes unlocking the tech tree too quick even with science gains turned down to 20% or less, and with all the new stars and planets that will be part of KSP2 you could end up with a huge over abundance of science that you can’t do anything with.

Sounds like you’re also looking for a Research Bodies type feature with something like Tarsier Space Telescopes to scan for new planets/solar systems and take pictures of them.

I agree too much science points too fast kills the game, so adding balance would be nice as well as a slower onset of new experiments. Perhaps lower the rate of exponential growth on science experiments  at new bodies or reduce all points by a certain factor.

 I enjoy research bodies as well but the funding mechanism comes off as weird, same with Tarsier costing ridiculous amounts for taking pictures... like, why?

 

8 minutes ago, Superfluous J said:

I don't like doing the ones already in the game (hence ForScience being one of the few mods I will simply not play the game without) so I rarely add any mod that adds science to the game. Also, there's so much science to be gotten, adding more seems like I may as well just start in Sandbox mode considering the entire tree will be unlocked before Jeb sneezes.

Rather than *more* experiments, I'd be all for a mod that *changes* experiments, or swaps new experiments for the ones already in the game. Some Examples:

  • Thermometers do not return any data if they are within X meters of a non-strucutral part.
  • Gravioli Detectors require 2 on the vessel, Y meters apart.
  • Seismometer works like the Breaking Ground deployable seismometer: Only when something crashes into the world you're landed on.

X and Y are to be determined when someone makes this mod :D

Different strokes different folks I suppose :) Guessing you play sandbox most of the time?

I'd enjoy experiments being more involved, like in kerbalism.

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1 minute ago, mcwaffles2003 said:

Guessing you play sandbox most of the time?

Nope I like needing to get science, I just don't like right clicking little doodads and running experiments, and then getting a Kerbal out and wandering around the ship right clicking again to gather the experiments. This is Kerbal Space Program, not Kerbal Right-Click-Things Program. :)

 

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2 minutes ago, Superfluous J said:

Nope I like needing to get science, I just don't like right clicking little doodads and running experiments, and then getting a Kerbal out and wandering around the ship right clicking again to gather the experiments. This is Kerbal Space Program, not Kerbal Right-Click-Things Program. :)

 

100% with you there. I dont mind the EVAs but science alert is a freaking godsend as well as the experiment  storage. But as Ive said I like kerbalism, with that you just have the experiments always running essentially and they feel more involved.

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I always rig every science experiment to run with an action group and have a science storage box set up with another action group to collect the science, works well on probes and rovers and when done using a station or ship with a lab on it, the lab can restore any one-time experiments without having to EVA and do them all by hand.

I like mods that add longer-term experiments- station science is one, requires special lab modules to be staffed and space cyclotrons powered to generate the resources to then run the experiments, however the parts are big and bulky and it hasn’t been updated in a while; the science gains are pretty huge too so I don’t use it that much.I’ve seen others that can be attached to the outside of ships or stations, but they required other mods that I didn’t want (KIS primarily) so I haven’t looked into them in great detail.

BG deployable science things aren’t quite the same as all you need to do is set them up and leave them to it, no further user input required unless it’s crashing something to trigger the seismometer. There aren’t that many of them either but it’s another way to get some science and something else to do after landing somewhere new. (No, spell check, I don’t mean deplorable!)

Admittedly, I do things oddly- 10% science gains, but with two mods to get 100% from each experiment and transmit it all in one go each time. Sample returns are a complication I don’t need especially as I’m using a larger scale solar system where the delta-V requirements are considerably higher than stock.

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I've been looking for a good place for this screenshot - this is my current game, after running Kerbal Environmental Institute, but before launching any ships.  That is - it's *just* science unlocked from the KSC's biomes:

download

A bit more depth to the science system would be good.  I'd like to see both more experiments and some (not all, I do think having some that just return their data, especially early in the tech tree is probably good) with more in-depth requirements than just 'take to place, right click, transmit, done'.

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The science side of KSP needs some more depth. The addition of ground and space based telescopes could be fun to play with. (Pretty pictures you know.) They also would be necessary for finding the new solar systems. The more routine experiments should have an option to automate the data collection. (Eg. Record the temperature data every hour.) But only help fill in the general info with detailed info from the local area. The science values for Kerbin should be worth next to nothing. (Maybe the occasional large gain of points?)

The tech tree should be unlocked with funds, time, and the occasional experiment that needs to be done by the player.

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