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Making a list of science experiments, for gameplay improvement.


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MAKING A LIST OF SCIENCE EXPERIMENTS, FOR REFERENCE.

I noticed there has been several suggestions for more, more diversified, longer, better "science experiments", but as we know there's only a limited number of parts you'll find amusing to add and launch before it get tiring. So I though we could make a listing of various scientific experiments, with in mind a balanced gameplay.

Eventually from there, the Developers, modders or whoever is interested could work out optimal solutions between number of parts and game balance.

For example, the following template based on the current science system.

Already implemented idea in blue, added some planned feature too. EDIT : you are free to propose experiments, this list is meant to evolve.

My own intent is to justify both specialized and multipurpose probes/manned vehicles while avoiding Do-Everything probes capable of depleting science-point in one mission, so the idea would be to have Orbit-only and Ground-Only experiments to do as soon as possible.

Experiments on the ground

- Eva Report [100% Transmission rate]

- Ground Sample [Can be refined in Laboratory] [Can be Recovered]

- Drilling deeper for sample [Can be refined in Laboratory] [Can be Recovered]

- Atmospheric Sample [Can be refined in Laboratory] [Can be Recovered]

- Oceanic Sample [Can be refined in Laboratory] [Can be Recovered]

- Barometer [* 100% Transmission rate]

- Thermometer [* 100% Transmission rate]

- Accelerometer / Seismic activity [* 100% Transmission rate]

- Gravity Detector [* 100% Transmission rate]

- Scientific use of lasers to burn things

- Basic photography (visible light)

- Full spectrum photography (x-ray, infra-red, ultraviolet)

- Radical Radioactivity Recording [biome specific]

* Those experiment only require energy and time, and realistically I don't see why they couldn't be transmitted perfectly. Plus there will be several biome.

Experiments in the low atmosphere

- Eva Report [100% Transmission rate]

- Barometer

- Thermometer

- Gravity Detector

- Scooping atmospheric Sample [Can be refined in Laboratory] [Can be Recovered]

- Radical Radioactivity Recording [biome specific]

Experiments in the high atmosphere

- Eva Report [100% Transmission rate]

- Barometer

- Thermometer

- Gravity Detector

- Scooping atmospheric Sample [Can be refined in Laboratory] [Can be Recovered]

- Radical Radioactivity Recording [biome specific]

Experiments on sub-orbital trajectory

- Eva Report [100% Transmission rate]

- Impactor

Experiments in orbit

- Eva Report [Any Orbit]

- Sensing magnetic field [Any Orbit]

- Gravity Detector [Any Orbit]

- Spectrography of the planet's atmosphere [High Orbit] (Tell you if there's a high/low atmosphere)

- Spectrography of the planet's ground [Low Orbit] (Tell you how many biome there is)

- Exotic Particle's Detector [space-only] (a heavy parts requiring lot of energy, for Kerbin's high orbit, kerbol low orbit, then high orbit)

- Basic photography (visible light) [Any Orbit]

- Full spectrum photography (x-ray, infra-red, ultraviolet) [Any Orbit]

- Radical Radioactivity Recording [Any Orbit]

** Laboratory-based experiments

-- Eva Report [100% Transmission rate]

-- Physiological test on Kerbonaut [Any Orbit][Any Biome] (the effect of a planet/moon over Kerbonaut, Surface/Orbit)

-- Psychological test on Kerbonaut [Any Orbit]

-- Replaceable Material testing [Any Orbit] (from time to time you get another material to test inside the same module)

-- Space Observation [Any Orbit]

-- Equipment testing [Any Orbit] (if upgrade)

Edited by Kegereneku
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Lots of experiments is good, but I think it's important that they actually invovle different activities for the player.

What I mean by that is: Right now there is no difference between a temperature reading, gravity reading, crew report, etc, in terms of what the player actually has to *do*. It's just... "right click, do science", or if you have things mapped to an action group "press button". That's not a very engaging mechanic.

Some of the things you've listed could indeed involve new activities. For example, the game might require that you fly relatively level for a certain amount time in order to get an atmospheric scoop sample. This means the player is actively engaged in that experiment and has to actually do something other than "press button when in appropriate area". That's just an example, I'm sure there are other things like this that could be added. But I think that's really they key, otherwise there really might as well only be one experiment that you can perform over and over. From a gameplay point of view that's all it is right now.

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I wouldn't mind player involvement like this, where you have to perform a maneuver for the science. However, I DO NOT want to see minigame so required to do the freaking science. I hate that crap. I don't think the OP or response mentioned that, but I feel strongly enough about it to say "no minigames" anyway.

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Yes, the "instant science" is not very immersive right now and lead to Do-Everything probes. But trying to work out (suggest solution to) those problems could turn this topic into a suggestion.

We can still discuss it though. Should the list take account of time-based experiment ? And weight/budget ?

Time/altitude based experiment could indeed motivate several things, from "satellite-based science" to slowing down a probes long enough to scoop atmosphere.

But do "Atmospheric scooping" really need all that ? In itself the process is short. I guess that we want to do some atmosphere-scrapping with spaceplane* but the "instant-science" even coupled with instant group-action already take long enough to activate to be a challenge for a probe descending in the atmosphere. Plus, doing something too complicate will require a way to explain the procedure to the players.

As an example, I once misjudged the fuel to circularize an orbit around Moho but I managed to get science-point by scrapping the surface and activating simultaneously several sciences parts.

On the other hand, if the experiment do ask for a polar-orbit and 30 day of timewarp to complete, it does encourage to build a specialized satellite (especially with limited budget).

*don't forget that basic orbit-ascent, and ISRU, already give you reasons to scoop an atmosphere.

Edited by Kegereneku
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Science part/science:

Radical Radioactivity Recorder: Detects radioactivity, has an experiment at surface (biome specific), lower atmo (biome-specific), higher atmo (once), and orbit (once).

Some possible "restriction" for scientific instruments:

1. Energy + Time - Scientific instruments requires a certain amount of power over a certain amount of time (uninterrupted) to perform an experiment. Say a seismic sensor requires 5 E/s for 10 seconds to run.

2. Specific orbital/flight parameter - Sensor requires a certain orbital/flight parameter for a short period of time in order to perform an experiment. For example, the negative gravioli sensor can requires that the space-craft's change in altitude to be < 5 m for 10 seconds, thus requiring a fairly circular orbit or a level flight before starting an experiment.

Edited by UberFuber
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How about:

Impactors - crash something into a celestial body, and observe the impact - this could require observation with different instruments to get the full science value, perhaps collecting a surface sample from the resulting crater could yield more useful data.

I'd also like to see more emphasis on basic photography - that's what fills the science pages of newspapers and captures the imagination of the public - and it probably applies to kerbals too. (this might just provide a PR bonus, if it's ever implemented in the game)

There could be multiple telescopes/cameras/imagers - e.g. for infra-red, visible light, ultra-violet etc. Also, radio sensors, x-ray telescopes.

A point about scooping atmosphere - this is partially covered by the sensor nose cone, I thought?

Also - to get more ideas look up real-life space missions, eg:

https://en.wikipedia.org/wiki/New_Horizons#Mission_science

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I'm going to add photography to my little list but as other sensors it is basically included with scan or spectrography. It's quite rare for a probes to have a camera in the visible spectrum nowadays. I'll add Impactor too, but I wonder how the developers could make it work considering how KSP deal with active ship and railroaded debris...

Though it's not like Kerman engineer didn't have a lot of experience with impromptu lithobraking.

EDIT : done.

Edited by Kegereneku
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..... Right now there is no difference between a temperature reading, gravity reading, crew report, etc, in terms of what the player actually has to *do*. It's just... "right click, do science", or if you have things mapped to an action group "press button". That's not a very engaging mechanic......
I think Cave Johnson, founder of Aperture Science, would disagree with you.
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