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ScienceImmersion. (One or several mods)


Whirligig Girl

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Proposed mods, may be all in one or several different packs. Putting them in one thread so as not to clutter everything up. This encompasses several different subjects from science fiction to history to realism. And I think all of them have a place in KSP through mods.

Features:

Connect the sensor parts to an on-screen graph

-Thermometer (temperature in celsius, kelvin, or Fahrenheit.)

-Barometer (Pressure in Psi, Atmospheres, or Bars)

-Accellerometer (Accelleration in gees or m/s^2)

-Negative Gravioli Detector (Gravitational Accelleration as a fictious force in m/s^2 or gees)

-Magnetometer (Radiation in rads or grays)

-SolarPanel power?

-Mystery goo color, roundness, and stability? (Would need fictional, "arbitrary" curves created for each planet)

-Kerbals have life signs measured too? Squeedlybeat and Breathing?

--Lifesigns info on crew portraits, reaction based on courage and stupidity?

--More info in the science lab?

Adding Van Allen belts to planets, and radiation. The deadly kind.

-Fly through and radiation will increase.

-Magnetometer part.

-Radiation increases exponentially with distance to sun.

-Maybe kerbolar flares which damage Kerbals or spacecrafts.

-Strong radiation fields can damage Kerbonauts.

-Stronger radiation fields can damage probes, reducing control capability based on percentage of damage.

-Magnetometers to measure radiation.

--Visual mapping of the Van Allen belts in map mode?

-Radiation tied into that of KSP Interstellar?

Making the Temperature sensor make sense. Based upon distance to sun* and orientation.

-Temperature affecting craft? Barbeque Rolls required? Would need a timewarp rotation fix.

SolarPower based upon a *realistic inverse square curve.

-Visual Sunlight tapering off with distance, getting brighter closer?

--This might be it's own mod, and if so, then also automatic exposure changing so the dim stars darken when the bright Mun is in view, or when in Kerbin orbit. Basically, overhaul the lighting.

Universal Kerbal universe speed of light delay.

-1/10 irl speed of light?

-Transmission delays.

-Maybe comms delays for probes, like RemoteTech? Maybe toggleable? Maybe probes can be controlled by Kerbals in a science lab for a faster signal. (Joolean Mothership deploying probes to the moons would get better control than Kerbin controlling the same probes.

--Probes can automatically complete maneuver nodes, but maneuver nodes can not be placed earlier than the signal delay at the current distance to the control source.

-High tech Ansible at endgame? Ansible would allow FTL comms to control probes quicker? Maybe a prototype "Subspace Comms" variant where more power allows faster comms?

-Relativistic Effects that slow down time with speed and with gravitation?

--Or just simple relativity that increases the mass of all parts with speed?

--Reverse the passage of time (Trivial to do in KSP) when travelling faster than light? (Using warp drives or cheats etc.)

--visual effects of relativistic velocities?

Manned Pods with tweakable radiation shielding

-RadiationShielding adds mass to a command pod, but also helps to keep out deadly radiation. Tweakable so that it can be removed, or a bunch added.

-TACLS water can act as a shielding as well?

High-Tech Magnetic Field Generator

-Auroras for spaceships.

-Protects from radiation using electricity. Automatic or manual mode to adjust the power of the field. More generators means more protection, and the protection can be limited to not consume as much power, but will be able to allocate more power in harsh environments. Based on the tech in Space Odyssey: A Voyage to the Planets documentary. Not sure if real or not, but seems plausible enough for Kerbals.

Probe Core Damage.

-Reduces the command capability of the probe with percent of damage.

-Small amount of tweakable RadiationShielding.

Cameras and Telescopes; Not knowing stuff in Science and Career modes. (Check out

about how he would find out the characteristics of planets had there not been an info box)

-Start out not knowing anything about the appearance of the planets other than Kerbin and the near side of the Mun.

-Nothing known of Joolian moons aside from color. Bop and Pol not known.

-Basic cloud bands on Jool.

-Purple with gray splotches on Eve.

-Gilly is a small brown dot.

-Duna has some brown spots and white poles. Ike has grey and black spots.

-Eeloo is just a white dot.

-Outer Planets support? Urlum and Naidon are just blue and purple dots.

-Flybys with better and better camera tech can help paint a better picture on the map view. Flybys with good cameras give only a basic heightmap, but pretty good color maps.

-Orbiters can fully map the surface of a planet or moon.

-Space Telescopes (high tech) can view outer planets with better detail than flybys with basic cameras.

--Replace skybox with procedural skybox where stars are almost point sources and there's some cool stuff in between like nebulas and star clusters?

-Unknown stuff, as follows. Might have vague values for gravity. For instance, Bop might be "In between Minmus and Ike" if info on these planets are known.

-Unknown gravity of Moho, Dres, Eeloo, Joolean Moons, Minmus, and Gilly. Using a Seismic Accellerometer on the surface or a Negative Gravioli Detector in a non-circular orbit can put this data in the info box in the map screen/tracking station.

-Unknown atmospheres of Eve, Duna, Jool and Laythe. Aerobraking two or more probes, and measuring deceleration using a Seismic Accellerometer can detect the atmosphere height, Barometers can measure pressure from two scans to determine scale height and pressure at surface.

-Surface Temperature min and max available in map info box in sandbox, and when temperature scan is used during day and night on the surface of a planet.

Camera Types

-Black and White: Do not refine the color of the map view, but it does paint the surface texture and darkness.

--Must be recovered to Kerbin for Science, Reputation, and Map View data.

-Basic: Blurry color film, orbiters can map the basic heightmap of a planet.

-Advanced: High Quality color film, can map the basic heightmap of a planet with a decent flyby.

-Mapping: Does not paint surface texture, darkness, or color, but it does make the heightmap. Exploration by rover or Kerbal can also map a bit of the heightmap. Must be done by an orbiter making several passes.

-Basic and Advanced images must be transmitted for a lot of power.

-Mapping satellites constantly drain power to transmit data back home.

Anomaly Scans

-Special biomes for anomalies (Tanuki might be able to do this for 1.0)

-Mapping cameras on orbiters can pick up anomalies after a few passes.

-Some anomalies might screw with sensor data?

Compatibility with planet mods?

-Including the Kerbal Warp Drive mod that brings you to a random star system, so you get to probe the random planets as well.

Science and Rep benefits from mapping the solar system.

Maybe make Jool's texture more interesting, and base the unknown (simple cloud bands) and basic camera textures for Jool off of that. Right now it's pretty boring.

This stuff is pretty different from the rest of the stuff, but ties into the radiation bit.

Kerbal Health

-100 units of health. Each kerbal has persistent health until recovered from Kerbin.

-When damaged by falling, bouncing, irradiated, etc, Kerbals will lose health.

-Below 85%, Kerbals will walk slower, and won't smile.

-Below 50%, Kerbals will frown and begin to walk exponentially slower, slower with more damage.

-Below 20% Kerbals won't be able to run or jump.

-Below 15%, Kerbals will ragdoll, and if in a command pod, will lose command input.

-Below 10%, Kerbal can only be saved with surgery.

-At 0%, Kerbal goes KIA and poofs if on EVA.

-Kerbal Health increases when eating using Snacks or TAC Life Support, or medicine from Scientists (or medics if possible)

-If damaged by radiation, health will slowly decrease at a rate of 0.25% per Kerbin day.

Kerbal Medics

-Kerbal Health increases when given medicine.

--Medic class of Kerbals

--Medics can give medicine to Kerbals.

--Scientists can give basic medicine (heals 2 health, 5 medicines when exiting a Command Module) at tier 4 and above.

-Medics at tier 1 have 5 First-Aid Kits when exiting a Command Module. (Replenished by Command Pod like flags do)

-Basic Medicine heals 5 health.

-Medics at tier 2 have 5 Advanced Medicine Kits, which heal 5 health, but slowly heal over the course of a Kerbin day as much as 50%. Can not be reapplied to a Kerbal until after 6 hours. (A Kerbin day)

-Medics at tier 3 have 10 Advanced Medicine Kits, and can reapply an AMK after only 3 hours.

-Medics at tier 4 can do basic surgery, and can thus heal Kerbals damaged below 10%. But they only have an 85% chance of success, and a 5% chance of lowering the patient's health by 2%. The rest is the chance that there won't be any damage or healing.

-Medics at tier 5 can do surgery, with a 95% of success, but have a 5% chance of lowering the patient's health by 3%. They can also give radiation pills which increase a Kerbal's resistance to radiation.

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As you note, some of this stuff is already implemented - Interstellar, RemoteTech, KeepFit and CrewQ, Telemachus (graphs)

Implementing the rest would be dozens or even hundreds of hours of work, if it's even possible (hiding the planets until you scan them, for example, may not be possible).

You'd probably get a better response by breaking this down into smaller, implementable chunks. It seems like you have a few ideas that don't depend on each other:

* graphs of stuff (Telemachus, KSP TOT)

* radiation and radiation protection

* relativistic effects - RemoteTech already handles signal delay. Warp drives aren't relativistic, so there would be nothing to implement. It's only going really fast using conventional means of transport that you'd see relativistic effects. Even then - you're experiencing time as a third-party observer, not time as seen by the Kerbals inside.. so again there'd be nothing to implement.

* Thermal management - Interstellar does this, but I'm not sure it takes orientation into account (whether the parts facing the sun are hotter than the other parts)

* "SolarPower based upon a *realistic inverse square curve" - Real Solar System does this, could probably be broken out to its own mod

* Planets unknown until you discover them - I don't even know if this is possible. If so, it would go into something like SCANsat and/or CactEye

Basically, you're asking for too much. Each of these things would be weeks or months of work by themselves.

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  • 2 months later...
  • 1 month later...

You have mentioned broad set of features. I was thinking about one you've mentioned it implicitly:

Add special relativity's time dilation and clock as sensor. So one could test

in KSP.

Also (hard):

Add general relativity, black holes, etc. Basically Interstellar in KSP.

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