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Science Mods


alphawolfx45

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1. DMagic Orbital Science

Adds a lot of interesting machinery, that does science

2. Tarsier Space Technology

Adds fully functional telescope and science hard drives, to store info

3. Experimental Data Storage

Adds little, radially attached box to store surface samples

4. Beastly Science

Adds robotic scoops for doing unmanned sampling, and camera-unit, for making eva reports without kerbals.

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I like Science Revisited quite a bit. It reorganizes the science stuff, adds a few things, makes unmanned science a bit more worth doing, and does some general balancing.

Be careful about adding science stuff to your game though. It's easy to unbalance things to the point where you might as well just be playing in sandbox mode. A couple high science experiments that support biomes... and suddenly that single mun trip has unlocked most of your tree. Kinda takes away the fun.

I'd stick to either a single science revamping mod, or adding one or two singular non-biome experiments... or one biome sensitive experiment.

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I like Science Revisited quite a bit. It reorganizes the science stuff, adds a few things, makes unmanned science a bit more worth doing, and does some general balancing.

Be careful about adding science stuff to your game though. It's easy to unbalance things to the point where you might as well just be playing in sandbox mode. A couple high science experiments that support biomes... and suddenly that single mun trip has unlocked most of your tree. Kinda takes away the fun.

I'd stick to either a single science revamping mod, or adding one or two singular non-biome experiments... or one biome sensitive experiment.

Or you can go the difficulty route. I play with RSS and even though I have both station science and a mod for rover science I am truly struggling to fill out the tech tree. Especially the first few flights are murder, you don't have the tech to go anywhere and you quickly deplete all the nearby spots.

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