Jump to content

A modular Experiment and some more


SkyRex94

Recommended Posts

So since i doubt we'll see a Science System Overhaul in the near future by Squad why not make a mod for it.

If someone likes the idea, has the spare time and the passion to create a mod, here's what i've in mind:

A 'Better than Stock Clickfest Experiments' Mod:

1- A modular Experiment: Having a big Part that can be manned with a Kerbal, maybe a size of 1.5xScienceLab. And it is quite heavy, like 10-20t. To do the Experiment you need a Craft containing lets say 5 of these Parts and all need to be manned. And if activated it needs to stay manned for around one Kerbal Month before yielding the Science.

With a big and unhandy modular part like that it would give you reason to build a Space Station or a Base, since you'd probably bring not all the modular parts at once. Espeacially with a Base it'll be probably easier to Land the Modules seperatly.

2- Changing the Seismic Accelometer to the 'impactor science' function it has in KSPInterstellar

3- A Surface transition observation Experiment : Once activated it needs to cross the line to 2 other biomes than the one it has been started in. Gives a Task to Rovers (at least on Kerbin, Mun, Minmus)

4- An Ice Core Experiment: Works only on Ice (Kerbin Poles, Vall, Eeloo , maybe Minmus)

5- A measure the Site Experiment: modular Experiment, needs 3 modules at least 1km apart from each other and each has to be activated (aligned) by a Kerbal on EVA. Gives something senseful to do to move more than 3 feet away from your touchdown place.

(6- an Alternative to Nr. 3, an 'interesting place' Experiment: once Activated it shows your current and close by target coordinates on rightclick. When target reached it shows randomly a new close target, this for 3-4 times. Maybe simply reconfiguration of the PressMat for this new function, after all we already have a atmo-clickfest-science with the NoseCone. Purpose for Rover)

7- change the Mystery Goo to a 'live form behaviour Experiment' , pretending it contains some mixture of micro organisms. It needs to stay a certain time in the Enviroment before yielding the Science, time depends on place,(fast in Space, because it affects the organisms very fast, slow on lets say Laythe or Eve, which may be not so harmful to some resistant organisms)

What do you think?

Link to comment
Share on other sites

Basically, more science experiments.

In no particular order;

-There is a mod that will yield science points through station parts and some other things.

http://forum.kerbalspaceprogram.com/threads/54774

Also check out;

http://forum.kerbalspaceprogram.com/threads/64972-0-23-5-DMagic-Orbital-Science-New-Science-Parts-V0-8-%284-28-14%29

This one include a core drill thingy.

I like the multiple biome experiment idea and the triumvirate experiment. The impact recovery science would be nice as a stock experiment too.

I personally link my experiments to action groups so I don't have to click on anything.

So far, I haven't used any of the science mods myself and I'm guessing you have but if you haven't I suggest you give the science tab on curse a visit.

The rest is just a change in form from other experiments. Interesting but probably not worth the trouble. Just adding new experiments might also break the progression a bit so that would also need a tweak.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...