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I'm pretty sure that with my current knowledge of KSP and craft building I would be able to complete whole Tech tree within 1 month ingame time. It took me 18 days of mining to grind all Mun science last time and Minmus is much quicker. Just the flight distance takes roughly the same. Plus some time to reach mining or have enough rockets for every biome.
The mobile labs work like the big lab back at KSC but won't share data.
You can take an EVA report from high over Kerbin and send it home.
Take another one and have your lab process it.
Take another one and have another lab process it since the first lab won't take it.
Take another one and give it to another lab.
Take another...
Easy infinite science if you don't mind the occasional planetary expedition.
what do you mean mining the science? tbh ive never mined anything in this game but from my understanding you can process fuel from it but i never heard about mining science?
i have no science station at kerbin btw, i have one at minmus, mun and in orbit of the sun, im also playing on fairly high difficulty and modded so i dont get as much science as normally and need all the science i can get :)
oh so you mean switch out the science lab like a empty battery interesting idea maybe i will think of it
For example if you have a station in orbit of Kerbin with 5 labs and use the 2hot to check the temperature you will be able to send to lab 5 times and transmit once. Each lab will process the data providing 5 times the science of just processing it once. Of course you will need 5 times the scientists to do it.
And of course you can store science in containers so you can have landers / rovers collecting it for later use.
In theory you could spam science labs on the runway and use time acceleration to complete the tech tree without ever leaving the KSC.
There are also labs from mods that behave differently, for example the OPT ones can hold much more and process a lot faster.
The K&K / Pathfinder ones go at the same speed but also have other abilities like bonus research and experiments.
One thing I've noticed is that it's often hard to process data from other worlds quickly. When one experiment takes a third to more than half the data a single lab can contain, it can be hard to keep it filled at 90% plus capacity. (Okay, I have to wait until it's got 200 room of space to spare until I can load the next smallest experiment...)
Space stations can be built for fun. There is a lot of funds involved, and space stations really have no purpose. So why should you put them up in the first place? Maybe you got ___ (a) a contract (b) bored. Put them up and you might as well use them. If you got a contract, don't launch a station that will cost you more than advance money and completion money, unless you actually need the station. Stations can either serve as command stations, research stations, fuel stations, or absolutely nothing. If you have final fontier and kerbal alarm clock, you can have rotations that each are 200 days or so, and your kerbals get ribbons for mission time. They can be refueling stations for spaceplanes and stuff, or you can simply put up a command center. Even if the command center doesn't have connection to the space center, it will act like one by being able to control all craft within comms range. Relays are different, they just strengthen or weaken the signal from the space center. Also you might want some mods, they make space stations much better.
https://forum.kerbalspaceprogram.com/index.php?/topic/22809-13x-kerbal-alarm-clock-v3850-may-30/
https://forum.kerbalspaceprogram.com/index.php?/topic/96851-11-texturereplacer-2413-442016/ (some diversity)
https://forum.kerbalspaceprogram.com/index.php?/topic/143828-131-stock-visual-terrain-v208/ (nicer terrain from the surface and from orbit, makes terrain scatters solid. there is an issue with kopernicus and terrain scatters, it will be fixed but you can still try)
https://spacedock.info/mod/141/scatterer
https://forum.kerbalspaceprogram.com/index.php?/topic/61065-131-final-frontier-kerbal-individual-merits-133-3172/
https://forum.kerbalspaceprogram.com/index.php?/topic/78778-raredens-real-8k-skybox-for-texture-replacer/
https://forum.kerbalspaceprogram.com/index.php?/topic/90530-131-community-tech-tree-july-26th-new-techs/ (might ruin saves, you'll need a lot of science to unlock this)
https://forum.kerbalspaceprogram.com/index.php?/topic/102390-122-contract-pack-bases-and-stations-361-30042017-formerly-kerbin-space-station/ (space stations really have a purpose)
There is also a mod called Career Lite, found it on spacedock but it seems to have disappeared now, it allows you to reverse science, funds, etc.
Also there's dmagic orbital science, help you unlock tech trees faster
Or y'know, you could just delete it in the tracking station.
Since this is a video game.
oh, I see. You can just re-process science expierments, if they're not already in the lab.
Thanks!
You likely never needed to send them there in the first place.
Most contracts just require space for Kerbals on stations, not actual Kerbals in seats.
Once the contract is completed you can definitely bring them home unless you want them/need them there for some other reason.