Skip to content

ZZ Crewed Science Extension (Temporarily Disabled)

Bornholio edited this page Dec 20, 2018 · 1 revision

REMOVED UNTIL FIXING HAPPENS AFTER RELEASE

As a development additon detailed crew science is added to the various tiers of orbital rated pods. These are intended to give a scaled reason for using the more extensive resources of the larger pods.

Button


Currently only basic capsules are set up.

  • Current supported pods are Stock 1 Man Capsule, FASA Mercury Pod and IronCretin Vostok pod

Installation::

KSP 1.2.2 MUST HAVE WILDBLUE TOOLS VERSION 1.19 https://github.com/Angel-125/WildBlueTools/releases/tag/v1.19

KSP 1.3.1 MUST HAVE WILDBLUE TOOLS VERSION 1.41 https://github.com/Angel-125/WildBlueTools/releases/


Select part and open its UI Click the "Manage Operations" Button

part ui mk1 pod

Select Experiment Lab and load the slots with experiments to taste.

Eperiment Lab UI

Loading the experiment (click Load button on available slot)

clicky the experiment

Loading experiments will add no KCT build time and can be edited into a stored craft with no delay allowing the craft to be in que up without experiments.

KCT no time build


When in orbit ready to experiment open the manage operations UI again and select the lab

begin experiments ui in orbit

earth photo review liquids review flight control review

result/contracts/alerts result Earth photo flight control result Liquids result

Experiments mostly are best physically returned with landing pod, but can be transmitted at reduced levels.

return science

  • Uses 100W (0.1EC/s) to create the resource CrewTime (6 per minute) 1EC/s = 1kW, 1EC = 1kJ.
  • All current experiments require CrewTime. CrewTime is generated at 1.0 units per minute by using 6.0kJ (6EC)
  • To start generating CrewTime, the player uses the provided Interface of WildBlue Tools to start experiments
  • If you are working on 2 experiments at a time, each one gains 0.5 CrewTime per second. If you are working on 3 experiments, they receive 0.3334 CrewTime per second.
  • Once the experiment is completed, the science dialog screen will pop up and the shipment can be transmitted for 25%, or carried back for full amount
  • Most experiments can be completed more than once
  • You "load" experiments into the Capsule for the crew to work on. Some of them have mass.
  • Current config has 720 EC (enough for 120 minutes of Experiments)
  • While running the CrewTime generation, each "cycle" lasts one hour. During each "cycle", there is a 20% chance of generating 0.25 science
Clone this wiki locally