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Author Topic: Kerbal SCIENCE Program (v0.22)  (Read 21016 times)

TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #30 on: October 18, 2013, 12:17:24 pm »

Another is having your kerbonaut climb out and hang onto the side of the rocket in orbit while taking notes of what's going on. You can do it over every unique piece of terrain, which includes deserts, highlands, grasslands, ice caps, mountains, shores, the space center, the launch pad, and the ocean. Maybe islands and lakes, too, but I haven't been able to line up for a good pass of those.

A single mission, just doing that, can get you a lot of science. Just be careful not to have your kerbonaut drift away.

Oh, and remember to always have your kerbonaut take samples wherever he lands, even the ocean.
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LoSboccacc

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #31 on: October 18, 2013, 12:32:56 pm »

here is part 2: the f* up fairy!

it all started well, a quick check and we reported all system nominal to the space center:
Spoiler (click to show/hide)

while burning we sent the report back, to avoid draining the battery. the burn lasted a bit longer than expected and dipped a bit into the lander stage fuel, but not to much.

a complex maneuver was set up after noticing the big mun in the way to the little minmus:
Spoiler (click to show/hide)

and we tuned halfway to get a direct injection to the surface:
Spoiler (click to show/hide)

here we are on the crashintercept course: not so small now that we're near!
Spoiler (click to show/hide)


still, it was a careless insertion: this doesn't look like a good landing spot
Spoiler (click to show/hide)

not at all:
Spoiler (click to show/hide)

and predictably:
Spoiler (click to show/hide)

but there is science to be done! we will deal with that later, first let's mark this historical moment:
Spoiler (click to show/hide)

I slowly accelerated and drifted, gear closed, toward the top of the slope. no good screenshot here, too busy not exploding.

on a bump one goo canister got busted, and that gave us the necessary torque to lift the nose off.

I started spinning madly, but hill were still close. so I turned the engine on and off when pointing upward and downward as I tumbled around, slowly gaining stability and vertical speed.

that sent me on a bad return trajectory, but high enough for the remaining few fuel to get me back
Spoiler (click to show/hide)

that mun is always in my path, never happens when I need it:
Spoiler (click to show/hide)

didn't had the fuel to get into a sensible reentry trajectory, so I wen't down red hot:
Spoiler (click to show/hide)

the cute managed to survive burning down...
Spoiler (click to show/hide)

and much science had been had:
Spoiler (click to show/hide)

because of all the trouble with power and science, we unlocked the science technology!
that will provide us with more science. and batteries.

here is the save
https://www.dropbox.com/s/8w93ddf938ryb92/Kerbal%20SCIENCE%20Program.zip
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10ebbor10

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #32 on: October 18, 2013, 12:37:29 pm »

Ok Starting now. I'm afraid I won't do anything as spectacular as the rest of you guys.

Mission statement:

In an attempt to increase public opinion, KSP has decided to do a few more down to Kerbin missions, and a more down to earth mission.
« Last Edit: October 18, 2013, 12:40:13 pm by 10ebbor10 »
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10ebbor10

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #33 on: October 18, 2013, 01:43:37 pm »



Oops. On a side note, he's fine. The game glitched out and he became embedded in the ocean.

Note that said glitch had some tragic consequences on my game, so I have to skip for now. Don't have the time to do all this again.
« Last Edit: October 18, 2013, 01:45:44 pm by 10ebbor10 »
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TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #34 on: October 18, 2013, 01:46:04 pm »

I think Bob misunderstood the term 'down to Kerbin' there.
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techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #35 on: October 18, 2013, 02:57:46 pm »

I'll take a stab at the game.
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Scratch that, throwing-axe-wielding cats in the dark.
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MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #36 on: October 18, 2013, 09:19:16 pm »

Poor bob, I think I'll send him to Jool or something to cheer him up.
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mainiac

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #37 on: October 18, 2013, 11:44:02 pm »

Is it possible to get science by putting an unmanned craft in orbit?
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techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #38 on: October 18, 2013, 11:50:37 pm »

Yes, you can transmit data back if you have something to transmit with, but there is a loss for everything but crew reports.
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

mainiac

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #39 on: October 19, 2013, 12:08:49 am »

So do I attach goo to the rocket?
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Ancient Babylonian god of RAEG
--------------
[CAN_INTERNET]
[PREFSTRING:google]
"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #40 on: October 19, 2013, 12:57:13 am »

You can, and it'll generate science, but you only get like 40% of the value if you transmit the data back. Whereas you can get 100% if you return it to Kerbin.

Edit: Anyone have any word on the current turn?
« Last Edit: October 19, 2013, 01:07:20 am by techno65535 »
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #41 on: October 19, 2013, 01:19:01 am »

It's Karlito's go, I'll send him a message.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Karlito

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #42 on: October 19, 2013, 09:44:23 am »

Thanks man. I actually had a ship built and ready to go yesterday, but I clicked out of the VAB without saving and then I went out for most of the evening. Anyway, I'll have my mission done in the next couple hours.
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #43 on: October 19, 2013, 10:01:22 am »

I was planning on going to Minmus to do Science, (I just got over 500 doing it on my own save) but it looks like it's been done. Are there any astronomical (no pun intended) things that need doing?
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PTTG??

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #44 on: October 19, 2013, 11:37:24 am »

Could do a solar flyby, or could go to specific Munar biomes.

Note that if it's unmanned, you'll really need a thermometer to do any science close to the sun.
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