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SPECIFIC ideas for new Science experiments


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This is a little bit of a hybrid of a suggestion and a discussion, regarding adding more science experiments to the stock game.

First of all, I would like to suggest a few specific experiments that I would like to see added to the stock game. Second, I would like ask for specific suggestions of additional experiments that other community members would like to see added to the game as well.

The science system is currently a little bland and uninteresting, and I think adding a wider variety of real world-inspired science experiments to the game would make it more interesting. This could be used to make the game easier (by not reducing the value of other experiments)- which I would prefer- or could be coupled to a decrease in the value of other experiments.

I think the science system should be made easier with more experiments (and no decrease in value of existing experiments) so as to give players more freedom in their play-style, and the game made harder in *OTHER* ways (such as the addition of re-entry heat, and a difficulty option to upscale the Kerbin/Kerbol system 2-3x from its current 1/11th scale compared to Earth/Sol). Players who think this makes science too "easy" can always set the science rewards higher through the difficulty sliders in 0.25, which it was just revealed are going to include a science rewards multiplier slider.

Note that these experiments are heavily inspired by the DMagic Orbital Science mod- which adds more science experiments to the game. without further adieu:

Solar (Kerbolar) Particle Collector- A science experiment which would only be usable in orbit. Allows players to sample the solar (Kerbolar) wind for !SCIENCE! Adds to the currently measly number of experiments (gravity and temperature scans) which can be performed in orbit. Should give the highest Science yields when in orbit of the Sun or Jool, due to the lack of interfering planets or the strong magnetic/gravitational fields which trap solar particles around Jool, respectively; slightly higher yields at Moho, due to proximity to the Sun; and MUCH higher yields in "Near" Sun orbits...

Gamma Ray Spectrometer- A science experiment which would only be usable in orbit. Like the real-world GRS experiments, allows the player to scan for the elements indicative of water (Hydrogen+Oxygen), even in the form of subsurface ice (this is one experiment that was used to prove there is ice on Mars and the Moon). Could possibly give snarky text bits about how "Snacks" is not an element, and *maybe* even provide a part for locating deposits/concentrations (of numerous different elements) for an ISRU system if the devs ever change their minds about Resources...

Science Note- Some players will, incorrectly, argue that GRS cannot be used to find water. I would like to respectfully inform them that they are wrong. Gamma Ray Spectrometers can be, and in fact have been, used to find high concentrations of Hydrogen and Oxygen (as well as over 20 other elements)- which can be indicative of water/ice when found together in large amounts. (Citation)

Anomaly Scanner- One thing that has *ALWAYS* bothered me about the stock game is that the anomalies are scientifically useless. Personally, I think the discovery of a monolith or an ancient spacecraft should be of scientific interest to the Kerbals. An "anomaly scanner" part could give large science yields when used in proximity to any of the anomalies. DMagic Orbital Science mod has already figured out a good way to code for this, so clearly it's possible...

As I was saying, I would welcome further input from the community on other experiments they might like to see added.

Please don't post if your response is just something along the lines of "No, that's stupid" or "I don't want to see that added, because, reasons".

Regards,

Northstar

Edited by Northstar1989
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Surface spectrometers (this one category could cover all types, x-ray, alpha-particle, laser-induced, IR, UV, visible etc) for use on surfaces (i.e. while landed on a body). Preferably for rovers such that you would need to deploy the analysis package at several sites within a biome (separated by some distance) to build up a profile for the area/biome before transmitting (or recovering) the results.

Chemical analysis package (i.e. drills and samplers). Not just some rock you picked up off the surface, but something like a drilled out core sample. Non-transmissible without analysis to complement the atmospheric sensory package, but for ocean/surface biomes.

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Ground based solar observations (on an airless body, mun minmus gilly or moho)

Space based solar observations from kerbin orbit or closer

particle detector (aerogel, single use, no transmit)

biome mapper

While we are looking at increasing the ways to get science I`ll be interested to see what the ranges are in the difficulty settings in 0.25. Hopefully we can set it quite hard.

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- setting up retro-reflectors on the Mun, so they can laser range find the distance. From Apollo.

- leaving seismographs on bodies, then crash stuff into, radio / recover the data. From Apollo.

- 'impactors' - designed to crash into a body 'hard enough to penetrate but not hard enough to break' and radio/recover subsurface data.

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But how about extrasolar science?

So you have to build your own Kubble space telescope to look to the stars.

Or even a Kerpler Telescope to scout for a Kerbin 2.0?

Suggested many times, but still I like the idea.

My vision is to add "biomes" to the skybox. You need to point your telescope at the specific region in space and then wait few weeks (in-game of course!) for the results.

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Suggested many times, but still I like the idea.

My vision is to add "biomes" to the skybox. You need to point your telescope at the specific region in space and then wait few weeks (in-game of course!) for the results.

Great idea! But as you can see I am pretty new here (at least to the forums). :)

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