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More use for space stations


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These are just some module ideas so you have more use for a space station other than roleplay purposes.

NONE of these modules or resources are sped up by timewarp.

New resources:

Hydrogen

Oxygen

Nitrogen

Helium

Carbon Dioxide

Carbon Monoxide

Animals

Science Records

Scientific Speculations

New modules:

Gas Harvester: The Gas Harvester scoops up gas, depending on where it is in the Kerbol System. If it's closer than Moho. It scoops Hydrogen. If it's very close to Kerbol but not overheating, it will scoop up 20 hydrogen every minute. If it's farther away, it scoops up 5 every minute. If the harvester is farther away from Moho, it gets 2 Helium every minute and 0.1 hydrogen every minute. If the harvester is in low Jool orbit, it gets 4 Oxygen, 0.5 Nitrogen, 2 Helium, and 6 Hydrogen every minute, making it the most resourceful when it comes down to harvesting all of them at once, but on a small scale. In far Jool orbit, you will get 1 Oxygen and 2 Hydrogen every minute. In low orbit around Laythe, you get 2 Oxygen and 4 Nitrogen every minute. In far orbit, you get 0.5 oxygen and 1 nitrogen every minute. In low orbit around Kerbin, you will get 3 oxygen, 0.01 Carbon Monoxide and 7 nitrogen every minute. In far orbit, you get 1 oxygen and 3 nitrogen. In low Eve orbit, you get 30 Carbon Dioxide and 10 Hydrogen every minute. Everywhere else you get 0.2 of Hydrogen, Nitrogen, Oxygen, Helium, Carbon Dioxide, and Carbon monoxide every minute. The Gas Harvester will short circuit and become inoperable if you try to use it in an atmosphere. Gas Harvester weigh 4 tons and have a crash tolerance of 10 m/s.

Gas Analyse: This will only work if directly connected to a gas harvester. This device uses gas to create a permanent but slow source of science. For every 1000 of any gas type, you get 1 science per hour. For each analyse module, you can store up to 10000 gas. The Gas Analyse weighs 20 tons and has a crash tolerance of 5 m/s. It can only be placed functionally in Kerbol Orbit beyond Dres, but not anywhere near Jool's path. This is to make it extremely hard to abuse without cheating. Also, you can get at the VERY MOST, 60 science per hour with this, which is 1 per minute. So, you could only place up to 10 of these and work efficiently. After the 10 modules are used up, each extra one gives you 0.1 science per day.

Animal Carrier: Take Different Animals up to space! You can bring up Doqs, Kats, and Fwogs, which are Kerbal for Dogs, cats and frogs. You can do an analyse for 1 animal per flight at different locations. Doqs earn you 30 science per location, 20 for kats, and 10 for fwogs. Unfortunately, the science experiments don't always work. There's a 33% success rate for doqs, 66 for kats, and 99 for fwogs. If there experiment fails, you will get 1 science and the experiment will turn inoperable unless cleaned out by a Kerbal on EVA, which takes a random time ranging from 40 to 80 minutes to do. You can only do one experiment every 10 minutes otherwise. Animal Carrier

Animal Exposer: Become what one may call an animal abuser and expose animals to volatile elements! Each experiment has a 50% success rate, and earns 40 science each. Different gasses lead to different results. You can also choose to expose them to the vacuum, which has a 100% failure rate but earns you 20 science the first time and then 2 science any other time. It can be done over and over again for the same amount of science, but only once every 10 minutes. This goes with exposing them to other elements too.

Radiowave detector: Detect all sorts of radiowaves! This device requires 40 ElectricCharge per minute (this is timewarp affected) and can detect radiowaves from anywhere: Every 15 minutes you detect one kind of wave: 50% for infrared (4 science). 30% for Ultra-Violet (7 science). 10% for X-Ray (10 science). 5% for solar radiowaves (1 science). 4.9% for unknown (35 science). 0.1% for inflation radiowaves (400 science).

Science Analyse: This is where those science records come useful. Here, you can combine science records with scientific speculations to make new breakthroughs! These breakthroughs include tips, tricks, and easteregg whereabouts, as well as some additional science. Usually ranging from 5-200. This module can be used once every hour. The science analyse weighs 40 tons and have crash tolerance of 10 m/s.

I know that almost all of you will like some of these and disagree with other ones, so reply with feedback about how i could improve the ideas! Also, these would be cool for a mod.

Also, reply with your own ideas to make space stations not useless!

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ugh please no resources. thats always been a terrible idea.

also lets not start gassing anything. this isnt holocaust simulator.

honestly your idea for an "animal exposer" is one of the more disturbing things ive read online, and i browse 4chan daily.

Edited by r4pt0r
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ugh please no resources. thats always been a terrible idea.

Hey now, a lot of people like resources. I do, too, but it is also true that resources have been discussed quite a bit.

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I mentioned this in a similar topic, but I could see a few uses for stations if certain mechanics got implemented.

- Kerbal zero-g training module to improve kerbal skills (if kerbonauts get skills you can improve)

- Space's effects on Kerbal health study module (science at the cost of having a kerbal sit in the module for an extended period of time in orbit)

- Relays for data transmissions (so that you can save on money by not putting big expensive antennas on every rover/lander/orbiter)

- Resupply bases for food (if food supplies ever became a requirement and you'd have greenhouses/hydroponics garden modules as an end game part)

The station lab module isn't bad, but it could use a slight buff and without biomes outside of Kerbin's SoI it has very limited use.

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ugh please no resources. thats always been a terrible idea.

It's fair to say you don't like it, but there are plenty of players who are interested in this mechanic because it's not fundamentally flawed.

also lets not start gassing anything. this isnt holocaust simulator.

honestly your idea for an "animal exposer" is one of the more disturbing things ive read online, and i browse 4chan daily.

This... I gotta agree with. It's got no place in the game.

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  • 2 weeks later...

Your rates of gas extraction are waaay over the board. It should be closer to 1 hydrogen per week and 1 oxygen per few months over Jool - with more oxygen and less hydrogen for planets with O-rich atmospheres (perhaps even reverse proportions).

also the amounts of science you get from these activities are enormous... Enormous to the point where they are game-breaking. If anything - most of them should provide player with money, and even that: ONLY after you bring the results back to Kerbal. IMHO there should be no passive generation of resources (be it cash or science).

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also, the fact that some of these are affected by time warp and others seems arbitrary to me. the whole point behind time warp is not having to wait for things to happen naturally. If you have to disable the effects of time warp on a feature to make it balanced, it is inherently unbalanced and shouldn't be implemented

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Part of the large problem with space stations in career (not the only problem mind you) is that you get some of the parts WAY too late in the tech tree. The Rockomax Hub for example is almost essential to building any kind of station that isn't a straight piece of metal. They need move that earlier and put a 2.5m size later in the tech tree. Right now, you get the 1.5m hub at the same time as the 2.5m Clamp o Tron, and that's just silly.

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Part of the large problem with space stations in career (not the only problem mind you) is that you get some of the parts WAY too late in the tech tree. The Rockomax Hub for example is almost essential to building any kind of station that isn't a straight piece of metal. They need move that earlier and put a 2.5m size later in the tech tree. Right now, you get the 1.5m hub at the same time as the 2.5m Clamp o Tron, and that's just silly.

I just use a structural fuselage. Put Clamp-o-trons on it laterally in 4x symmetry, then another clamp-o-tron or a shielded port on top. Same thing available way earlier, just using a few more parts

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I just use a structural fuselage. Put Clamp-o-trons on it laterally in 4x symmetry, then another clamp-o-tron or a shielded port on top. Same thing available way earlier, just using a few more parts

That just makes it even more silly that the hub is so late in the tech tree.

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Eh, I think it actually flows with the flavor a little bit.

"Oh, we invented this thing. No, it's not because we saw someone else doing it already. Definitely 100% original. Yep."

That may be, but the rest of the tech tree "flow" is based on diameter.

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