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Science and Data collection Suggestions


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Alter how experimental packages work

Experiments such as the Mystery Goo canister, Material Sciences module etc. should have a limited number of retries, and also a chance to create a destructive result that results in reduced science data and no more retries. This would make it more realistic from the POV that an experiment can potentially fail, and also has limited repeatability.

Add Science Data Recorders

Instead of relying on the science part itself to record data, instead use the capsule or computer, or add a separate part in the tech tree, that allows you to record data to a buffer. As science progresses the buffer will be upgraded to carry more data (maybe have a 1.25m then 2.5m version?). More advanced capsules will also be able to record more data. You would be able to stack recorder parts, maybe in addition to the capsule itself, to store more data on long or complex missions.

Kerbal Trainable Skills

As well as research, you would be able to spend small amounts of Science Data points (or maybe credits when you add an economy) to train Kerbals to return better science data, suggested skills might include:

  • Mad Professor - skill reduces chance of experiment failing, and prevents all experiments failing first time. Small chance to produce Breakthrough (-10% Failure Chance, +1 Great Success, +5% Crit Chance)
  • Steady Hands - allows an experiment to be repeated more times and reduces the chance of failure. (-30% Failure Chance, x2 Repeatability on any experiment)
  • Hammer Time - Geology skills for collecting surface samples on Surface EVA. Better identify rocks and return more valuable samples. Small chance to stumble over Breakthrough sample. (+1 Geology, +5% Crit Chance)
  • Big Skies - Better observation and recording skills for Space EVA. Allows observations on EVA to return better science data. Small chance to spot something awesome from orbit. (+1 Observation, +5% Crit Chance)

EDIT: 'Stupidity' rank would also play a part in how often a crew failed or broke an experiment.

Obviously the list is far from complete, but the idea is there. Each Skill could have 3 levels that unlock when you complete a science tier from 2 upwards, meaning a well trained Kerbal would become a valuable mission resource you won't want to kill by accident!

I understand the system is only in it's early stages and any of this may be implemented down the line, if so it's good news :)

Suggestions for some instruments:

  • Remote Sensing Module - Unmanned module similar size to the OKTO satellite flight control module. Takes photos (visible available as default) and readings of the planet and sends weather and climate science data back via antenna. Serves as a small but continuous source of science data, requires manual operation from a ground uplink (so you can't launch a huge network, leave them running and cheat the game, basically) Has the following upgrades (only 2 can be fitted at once):
    • IR Lens Kit - Allows Infra Red pictures
    • Radar - Your friendly atmospheric (i.e. rainfall etc.) radar
    • Radiation Monitor - Monitor for Kebolar Flare radiation and alsp search for the illusive Van Kerban radiation belts
    • Kerbol Observatory - Monitor and record data about the local sun

There are lots more possibilities.

Edited by MDBenson
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