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Ruy Asan edited this page Dec 29, 2013 · 12 revisions

Science Labs can do many things

Summary of Part Options

Activate Antimatter Factory

  • Power Consumption: 5000 MW

This Creates Antimatter at a very slow rate at a cost of up to 5000MW (5GW), you do not need to provide 5000MW (5GW) for this to run, but it will run faster the more power you provide. Production is 1% efficient in turning energy into mass but since antimatter must be generated as particle/anti-particle pairs, the overall production of antimatter is only 0.5% efficient.

When fully powered, the lab will generate 2.78x10^(-4) mg antimatter/second or 24mg/day.

The science lab does not need to be the focused vessel to generate antimatter, so long as it has power available you may pilot other vessels and antimatter will continue to generate "in the background."

Activate Centrifuge

  • Power Consumption: 43.5 MW

Requires a science lab to be splashed down in ocean, at which point an "Activate Centrifuge" option will appear on the science lab. This option requires 43.5MW of power and will produce 0.5Kg (also 0.5 units) of Deuteriumper hour.

Begin Research

  • Power Consumption: 5 MW

A Lab's First and primary use is to create Science based on three things, which planet they are near, how smart the Kerbal is (low Stupidity trait) and what their altitude is. Generally the closer it is to the surface the more science the lab will collect though there is a minimum height as well.(ie. you don't get more science per day at 100km over 200km at Moho)

The science lab does not need to be the focused vessel to generate science, so long as it has power available you may pilot other vessels and science will continue to generate "in the background." In order to gain this science you must switch to the craft in order to receive it, it is transferred automatically upon loading of the craft ingame.

Note: this function will only work in career mode.

Approximate Science per day near Optimal Height

  • Kerbin - 0.017
  • Moho - 3
  • Jool - 1.2

Landing a lab on the surface of a celestial body will also grant an increased science rate.

The following science multipliers apply:

Duna, Eve, Ike, Gilly: 5 Mun, Minmus: 2.5 Jool, Tylo, Pol, Bop: 10 Laythe, Vall: 12 Eloo, Moho: 20 Dres: 7.5 Kerbin: 1 Kerbol (Sun): 15

The landing multiplier is 3 for Tylo, 2.5 for Eve and 2 for everything else.

Reprocess Nuclear Fuel

  • Power Consumption: 5 MW

You can use a Science Lab to turn your Actinide Waste back into Nuclear Fuel. 80% of the Actinide Waste becomes new fuel, either UF4 or ThF4 and the remaining 20% becomes DepletedFuels. You must have somewhere to store the DepletedFuels in order to conduct fuel reprocessing.

Stop Current Activity

Stops whatever the science lab is currently doing so you can select a different option.

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