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Utility/science pack?


Brevillance

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Im specifically looking for a parts pack that adds more functional or pure-aesthetics utility and scientific parts to be used to the game.

Parts similar to the gravotron, thermometer and the like so that i can have more things on my rover/shuttles etc.

Im not even sure myself what, but just stuff to add like smaller radio dishes or fire extinguishers (i don't know why but things blow up in space and create fire so it seems like the kerbals could use one, if anything for any inside fires :P). Primarily to just add some more zest to my rovers and ships. Anyone know of any packs like this?

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There is a pack (forgot the name) that adds parts that can analyze samples in situ or return them to science modules (re-purposed hitchhikers and CPs) for in depth analysis, giving greater options for science missions. I use it on rovers and scientific missions (rare, I prefer large scale kethane ops).

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There is a pack (forgot the name) that adds parts that can analyze samples in situ or return them to science modules (re-purposed hitchhikers and CPs) for in depth analysis, giving greater options for science missions. I use it on rovers and scientific missions (rare, I prefer large scale kethane ops).

True, this is the mod Captain Sierra mentioned:

tek Industries Science v0.4.1

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I have the perfect mod that you are looking for

http://forum.kerbalspaceprogram.com/showthread.php/43839-0-21-Warp-Drive-Space-Solar-Nuclear-Antimatter-Pack-Version-0-3-2-(Alpha)

He is a bit of a summary

[0.21]Warp Drive/Space Solar/Nuclear & Antimatter Pack - Version 0.3.2 (Alpha)

Warp Drive/Space Solar/Nuclear & Antimatter Pack - Version 0.3.2 (Alpha)

(Now with Science and Research System!)

Inspired somewhat by the boardgame High Frontier, I decided to produce a plugin that would encourage bootstrapping toward the goal of making Kerbin into the centre of an interstellar civilisation.

New in version 0.3

Science Laboratory:

Generate research points. Research is based on having enough kerbals in the lab as well as your location. Science generates slowly on Kerbin but the further and more interesting locales in which you deploy your science labs, the more science you will generate. Make sure to bring lots of power though, science labs don't run themselves!

Upgrade various parts found in this pack using these science points!

Nuclear fuel reprocessing: Is your rocket getting too much depleted uranium but doesn't have enough fissionable fuel? That's okay! Just reprocess the depleted fuel into useable fuel.

Antimatter factory: Use the science lab's ultra-high power relativistic laser to seperate virtual particles into real matter and antimatter particles at an astounding 1% efficiency!

Electrolysis: Convert water into rocket fuel if your science lab is splashed down or convert regolith into aluminium and oxygen for your munar fueling needs!

Other:

Nuclear Engines can now use liquid fuel and oxidiser to increase their thrust at the expense of specific impulse. Use liquid fuel for optimal specific impulse or use kethane if that floats your spaceship.

Added Hybrid Aluminium-Oxygen rocket, yes, it's rubbish but you can refuel it with ease (and a bit of nuclear power)!

New Models for nuclear reactors (All credit goes to SpaceK531!)

Current Upgradeable Parts (More soon!)

Electric Generator: Brayton Turbine ----> KTEC Thermoelectric

Nuclear Reactor: Solid Core Reactor ----> Gas Core Reactor (3x power output)

Plasma Thruster: Magnetoplasdynamic ----> SECRET

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