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Science in career mode?


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I seem to be stuck in a catch-22, in that I need to obtain more science to unlock more ways of obtaining science. I've almost completely used up the available science for Crew reports, goo, and materials lab, at least through low-orbit.

I've seen a lot of people claiming to be able to get tons of science through landers, rovers, mun soil samples, etc, but I don't have the parts (or the science points) required.

Any tips? (the more details, the better)

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Get out on EVA and right click the Kerbal, if he's on solid ground you should see the option to take a surface sample as well as make an EVA report.

Then store the sample in the capsule (by right clicking or simply entering the Kerbal back into it) and recover/transmit. You can also recover the Kerbal to get whatever samples he's carrying. The capsule can hold 1 EVA report and 1 surface sample from each biome.

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Get out on EVA and right click the Kerbal, if he's on solid ground you should see the option to take a surface sample as well as make an EVA report.

Then store the sample in the capsule (by right clicking or simply entering the Kerbal back into it) and recover/transmit. You can also recover the Kerbal to get whatever samples he's carrying. The capsule can hold 1 EVA report and 1 surface sample from each biome.

Thanks. This game still leaves a bit to be desired regarding documentation, guess that's why it's still in technically in alpha

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Finding out how to do things is half the fun...if you have the time and patience (although there is an endless supply of kerbals apparently).

I've been doing all the sample collecting and experiments, and I'm finding that there appears to be something of an imbalance between science points received and science points required for tech and equipment advancement. I'm sort of at the view that 'received' could be increased by 50% and 'required' could be reduced by 33% to increase the rate of advancement and unlocking - it's not that appealing to have to wander around Kerbin doing stuff that you would much rather be doing on some other celestial body (and if you start a new career every so often, it's a case of 'Groundhog Day!')

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Get out on EVA and right click the Kerbal, if he's on solid ground you should see the option to take a surface sample as well as make an EVA report.

Then store the sample in the capsule (by right clicking or simply entering the Kerbal back into it) and recover/transmit. You can also recover the Kerbal to get whatever samples he's carrying. The capsule can hold 1 EVA report and 1 surface sample from each biome.

Is it 1 sample per biome as well? Hmm, will have to make use of that!

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While I agree that things could be better documented (though in Alpha documentation is a luxury best done without, because things are changing so rapidly) I totally disagree that you should receive more and/or that they should go further.

If you collect all the science you can everywhere you go, you don't even need to bounce around Kerbin that much before heading to Mun. I did a launch, then an orbit, then landed at the north pole (didn't even make it. I was just happy to be in snow) and had enough tech to easily get to Mun and Minmus for flybys. The science I got from those gave me the tech to land. The science I got from those gave me the tech to get to the outer planets. I will admit that I did a little bit of spamming on my Mun probes (that I landed in 3 big craters and another just on the regular land) but I was getting so much science I didn't mind repeating the experiments a few times in each location.

The main thing is to make sure you observe your stuff (goo and science Jr mostly), take crew reports, eva reports and surface samples in every place you go. Transmit only if you have to, and a good idea is to take a sample, transmit, and then TAKE ANOTHER SAMPLE to return home with. You should be getting hundreds of science from each mission and the tree should open up quickly with even a modicum of effort.

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At least, do some orbital missions to Mun and Minmus. A design like this should do the job;

kTLUCfc.jpg

That should unlock additional science to allow you to build probes for landing with experiments for additional science.

Total noob question here: Are those RCS thrusters on the side of the probe? Why would you have those on there? Easier repositioning midflight without using SAS? Never thought of this.

Edited by bo_knows
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Total noob question here: Are those RCS thrusters on the side of the probe? Why would you have those on there? Easier repositioning midflight without using SAS? Never thought of this.

Based on the fact that there is no fuel EXCEPT RCS in that upper stage, I'm guessing it's for landing. And perhaps repositioning once landed.

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What I ended up with for a good leg up in a new career was for the first mission plop a bare pod on the launch pad, do a crew report, Eva and get an Eva report with Jeb on the ladder (counts as 'flying'), right click pod and store data, jump off ladder and get Eva report and surface sample, store that, then run down to the grass and get a sample and Eva report and the board pod and recover. This first mission gets enough science to open a couple nodes. Now with your decouplers you can make a ship capable of a visit to the mun. I like to set up a free return that takes the craft to within 40km of the mun or so, so that I can get Eva reports from high and low orbits. For this ship I like to bring 4 goo pods mounted horizontally around the bottom of the pod so that I can get goo samples from high and low orbit on kerbin and the mun as well. After the 2nd mission you shoul be able to unlock solar panels and betterys which pretty much puts the entire solar system within reach.

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