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Deployed Science p/h


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Hi, I'm doing my 1st mun landing in this career using deployable science.
I'm just not sure about if I've done all well or if I missed something.

I've deployed these 3 stuffs on the ground, pressed F(Interact) where possible and nothing else.
Jeb and Bob have 1 star while Bill has none, the points per hours indicator says 0.39p/h, could it be a correct value?

deployable-science.png

Edited by antipro
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7 minutes ago, antipro said:

Hi, I'm doing my 1st mun landing in this career using deployable science.
I'm just not sure about if I've done all well or if I missed something.

I just deployed these 3 stuffs on the ground, pressed F(Interact) where possible and nothing else.
Jeb and Bob have 1 star while Bill has none, the points per hours indicator says 0.39p/h, could it be a correct value?

deployable-science.png

Looks right to me.  Requires patience.  Run some other missions for awhile.  The only thing that looks weird is the panel reads no power produced, but the other units say they are powered and you have a non-zero science production rate, so seems ok

Edited by darthgently
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Looks fine, you’ve deployed the science experiments with a scientist and the solar panels with an engineer for maximum science and power production respectively, so all that’s left is to wait for it to generate science over time. For more distant targets you’ll need the deployable antenna (or a powerful relay nearby) and there’s a deployable RTG available late in the tech tree but by that point you probably don’t need the science from deployed experiments any more.

There’s also a handy little mod called Deployable Batteries that adds, well, deployable batteries that can keep other deployed science equipment running when the solar panels aren’t generating power (a.k.a. night time).

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