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Timed Science


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In my opinion the science in rp1 is much more fun and rewarding than base ksp, because it prevents getting stupid amounts of science very fast. For example, with a small rocket that barely makes it out of the atmosphere, you can no longer collect 100% of space low science. Instead, you may end up with only 2% experiment completion. I also think that the requirements for each experiment make it better.

Edited by DoomsdayDuck555
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23 hours ago, DoomsdayDuck555 said:

In my opinion the science in rp1 is much more fun and rewarding than base ksp, because it prevents getting stupid amounts of science very fast. For example, with a small rocket that barely makes it out of the atmosphere, you can no longer collect 100% of space low science. Instead, you may end up with only 2% experiment completion. I also think that the requirements for each experiment make it better.

I support this sort of approach over 'click and receive' sorta setup, there should realistically be specific types of experiments that are quick, and should be others that aren't. 

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Most situations where science is collected are stable, i.e. in orbit or landed. Forcing a time-warp in those situations doesn't make game-sense. The example you have of barely making it out of the atmosphere could be addressed by making sub-orbital trajectories a different circumstance for purposes of science collection - if you think that it is even an issue in the first place.

In KSP1 you wouldn't get 100% of space low science when you just get out of the atmosphere because (1) some experiments don't yield 100% with one collection [goo, material science] and because you haven't unlocked all of the science parts by the time you first get out of the atmosphere.

For KSP2 we don't know much about science mode yet because no part of it is out yet. I could see timed experiments having a place for some experiments, but not for other kinds of science experiments. An interesting idea but I think successful implementations of science collection can be done both with and without requiring time delay. For me, RP1 was always too buggy with too many mods combined to make a stable playing experience so I can't say whether I like that version better or not because I never really got to play it in a stable form.

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8 minutes ago, Barrackar said:

Most situations where science is collected are stable, i.e. in orbit or landed. Forcing a time-warp in those situations doesn't make game-sense. The example you have of barely making it out of the atmosphere could be addressed by making sub-orbital trajectories a different circumstance for purposes of science collection - if you think that it is even an issue in the first place.

In KSP1 you wouldn't get 100% of space low science when you just get out of the atmosphere because (1) some experiments don't yield 100% with one collection [goo, material science] and because you haven't unlocked all of the science parts by the time you first get out of the atmosphere.

For KSP2 we don't know much about science mode yet because no part of it is out yet. I could see timed experiments having a place for some experiments, but not for other kinds of science experiments. An interesting idea but I think successful implementations of science collection can be done both with and without requiring time delay. For me, RP1 was always too buggy with too many mods combined to make a stable playing experience so I can't say whether I like that version better or not because I never really got to play it in a stable form.

The 100% was referring to a single experiment. I forgot that in stock you need multiple collections of a science to 100% it.

RP-1 isn't buggy for me, I would guess that its a hardware issue for you.

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Yes. I like this idea and data miners have found that doing science would take time, based on the hidden code lines in the files. This could change in the future, but I believe most of us, including you and me, want it to remain this way or get better. This a good idea for me as someone who has played Kerbalism and RP.

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Given that it's been stated previously that the devs aren't super likely to be any other time-based mechanics (e.g. life support), I think the ideal is either a streamlined version of the Kerbalism science system or an extension of the kind of stuff we saw towards the end of KSP1 (e.g. seismic impactor, or the resource scanner requiring a polar orbit).

Ultimately both encourage the same thing - actually thinking about how to get each bit of science, rather than just slapping on every bit of science tech on every mission and just running them all any time you change 'situation'. The key part is enforcing the right 'conditions' for each experiment which leads to more interesting designs, like having mini-probes to detach into polar orbits, or spaceplanes to stay in high atmosphere for extended time. Kerbalism uses timed experiments to distinguish between sub-orbital/fly-by and permanent orbits (plus to play against mechanics which we know don't exist in KSP2 like life support), but I assume there's more stock-friendly solutions to that, like just noting what state the craft is in at the time of sciencing.

But yeah, with time warp, year-long experiments don't make a huge amount of sense, and experiments that take a few minutes may as well just be instant. Now that I think about it, it'd be interesting to have experiments that use some limited resources that have been talked about...

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7 hours ago, GluttonyReaper said:

Given that it's been stated previously that the devs aren't super likely to be any other time-based mechanics (e.g. life support), I think the ideal is either a streamlined version of the Kerbalism science system or an extension of the kind of stuff we saw towards the end of KSP1 (e.g. seismic impactor, or the resource scanner requiring a polar orbit).

Ultimately both encourage the same thing - actually thinking about how to get each bit of science, rather than just slapping on every bit of science tech on every mission and just running them all any time you change 'situation'. The key part is enforcing the right 'conditions' for each experiment which leads to more interesting designs, like having mini-probes to detach into polar orbits, or spaceplanes to stay in high atmosphere for extended time. Kerbalism uses timed experiments to distinguish between sub-orbital/fly-by and permanent orbits (plus to play against mechanics which we know don't exist in KSP2 like life support), but I assume there's more stock-friendly solutions to that, like just noting what state the craft is in at the time of sciencing.

But yeah, with time warp, year-long experiments don't make a huge amount of sense, and experiments that take a few minutes may as well just be instant. Now that I think about it, it'd be interesting to have experiments that use some limited resources that have been talked about...

I was pretty much thinking streamlined kerbalism, but for the time warp issue the way I see it is that it prevents easily getting all science from just a flyby but if you are in a stable orbit you can just time warp no problem. 

Edited by DoomsdayDuck555
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