ZZ Crewed Science Extension (Temporarily Disabled) - KSP-RO/RP-1 GitHub Wiki
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.
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
Select Experiment Lab and load the slots with experiments to taste.
Loading the experiment (click Load button on available slot)
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.
When in orbit ready to experiment open the manage operations UI again and select the lab
Experiments mostly are best physically returned with landing pod, but can be transmitted at reduced levels.
- 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