Difference between revisions of "Science"
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When it is transmitted instead, this reduction is reduced by the transmission efficiency. | When it is transmitted instead, this reduction is reduced by the transmission efficiency. | ||
− | {{Formula|math=y= | + | {{Formula|math=y=S \cdot M \cdot T(1-\frac{p}{C \cdot M})=S \cdot T(M-\frac{p}{C})|where=* <math>y</math> is the yield |
* <math>S</math> is the science. Listed as the base value in tables above, it is a constant based on the type of experiment | * <math>S</math> is the science. Listed as the base value in tables above, it is a constant based on the type of experiment | ||
* <math>p</math> is the sum of previous science gained from this experiment in this situation | * <math>p</math> is the sum of previous science gained from this experiment in this situation | ||
* <math>C</math> is the science cap. Listed as the maximum value in tables above, it is a constant based on the type of experiment | * <math>C</math> is the science cap. Listed as the maximum value in tables above, it is a constant based on the type of experiment | ||
− | * <math> | + | * <math>T</math> is the transmission efficiency and is 1 for recovering the vehicle on Kerbin |
− | * <math> | + | * <math>M</math> is the science modifier based on the situation (see the celestial body multiplier table)}} |
As a result it doesn't matter if the player transmits lots of times or returns a few times. In the end the total scientific yield of each experiment on Kerbin will always approach the same maximum value which depends on science type. Roughly speaking, the lower the transmission efficiency, the more times the experiment needs to be run to achieve the same yield as bringing one experiment back to Kerbin. | As a result it doesn't matter if the player transmits lots of times or returns a few times. In the end the total scientific yield of each experiment on Kerbin will always approach the same maximum value which depends on science type. Roughly speaking, the lower the transmission efficiency, the more times the experiment needs to be run to achieve the same yield as bringing one experiment back to Kerbin. | ||
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An alternative form of the above equation is available, which replaces <math>p</math> with <math>i</math>, the number of times the experiment has been performed in the past (<math>i=0</math> for the first run of the experiment). The equation is: | An alternative form of the above equation is available, which replaces <math>p</math> with <math>i</math>, the number of times the experiment has been performed in the past (<math>i=0</math> for the first run of the experiment). The equation is: | ||
− | <math>y= | + | <math>y=S \cdot M \cdot T \cdot(1-\frac{ST}{C})^i</math> |
This equation is better suited for situations where the total amount of science already gathered is unknown, but the number of experiments previously performed is known. For example, a player may remember that they've been to a Mun site and gathered a sample in the past, but they may not remember how much science they received for it. This equation allows the player to determine how much science they'd receive from a second trip and whether or not it's worth it to them. | This equation is better suited for situations where the total amount of science already gathered is unknown, but the number of experiments previously performed is known. For example, a player may remember that they've been to a Mun site and gathered a sample in the past, but they may not remember how much science they received for it. This equation allows the player to determine how much science they'd receive from a second trip and whether or not it's worth it to them. |
Revision as of 16:29, 30 October 2013
Science, sometimes called science points, is needed to unlock new parts in the tech tree. It is obtained by performing different scientific activities at different locations and then either returning to Kerbin and recovering the craft or sending your scientific analysis home through an antenna.
Contents
Science activities
This is an overview of all science activities which can be performed. Most activities are restricted to certain heights. Currently[outdated] the planet Kerbin and its moon Mun are divided into different biomes. On some heights, some experiments return different results per biome.
Location | Surface Samples | EVA report | Crew Report | Experiments | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Mystery Goo Containment Unit | SC-9001 Science Jr. | 2HOT Thermometer | PresMat Barometer | GRAVMAX Negative Gravioli Detector | Double-C Seismic Accelerometer | Sensor Array Computing Nose Cone | ||||
On the ground | Biome | Biome | Biome | Biome | Biome | Biome | Biome (if atmosphere exists) |
Biome | Biome (except water biome) |
Biome (if atmosphere exists) |
Lower atmosphere | — | Biome | Biome | Once | Once | Once | Once | — | — | Biome |
Upper atmosphere | — | Once | Once | Once | Once | Once | Once | — | — | Biome |
Near space | — | Biome | Once | Once | Once | Once | — | Biome | — | — |
Outer space | — | Once | Once | Once | Once | — | — | Biome | — | — |
Surface Samples
Requires | any command pod, one Kerbal |
---|---|
Base value | 30 |
Maximum value | 40 |
Data scale | 1 |
Transmission efficiency | 50% |
Surface samples can be taken by Kerbonauts when performing an EVA on the ground (or in the oceans) of a celestial body. The results vary by biome.
EVA Reports
Requires | any command pod, one Kerbal |
---|---|
Base value | 8 |
Maximum value | 10 |
Data scale | 1 |
Transmission efficiency | 50% |
EVA reports are done by Kerbonauts on an EVA. Like crew reports they give different results depending on altitude and biome if performed low enough.
In contrast to crew reports and experiments, a Kerbonaut can memorize a different report for each condition he performed an EVA in during the mission.
Crew Reports
Requires | any command pod |
---|---|
Base value | 5 |
Maximum value | 8 |
Data scale | 1 |
Transmission efficiency | 100% |
Crew reports can be created in every manned command pod. Each command pod can only store one report at a time (Kerbonauts seem to be unable to memorize more than one at a time), but they can be sent home with an antenna without penalty allowing the crew to create a new one.
Crew reports differ between current celestial body, altitude, and at low altitudes also between different biomes.
Experiments
Experiments are parts like the Mystery Goo Containment Unit and behave similar to crew reports. They can be performed in different flight phases and on different celestial bodies returning different results. The biome, however, does not affect them unless the vessel has landed. Just like crew reports, each experiment part can only store one result at a time, but a result can be sent home with an antenna to allow the experiment to be performed again under the same or under new conditions. There is a penalty for sending it home instead of recovering the performed experiment, but when the craft has a steady supply of electricity to supply its antenna this doesn't matter much because an experiment can be repeated indefinitely resulting in the same science output as would be possible through recovery.
Experiment | Mystery Goo Observation | Materials Study | Temperature Scan | Atmospheric Pressure Scan | Seismic Scan | Gravity Scan | Atmosphere Analysis |
---|---|---|---|---|---|---|---|
Required part | Mystery Goo Containment Unit | SC-9001 Science Jr. | 2HOT Thermometer | PresMat Barometer | Double-C Seismic Accelerometer | GRAVMAX Negative Gravioli Detector | Avionics Package |
Base value | 10 | 25 | 8 | 12 | 20 | 20 | 20 |
Maximum value | 18 | 35 | 10 | 14 | 23 | 22 | 24 |
Data scale | 1 | 1 | 1 | 1 | 2.5 | 3 | 10 |
Transmission efficiency | 40% | 20% | 60% | 60% | 60% | 60% | 90% |
Craft recovery
Recovering a craft after it landed on Kerbin also yields science points by itself. Its value depends on how far the craft flew. Recovering a craft after a suborbital flight returns less valuable (but different) results than one which orbited the Mun, for example. The returned value appears to be 5 * (surfaces visited + bodies orbited).
Celestial body multipliers
Celestial body | On the surface | Lower atmosphere | Upper atmosphere | Near space | Outer space |
---|---|---|---|---|---|
Sun | N/A | N/A | N/A | 11 | 11 |
Moho | 9 | N/A | N/A | 8 | 8 |
Eve | 12 | 7 | 7 | 7 | 7 |
Gilly | 9 | N/A | N/A | 8 | 8 |
Kerbin | 0.4 | 0.7 | 0.7 | 1 | 1 |
Mun | 4 | N/A | N/A | 3 | 3 |
Minmus | 5 | N/A | N/A | 4 | 4 |
Duna | 8 | 7 | N/A | 7 | 7 |
Ike | 9 | N/A | N/A | 8 | 8 |
Dres | 8 | N/A | N/A | 7 | 7 |
Jool | N/A | 7 | 7 | 7 | 7 |
Laythe | 10 | 9 | 9 | 9 | 9 |
Vall | 10 | N/A | N/A | 9 | 9 |
Tylo | 11 | N/A | N/A | 10 | 10 |
Bop | 9 | N/A | N/A | 8 | 8 |
Pol | 9 | N/A | N/A | 8 | 8 |
Eeloo | 9 | N/A | N/A | 8 | 8 |
Each celestial body has different multipliers applied to the collected scientific data, based upon where it is taken in relation to that body. Biomes do not affect these multipliers. The only exception is Kerbin on the surface for the KSC, runway, and launch pad where the multiplier is 0.3 instead of 0.4.
Repeating experiments
Performing the same activity multiple times in the same environment yields additional science points, but with diminishing returns each time the activity is repeated.
When an experiment is recovered after landing on Kerbin, its scientific value is reduced by 80% of its current value when it is performed again under the same conditions.
When it is transmitted instead, this reduction is reduced by the transmission efficiency.
- is the yield
- is the science. Listed as the base value in tables above, it is a constant based on the type of experiment
- is the sum of previous science gained from this experiment in this situation
- is the science cap. Listed as the maximum value in tables above, it is a constant based on the type of experiment
- is the transmission efficiency and is 1 for recovering the vehicle on Kerbin
- is the science modifier based on the situation (see the celestial body multiplier table)
As a result it doesn't matter if the player transmits lots of times or returns a few times. In the end the total scientific yield of each experiment on Kerbin will always approach the same maximum value which depends on science type. Roughly speaking, the lower the transmission efficiency, the more times the experiment needs to be run to achieve the same yield as bringing one experiment back to Kerbin.
For example material studies from Kerbin space take about 8 transmissions to yield 99% of the amount of science as a single run of that experiment when recovered on the surface of Kerbin. The transmission efficiency () is 0.2 and the science modifier () is 1.
Alternative Equation
An alternative form of the above equation is available, which replaces with , the number of times the experiment has been performed in the past ( for the first run of the experiment). The equation is:
This equation is better suited for situations where the total amount of science already gathered is unknown, but the number of experiments previously performed is known. For example, a player may remember that they've been to a Mun site and gathered a sample in the past, but they may not remember how much science they received for it. This equation allows the player to determine how much science they'd receive from a second trip and whether or not it's worth it to them.
Known Bugs
- The Seismic Scan, Gravity Scan and Atmosphere Analysis experiments show more science value in the report window than is retrieved upon recovery or transmission (issue 1578).