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BasicExperiments.cfg
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BasicExperiments.cfg
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//Experiment used by MOLE's bonus science research.
//NOT part of the WBIModuleScienceExperiment system.
EXPERIMENT_DEFINITION
{
id = WBISpaceResearch
title = Space Research
baseValue = 10
scienceCap = 50
dataScale = 2
requireAtmosphere = False
situationMask = 3
biomeMask = 3
RESULTS
{
default = Research shows that living and working in space is possible.
KerbinInSpace = Research indicates that crews do not like eating food from Tasteless Ugly Biological Extruders (TUBEs).
KerbinInSpace = kPads work just as well in space as they do on the ground.
KerbinSrfLanded = You discover that it is possible to live and work in a giant tin can.
KerbinSrfLanded = Research indicates that you did not go into space today.
KerbinSrfSplashedWater = Research shows that living and working in the ocean is possible... But isn't this a SPACE research lab?
KerbinSrfSplashedWater = It is confirmed that an ocean crew recovery is possible. Whether Kerbals can swim is still unknown.
MunInSpace = Looking out the window at the Mun instead of Kerbin gives an awe-inspiring feeling of accomplishment on behalf of all Kerbalkind. Or it would if we had windows.
MunSrfLanded = Filling a giant tin can with fuel, flying it to the Mun, emptying it, and then living inside it appears to work surprisingly well. Despite the fumes.
MunSrfLanded = We're on the Mun! We're on the Mun! We're on the Mun! *Loud noise is heard.* Ahem. It appears living on the Mun is possible.
}
}
//WBIModuleScienceExperiment derives from stock ModuleScienceExperiment and therefore its EXPERIMENT_DEFINITION entries
//also use stock fields- and then some.
EXPERIMENT_DEFINITION
{
id = WBISpaceAdaptionStudy
title = Space Adaption Study
baseValue = 24
scienceCap = 48
dataScale = 1
biomeMask = 7
situationMask = 63
techRequired = spaceExploration
//WBIModuleScienceExperiment specific fields
//(Required) description of the experiment
description = This study will investigate the physiological and psychological effects of microgravity on the kerbal body.
//(Required) mass of the experiment in tonnes
mass = 0.005
//All of the following are optional
//Tags are used to include or filter out certain experiments.
//Some labs only allow certain types of experiments.
//If a lab has tags, and an experiment doesn't or
//it doesn't have a matching one then it won't be included in the list
//of possible experiments.
// Primarily this is used to determine what experiments a lab can create.
tags = basic
//Some labs can create experiments in the field, saving you the trouble of transporting them.
//List the resources required and the amount and separate resources by semicolon.
//Example: ResearchKits,50;MaterialKits,50
//If you leave this out you'll use the default resource costs defined by the experiment lab.
// creationResources =
//Minimum required asteroid mass in tonnes
// minimumAsteroidMass = 1.0
//Tech node that must be researched in order for the experiment to be available
techRequired = spaceExploration
//Percent chance that an experiment will be successful.
//The dice are rolled after all other conditions are met.
// chanceOfSuccess = 65
//Cost of the experiment (does not include resource costs)
// cost =
//Parts required to run the experiment
//You can have several requiredPart entries
//and the experiment will need at least one of them on the craft.
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
//Minimum crew in the vessel
minCrew = 1
//Minimum required altitude to run the experiment, in meters
// minAltitude =
//Maximum altitude required to run the experiment, in meters
// maxAltitude =
//Format: ResourceName,Amount;ResourceName,Amount
requiredResources = LabTime,36
//Separate these by semicolon.
//Can include one or more of: DOCKED, ESCAPING, FLYING, LANDED, PRELAUNCH, ORBITING, SPLASHED, SUB_ORBITAL
situations = ORBITING
//A custom part module that will be run upon successful completion of an experiment.
//Set this up like you would with any other part module.
//This gives you the ability to have custom benefits when an experiment completes.
//Must implement IWBIExperimentResults
// MODULE
// {
// name = MyCustomPartModule
// }
RESULTS
{
default = We've gained some more insight on how the kerbal body is affected by microgravity.
KerbinInSpace = Results show a loss of muscle mass and strength, especially in the lower extremities.
KerbinInSpace = Bone density appears to decrease with prolonged exposure to microgravity. Kerbals should exercise regularly to maintain their health.
KerbinInSpace = Fluids tend to pool in the head and torso.
KerbinInSpace = Researchers note a performance decrease in the cardiovascular system and a weakened immune system. Recommend regular exercise.
KerbinInSpace = Kerbals prefer solid foods and ice cream to eating pastes from tubes.
KerbinInSpaceHigh = Increased levels of cellular damage is noted further from Kerbin's magnetosphere. Increasing radiation shielding is recommended. As a side note, Bill now glows slightly.
KerbinInSpaceHigh = High orbit does not appear to significantly change effects to bone and muscle density vs. low orbit.
KerbinInSpaceHigh = Kerbals like looking at the stars. Could we get a window?
MunSrfLanded = Muscle mass and strength loss is mitigated by the 0.166g gravitational field on Mun's surface. But only slightly.
MunSrfLanded = Researchers note an unexpected increase in performance of the cardiovascular system from living on the Mun. As a side note, jumping in low gravity is fun.
MunSrfLanded = A strange burning smell has been traced to the dust tracked in by returning EVAs. Bob has advised everyone to not panic - it appears to be the scent of Mun dust, and does not mean there's an actual fire.
}
}
EXPERIMENT_DEFINITION
{
id = WBIPowerToolsEvaluation
title = Power Tools Evaluation
baseValue = 24
scienceCap = 48
dataScale = 1
biomeMask = 7
situationMask = 63
description = What happens if you try to turn a screwdriver in space? The Power Tools Evaluation will evaluate different designs for power tools to find the ones that work best in a microgravity environment.
mass = 0.01
techRequired = spaceExploration
tags = basic
minCrew = 1
requiredResources = LabTime,36
situations = ORBITING
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
RESULTS
{
default = We've found some tool designs that work in microgravity.
KerbinInSpace = When turning a screwdriver in one direction, the kerbal will spin in the opposite direction. Future tools should have counter-torque systems built in.
KerbinInSpace = Kerbals like hammers. They're particularly useful on cantankerous electronics.
KerbinInSpace = Hand saws are great for zombie apocolypses but aren't so effective in space. Recommend mounting the saw to a bulkhead or other massive object.
KerbinInSpace = Powered wirecutters should have a hand crank in case extra force is needed.
KerbinInSpace = Kerbals like kPads. Just sayin.
MunInSpace = Tool design does not appear to be affected by what body we orbit. The engineers refer you to the results from Kerbin orbit.
MinmusInSpace = In a completely unexpected finding, orbiting Minmus appears to be the same as orbiting Kerbin for designing hammers. There have been some interesting ideas for ice cream scoops though.
MunSrfLanded = Screwdriver designs for the Mun appear to be much easier than for microgravity. It has to do with Bill being able to put his feet on the ground.
MunSrfLanded = Mundust appears to be electrically charged and very fine. Ideal for making power tools malfunction.
// Note that the 'Y/S' is intentional, not a typo. It's malfunctioning.
MunSrfLanded = kPads and Mundust do *bsszt* SAVEFILE HAS BEEN CORRUPTED, REBOOT (Y/S).
}
}
EXPERIMENT_DEFINITION
{
id = WBIConstructionTechniques
title = Orbital Construction Study
baseValue = 24
scienceCap = 48
dataScale = 1
biomeMask = 7
situationMask = 63
description = This experiment will test various construction methods to see what works and what doesn't in a microgravity environment. The results of this experiment will determine how future craft will be built and maintained in orbit.
mass = 0.01
tags = basic
techRequired = spaceExploration
minCrew = 1
requiredResources = LabTime,36
situations = ORBITING
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
RESULTS
{
default = We've attempted to determine how many engineers it takes to screw in a light bulb. Results are inconclusive.
KerbinInSpace = Research has shown that engineers can change a flat tire and repack parachutes, but can't fix broken solar panels. Go Figure.
KerbinInSpace = Engineers have determined that a glass that could be half-full or half-empty is actually designed to be twice the required capacity.
}
}
EXPERIMENT_DEFINITION
{
id = WBICrystalGrowth
title = Crystal Growth Experiment
baseValue = 24
scienceCap = 48
dataScale = 1
biomeMask = 7
situationMask = 63
description = How do crystals grow in space? Can they really be used for warp drives? And how do you get them to rotate in one direction, stop, and rotate in the opposite direction? This experiment will answer those questions and more.
mass = 0.01
tags = basic
techRequired = spaceExploration
requiredResources = LabTime,36
situations = ORBITING
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
RESULTS
{
default = Crystaline structures grow quite well in space. // Typo edit here.
KerbinInSpace = With the right seeding, space-grown crystals can really make a difference in radio technology.
KerbinInSpace = Protein crystals made in space can be quite useful for designing new medicines to combat diseases.
KerbinInSpace = These crystals can be used for some New Age thingy.
KerbinInSpace = With enough R&D, an industry could be created around high-quality protein crystal growth.
KerbinInSpace = This experiment failed to create crystals. Instead we got near-perfect spheres. Maybe a future study could create ballbearings in space.
KerbinInSpaceHigh = Crystals in space tend to be thinner and spikier than those grown closer to the planetary surface.
MunSrfLanded = Crystals grown on beds of Munar regolith exhibit some fascinatingly unusual grow patterns. Further research will be needed to see if they are useful for anything.
MunSrfLanded = Mun's low gravity means that crystals grown on it's surface are very similar to crystals grown in space. It might be worth setting up a production facility.
}
}
EXPERIMENT_DEFINITION
{
id = WBIIceCreamResearch
title = Ice Cream Research Experiment
baseValue = 5
scienceCap = 5
dataScale = 1
biomeMask = 7
situationMask = 63
description = Bill & Jeb's Excellent Ice Cream wants to study how to make ice cream in microgravity. Find out what it takes, and be ready to sample the results.
mass = 0.01
minCrew = 1
tags = basic
requiredResources = LabTime,36
situations = ORBITING;LANDED
techRequired = spaceExploration
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
RESULTS
{
default = Ice cream makes a great snack.
KerbinInSpace = Ice cream needs to be stirred while freezing in order for the ingredients to mix properly. Kerbals need exercise to keep their bodies fit in microgravity. Why not combine the two?
MunInSpace = Mun mud pie, just sayin.
MinmusInSpace = Mixing ice cream in Minmus orbit immediately suggests making a mint-flavored ice cream.
DunaInSpace = The rusty planet has a nice redish tint to it- perfect for a strawberry flavored ice cream.
IkeInSpace = Ike Cream, get it?
MohoInSpace = How about adding jalapenos to ice cream for a spicy aftertaste?
EveInSpace = What does the sample taste like? How does it make you feel? What if you exercice while eating the ice cream? Quick, answer! So much pressure...
JoolInSpace = We couldn't think of any good names for this new batch of ice cream. We'll have to consult Garcia Kerman.
BopInSpace = We considered mixing in the blood of a kraken into the ice cream, but that's just gross.
PolInSpace = This experimental flavor of ice cream may cause allergic reactions.
TyloInSpace = This batch of ice cream is particularly dense and creamy.
LaytheInSpace = At first glance this ice cream flavor looks idyllic, but upon sampling it, it's not very tasty.
VallInSpace = You come up with the idea of adding blueberries and blue tint to the ice cream.
DresInSpace = This batch of ice cream has chunks of ice in it. It's a complete disaster. Hm...
EelooInSpace = After looking at the window, you decide to add cookies and cream into the mixture.
MinmusSrfLanded = The surface of Minmus is *not* repeat *not* made of ice cream. On an unrelated note, does Jeb have that shipment of packaging equipment ready to send up yet?
MinmusSrfLanded = Rumors that we are shipping Minmus home as ice cream are completely untrue. It'd be to expensive.
MunSrfLanded = Munar regolith appears to be a decent insulation material for ice cream containers, once stabilized.
DunSrfLanded = Sitting out on the rolling red plains, eating ice cream... It gives you time to think and reflect on the big questions in life, like 'Why am I here?', or 'What is my purpose in life?', or 'Do we have any food that isn't ice cream?', or 'Shouldn't I be wearing a helmet?'
}
}
EXPERIMENT_DEFINITION
{
id = WBITemperatureStudy
title = Temperature Study
baseValue = 12
scienceCap = 36
dataScale = 1
situationMask = 63
biomeMask = 3
tags = basic
mass = 0.01
description = The DStaal Institute of Technology (DIT) came up with this study to learn how temperatures change in space. Does being in the sun help? We're not sure yet - go find out.
requiredResources = LabTime,18
requiredPart = 2HOT Thermometer
requiredPart = Univ. Storage - PresMat / 2Hot
requiredPart = CA-SC100 Thermometer
requiredPart = LDEF Temperature Study
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
situations = ORBITING;LANDED
techRequired = spaceExploration
RESULTS
{
default = Sometimes the temperature goes up, and sometimes it goes down. We're not sure why, although the sight of Kerbol seems to have something to do with it.
KerbinSrfLanded = Daytime temperatures are somewhat higher than nighttime temperatures here.
KerbinSrfLandedTundra = Temperatures go down if you put the thermometer underground. Of course, the thermometer is designed to be operated in space...
KerbinSrfSplashed = The presence of water seems to mitigate the day/night temperature shifts.
KerbinSrfLandedDeserts = We expected the temperature to be remain very high, but it seems the desert cools off quite a bit at night.
KerbinInSpace = Measuring the temperature of space appears to be very hard - we are getting the temperature of our ship, not the surrounding vacuum.
KerbinInSpace = Temperature readings appear to be largely dependent on whether the thermometer is exposed to Kerbol at the time of the reading.
KerbinInSpace = Experimental readings were disrupted by Bill trying to bake a cake. Where he found an oven we're not sure. The cake was delicious though.
KerbinInSpace = Temperatures inside the ship are largely as set by the life support system. Wait, you wanted us to measure the *outside* temperature changes?
MunSrfLanded = Temperature changes appear to be extreme on the Munar surface - dependent largely on the position of the sun.
MinmusSrfLanded = Temperatures here are a bit warm - for ice cream.
}
}
EXPERIMENT_DEFINITION
{
id = WBIThermalStudy
title = Thermal Study
baseValue = 12
scienceCap = 36
dataScale = 1
situationMask = 63
biomeMask = 3
tags = basic
mass = 0.01
description = Living in space requires keeping things hot or cold - study how different materials transmit heat in space. Sponsored by the DStaal Institute of Technology (DIT).
requiredResources = LabTime,18
requiredPart = 2HOT Thermometer
requiredPart = Univ. Storage - PresMat / 2Hot
requiredPart = CA-SC100 Thermometer
requiredPart = LDEF Thermal Study
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
situations = ORBITING;LANDED
techRequired = spaceExploration
RESULTS
{
default = The ship's insulation operates within expected parameters.
KerbinSrfLanded = The A/C works fine.
KerbinSrfSplashed = Water tends to remove heat from the ship faster than air does.
KerbinInSpace = Without air outside, it's harder than expected to keep the ship cool. I thought space was cold?
KerbinInSpace = With all heaters shut down, the ship was able to cool slowly until Jeb decided he was cold and turned them back on.
KerbinInSpace = Equilibrium temperature of the test module was colder than Kerbals would like to be.
MunSrfLanded = Piling Munar regolith around the ship appears to help it keep a steady temperature.
MunSrfLanded = You know, sitting on the surface of the Mun in vacuum isn't really that different than sitting in orbit in vacuum... Huh. That's weird. Take a look at these readings.
}
}
EXPERIMENT_DEFINITION
{
id = WBIGooStudy
title = Goo Study
baseValue = 12
scienceCap = 36
dataScale = 1
situationMask = 63
biomeMask = 3
tags = basic
mass = 0.01
description = So... We found this weird stuff in a dumpster, and we want to know more about it. Maybe sending it to space will help. Sponsored by the DStaal Institute of Technology (DIT).
requiredResources = LabTime,18
requiredPart = Mystery Goo™ Containment Unit
requiredPart = Univ. Storage - Mystery Goo Containment
requiredPart = Micro Goo Containment Pod
requiredPart = LDEF Goo Study
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
situations = ORBITING;LANDED
techRequired = spaceExploration
RESULTS
{
default = Ok, so it wobbles and jiggles in the container. What's next?
KerbinSrfLanded = The Goo remains goo.
KerbinSrfSplashed = The Goo becomes watery goo. Or is that ooze?
KerbinInSpace = Microgravity appears to cause some weird crystallization - the goo originally was one lump, but has broken up into thousands of tiny shards. They appear to be damaging the interior of the container...
KerbinInSpace = The goo appears to be liquid enough for surface tension to form it into a stable sphere. Well, unless it gets bumped. Then it wiggles a bit until it's a sphere again. Um, what was that about learning about the formation of the Mun?
KerbinInSpace = Ok, I'm bored. The goo's a sphere, just like all the other times I checked it... Where'd it go?
MunInSpace = The Goo seems to like it here.
MunSrfLanded = The goo has slowly expanded to fill the entire containment unit. Pressure on the walls of the containment unit appears to be holding.
MunSrfLanded = You know, if we could harden it like this it'd be a good light areogel. Just saying.
}
}
EXPERIMENT_DEFINITION
{
id = WBICryogenicResourceStudy
title = Cryogenic Resources Study
baseValue = 12
scienceCap = 36
dataScale = 1
situationMask = 63 // Is this correct?
biomeMask = 3
tags = basic
mass = 0.05
description = The DStaal Institute of Technology (DIT), in association with RepoSoftTech, needs some help testing out various cryogenic storage enabling fluids in a microgravity environment.
requiredResources = LabTime,18;ElectricCharge,100
situations = ORBITING
techRequired = spaceExploration
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
RESULTS
{
default = Anyone got a mousetrap? Oh, um: Experiment succeeded.
KerbinInSpace = Glykerol test succeeded: Mouse survived the thaw process, and appears to be unharmed in all respects. Wait, you want to try this on who now? Um, yeah, the mouse appears to be coughing a bit...
KerbinInSpace = Glycerol test failed: The mouse appears to be dead. No visible damage to that we can see. Now what?
KerbinInSpace = Glycerol test failed: Jeb drank the glycerol. On a sidenote: Getting Jeb on a sugar high in an enclosed space is not recommended.
KerbinInSpace = Ethylene glycol test failed: The mouse appeared to revive a moment before dying. Symptoms indicate acute oxalic acid poisoning.
KerbinInSpace = Propylene glycol test a partial success: The mouse was successfully revived, but appears to have suffered severe damage to it's musculature and cognitive functions. Bill is having fun racing it through the maze.
}
}
EXPERIMENT_DEFINITION
{
id = WBILongTermCryogenicMiniStudy
title = Long Term Cryogenic Storage Preliminary Study
baseValue = 12
scienceCap = 36
dataScale = 1
situationMask = 63 // Is this correct?
biomeMask = 3
tags = basic
mass = 0.05
description = We want to see what happens to something frozen and stored in space - and in a break from tradition, we're going to try it on something besides Kerbals first. Sponsored by the DStaal Institute of Technology (DIT).
requiredResources = LabTime,100;ElectricCharge,200
situations = ORBITING;LANDED
techRequired = spaceExploration
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
RESULTS
{
default = Ok, we've thawed the mouse and it's running around. And um, chewing the wires in the radio. Hello? Anyone hear me?
KerbinInSpace = The process appears to not cause any significant harm to the subject. Um, yes, I think we can find volunteers to try it - Bill, come over here...
KerbinInSpace = Cognitive function appears unimpaired. The mouse beats Bill through the maze by a factor of 50%.
KerbinInSpace = There was an issue with the glykerol feed during revival. The mouse appears ok, despite that.
KerbinInSpace = There was an unplanned thaw event. Apparently you can't just unplug this thing. Anyone have an idea how to get the smell of dead mouse out of a spaceship?
KerbinInSpaceHigh = The more intense radiation of deeper space doesn't appear to affect the DeepFreeze process.
KerbinInSpaceHigh = The combination of the ion storm and the restricted glykerol feed has had an unanticipated affect on the mouse: It's skin has taken on an unhealthy pinkish tone, along with extreme growth in most of the body, with the exception of the cranial cavity, which has shrunk. General health appears fine despite that, but further testing is warranted.
MunSrfLanded = The Mun's low gravity field makes testing the mouse's abilities easier. No affect on the DeepFreeze process however.
MunSrfLanded = We've successfully brought a mouse back to life on the Mun. We're not gods now?
MinmusSrfLanded = Testing on Minmus appears to be redundant. The process is proven to work on mice.
MinmusSrfLanded = Attempting to use the surface of Minmus as a freezer has fatally injured the mouse. In the future, we'll need to remember to keep the subject inside the cryogenic chamber.
}
}
EXPERIMENT_DEFINITION
{
id = WBIMESS
title = Materials Exposure Space Study
baseValue = 25
scienceCap = 50
dataScale = 1
biomeMask = 3
situationMask = 63
description = How do materials react to long-term exposure to space? This experiment will find out.
mass = 0.01
tags = basic
techRequired = spaceExploration
requiredResources = LabTime,36
situations = ORBITING
requiredPart = M.O.L.E.
requiredPart = LDEF Science Processor
requiredPart = Bigby Orbital Workshop
requiredPart = D2 Centrifuge
requiredPart = D2 Science Module
requiredPart = GondoLab
requiredPart = Doc Science Lab
requiredPart = Tranquility Mk2 Habitat
RESULTS
{
default = You exposed the material samples to the environment, taking notes of how it behaves.
SunFlyingLow = Everything is melting, including the electronicsssss.........
MohoSrfLanded = The materials bay bakes in the heat of Moho's surface. It appears that trace elements are reacting to the samples contained within.
MohoSrfLanded = You expose the samples to the high temperatures of Moho. A lot of them melt in really interesting ways.
KerbinSrfLanded = The materials show little signs of change, though one of the samples appears to be judging you silently.
KerbinSrfLandedDeserts = The desert dust appears to have contaminated all the samples. We did learn that deserts aren't a good place to bring expensive science equipment, though!
KerbinSrfLandedIceCaps = The water sample has frozen solid and the goopy samples appear to be extra goopy.
KerbinSrfLandedShores = The water spray has rusted one of the samples and some of the electronics ar&/F***13e5rse4t8st######
KerbinSrfLandedWater = Everything has gotten really wet. One of the samples caught fire! Whoa!
KerbinSrfLandedWater = Exposing the power source of the lab to water has proved to be rather... enlightening.
KerbinSrfLandedBadlands = You expose the samples to the badlands of Kerbin, but worry that it may have a bad influence on them.
KerbinFlyingLow = The less resilient samples appear to have splattered around the interior, forming new and interesting color combinations.
KerbinFlyingHigh = The rarified air has caused interesting changes to the gel samples. It seems like something is happening with the interior structure.
KerbinInSpaceLow = The micro gravity has greatly affected the growth of crystalline structures. Loose objects are also flying around the bay in a very messy but fascinating way.
MunSrfLanded = The fine dust of the Mun has intermixed with some of the samples. You have a sneaking suspicion that they'll never be able to get the lab clean again.
MunSrfLanded = You leave the sample bay doors open on the Mun, and go do something else for a while.
MinmusSrfLanded = While the material samples were processed, you began to turn your thoughts to how much Minmus looks like a mint dessert, and have discovered that you are now hungry.
InSpace = The high radiation environment caused a few of the samples to glow. It looks like it would be fun to paint the rocket with this.
EveSrfLanded = The crushing pressure of the atmosphere is causing some of the materials to crystallize rapidly.
EveSrfLanded = You're not sure if most of the samples changed color, or if it's just the lighting...
EveFlyingHigh = The extremely dense atmosphere strips the contents of the materials bay.
EveFlyingLow = The atmosphere appears to either polish or strip the material, depending on its composition.
GillySrfLanded = The samples appear to behave like they're in low orbit of Kerbin.
GillySrfLanded = Some of the surface material has mixed with the contents of the bay. You write down the results for good measure.
DunaSrfLanded = Opening the sample container you find that everything has turned red. Initial tests show that it'll never wash out of white space suits. You consider sending missions in pink EVA suits to reduce cleaning costs.
DunaSrfLanded = The sample computer processes the results. It's massive red eye seems to be at home here as it slowly, ominously, blinks.
IkeSrfLanded = One of the samples has reacted very strangely to the surface of Ike.
IkeSrfLanded = One of the crystal samples explodes and throws green shards out of the materials bay!
DresSrfLanded = As the samples process, the computer asks if it can sing you a song while it works. Apparently the song is about a flower of some kind.
DresSrfLanded = One of the samples evaporates when exposed the environment.
JoolInSpace = The computer gave an odd report no matter how many times we sent the request. Open the sample bay doors... "I'm sorry, I'm afraid I can't let you do that," was the only reply. The doors did open very promptly, however, when we opened the fusebox panel. Very curious.
JoolFlyingHigh = The intense, crushing pressure has drastically changed the composition of the materials. Super heating and ablation effects have been observed. The science bay is looking very disgruntled.
JoolFlyingLow = The samples burn, boil, or crumple under the extreme pressures and heat. The visual camera shows a wonderful rainbow of colors before it cuts out.
JoolSrfLanded = You're not sure where the container stops and the samples start anymore...
LaytheFlyingHigh = One of the samples burns on contact with the atmosphere. Interestingly, the color indicates the presence of oxygen.
LaytheFlyingLow = The sample smolders and pops as it burns up.
LaytheSrfLanded = The fine, particulate sand of Laythe blows into the sample bay.
LaytheSrfSplashed = The sample bay power supply begins to short out! Electricity arcs and etches into the samples of the bay. It's quite the display!
VallSrfLanded = Many of the samples either freeze or evaporate from the sample container.
VallSrfLanded = The container sample door freezes up, before finally continuing to open. A thin coating forms on the surface of the samples.
TyloSrfLanded = One of the samples shatters into a fine mist when exposed to the surface of Tylo.
BopSrfLanded = The samples appear to be having a chemical reaction with the surface of Bop.
BopSrfLanded = All of the liquid samples instantly evaporate.
PolSrfLanded = Some of the samples pit and melt when they come in contact with the surface of Pol!
EelooSrfLanded = Some of the fine crystals lining Eeloo enter the materials bay. It also appears that some of the samples have become more conductive in the extreme cold.
}
}
EXPERIMENT_DEFINITION
{
id = wbiBreakthroughTechnologiesResearch
title = Breakthrough Technologies Research
baseValue = 25
scienceCap = 100
dataScale = 1
biomeMask = 7
situationMask = 63
//WBIModuleScienceExperiment specific fields
//(Required) description of the experiment
description = Most of the time, a steady stream of science will unlock new technologies. With this experiment, even when the science dries up in a specific area, there's still a small chance that researchers might make a breakthrough and create a new experimental part.
//(Required) mass of the experiment in tonnes
mass = 0.005
//All of the following are optional
//Tags are used to include or filter out certain experiments.
//Some labs only allow certain types of experiments.
//If a lab has tags, and an experiment doesn't or
//it doesn't have a matching one then it won't be included in the list
//of possible experiments.
// Primarily this is used to determine what experiments a lab can create.
tags = basic
//Some labs can create experiments in the field, saving you the trouble of transporting them.
//List the resources required and the amount and separate resources by semicolon.
//Example: ResearchKits,50;MaterialKits,50
//If you leave this out you'll use the default resource costs defined by the experiment lab.
creationResources = ResearchKits,100;MaterialKits,50
//Normally a lab will feed the experiment with required resources.
//This switch lets the experiment check the whole vessel.
//the default behavior is false.
checkVesselResources = true
//Minimum required asteroid mass in tonnes
// minimumAsteroidMass = 1.0
//Tech node that must be researched in order for the experiment to be available
techRequired = advExploration
//Percent chance that an experiment will be successful.
//The dice are rolled after all other conditions are met.
// chanceOfSuccess = 65
//Cost of the experiment (does not include resource costs)
// cost =
//Parts required to run the experiment
//You can have several requiredPart entries
//and the experiment will need at least one of them on the craft.
// requiredPart = <The title of some part>
//Minimum crew in the vessel
// minCrew = 2
//Minimum required altitude to run the experiment, in meters
// minAltitude =
//Maximum altitude required to run the experiment, in meters
// maxAltitude =
//Format: ResourceName,Amount;ResourceName,Amount,Transfer from vessel to lab/part (optional)
requiredResources = LabTime,180,true
//Separate these by semicolon.
//Can include one or more of: DOCKED, ESCAPING, FLYING, LANDED, PRELAUNCH, ORBITING, SPLASHED, SUB_ORBITAL
situations = LANDED;SPLASHED;PRELAUNCH
//List of anomalies where the experiment must be run. You only need to be near one of these anomalies.
//Seprate the anomaly names by a semicolon.
// requiredAnomalies =
//How close, in meters, do you need to be for the experiment to run?
// minAnomalyRange = 50
//A custom part module that will be run upon successful completion of an experiment.
//Set this up like you would with any other part module.
//This gives you the ability to have custom benefits when an experiment completes.
//Must implement IWBIExperimentResults
MODULE
{
//This module will unlock a tech tree node upon a successful roll. The node can be random or chosen from a priority list.
name = WBIUnlockTechResult
//Roll a number between 1 and the number below.
dieRoll = 100
//If the die roll meets or exceeeds the target number then one or more parts will be flagged experimental.
targetNumber = 97
//Specify a list of nodes separated by semicolon in the order in which they should be unlocked.
//Leave this empty to unlock a random tech node.
priorityNodes =
//Nodes from this list will never be unlocked.
// blacklistNodes =
}
RESULTS
{
default = Cylinders with more than 24 sides appear rounder.
default = We can now make koffee in zero-gee!
default = Pasting velcro strips on the walls gives our astronauts places to stick things so they don't float away. Be sure to use the fuzzy side though, the prickly side causes scratches.
default = Astronauts don't like eating food out of toothpaste tubes.
default = We've created a new microprobe that can float and take pictures- perfect for selfies.
default = A happy accident has created a new experimental part!
}
}