This mod is derived from RoadWarrior9's excellent work adding new experiments (Original forum thread: Kerbalism Lab Experiments Expanded)
There hasn't been any activity in that thread for many years, so I'm releasing my updated fork.
This mod adds 65 new lab experiments that can be configured and run in any Kerbalism lab module. Stock KSP labs were too overpowered, so Kerbalism nerfed them, but in doing so made mobile labs and scientists mostly useless. This mod aims to make labs more useful and provide an incentive to build stations and crew them with appropriately leveled scientists.
Here is a link to the list of experiments.
Each experiment is in its own config file, so you can include only the experiments you are interested in. In-game, when configuring the lab experiment in the VAB, you will see an S<number>
at the beginning of each description. S
stands for science value, and the number represents the base science value you get for running the experiment.
Pretty much all these new experiments have some Crew and/or part requirements. The way part requirements work is through a special LabExperimentPackage
module that is added to parts via a Module Manager Patch. There are currently 17 different types of experiments:
I don't play with DMagic or other science mods, so support for those is not included. However, if you want to add support, submit a PR updating InstrumentTagging.cfg
. If it looks sensible, I will accept it.
Experiments take configuration parameters defined in the Kerbalism docs.
Experiments are tagged in the InstrumentTagging.cfg
- if you find a part that should be tagged and isn't, please submit a PR. That is also where you would add mod support.
The DLL is a very simple part module that does basically nothing - it just implements a {type}LabExperimentPackage
which is then attached to relevant parts as needed. It also adds notes to the VAB so you can select appropriately.
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