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4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Bop/magnetometer.cfg
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{
%RESULTS
{
//BopInSpaceLow* =
BopInSpaceLow* = Even as the rest of the instruments go haywire, the magnetometer is unaffected. Is it too new? Too young and innocent to remember the calamity?

//BopInSpaceHigh* =
BopInSpaceHigh* = Magnetometer readings are nominal here. Huh. You'd expected something more dramatic.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Dres/magnetometer.cfg
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{
%RESULTS
{
//DresInSpaceLow* =
DresInSpaceLow* = The solar wind splatters against the dead rock like a hose against a sad, wilted plant. The instrument team back home collectively sighs.

//DresInSpaceHigh* =
DresInSpaceHigh* = Nil. Jack. Zip. If Dres had an active core once, it petered out awfully quick in solar system formation.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Duna/magnetometer.cfg
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{
%RESULTS
{
//DunaInSpaceLow* =
DunaInSpaceLow* = The surface deposits of magnetite here still project their own residual magnetic fields! Something must have gotten them polarized once, when Duna's core was alive. Now if only we had a few billion nukes to warm it up again...

//DunaInSpaceHigh* =
DunaInSpaceHigh* = Magnetic activity in space around Duna is awfully faint. Not a great sign if you don't enjoy getting blasted by radiation.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Eeloo/magnetometer.cfg
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{
%RESULTS
{
//EelooInSpaceLow* =
EelooInSpaceLow* = A thin sheath of ionized gas around Eeloo is scattering charged particles as they come in. For any relevant purposes, of course, it's not flyable.

//EelooInSpaceHigh* =
EelooInSpaceHigh* = Well, this icy little guy sure does not have a magnetic field. But the distance is promising for studying solar activity. The heliopause can't be too much farther out, can it? Surely?
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Eve/magnetometer.cfg
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{
%RESULTS
{
//EveInSpaceLow* =
EveInSpaceLow* = The magnetometer hisses and crackles creepily as Eve's dense atmosphere dances and sputters against charged particles streaming in. The PR team wants to post it online with a clickbait title like 'SOUNDS FROM THE DEMON PLANET' to rake in more subscribers.

//EveInSpaceHigh* =
EveInSpaceHigh* = Magnetometer readings here are fuschia. Wait, no. Faint. That's the word.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Gilly/magnetometer.cfg
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{
%RESULTS
{
//GillyInSpaceLow* =
GillyInSpaceLow* = Aha! Statically-charged, solar-heated micrometeorites pinging off the surface can arc all the way into space thanks to, you know, Gilly's main interesting feature. We're picking up magnetic signatures as these charges accelerate through space.

//GillyInSpaceHigh* =
GillyInSpaceHigh* = Nobody back home was expecting a little rock to have a huge, beautiful, complex magnetic field. Indeed, it does not.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Ike/magnetometer.cfg
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{
%RESULTS
{
//IkeInSpaceLow* =
IkeInSpaceLow* = If you squint a bunch, you can convince yourself it's not zero. If you squint your brain a bunch, you can convince yourself Ike maybe had its own magnetically active core once. Doing either for too long hurts.

//IkeInSpaceHigh* =
IkeInSpaceHigh* = Wait, what was that, something flashed by the - no, you made that up. All quiet over Ike.
}
}
2 changes: 1 addition & 1 deletion GameData/CrowdSourcedScience/Stock/Jool/barometerScan.cfg
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JoolFlyingHigh* = A massive blast of wind shakes the spacecraft. Of course, you didn't exactly need a barometer to tell you this.
JoolFlyingHigh* = The atmosphere here is very dense. The glass components appear to be weakening. Let's blame the engineers if anything breaks!

//JoolInSpaceLow* =
JoolInSpaceLow* = The barometer shudders in anticipation.

//JoolInSpaceHigh* =
}
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4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Jool/magnetometer.cfg
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{
%RESULTS
{
//JoolInSpaceLow* =
JoolInSpaceLow* = The boom arm might as well be bending with the incredible amount of magnetism here. It isn't, because it's not made of ferromagnetic materials, but still.

//JoolInSpaceHigh* =
JoolInSpaceHigh* = Even from millions of kilometers out, Jool's fearsome magnetic dynamo looms over everything. The harsh spray of charged particles in its radiation belts is equally intimidating.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Kerbin/magnetometer.cfg
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{
%RESULTS
{
//KerbinInSpaceLow* =
KerbinInSpaceLow* = You thank Kerbin for its protective magnetic field, and then thank the magnetometer for being patient with you on such a mundane mission.

//KerbinInSpaceHigh* =
KerbinInSpaceHigh* = It may be best not to stay in Kerbin's radiation belts for too long. The magnetometer will get sad.
}
}
2 changes: 2 additions & 0 deletions GameData/CrowdSourcedScience/Stock/Laythe/magnetometer.cfg
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{
LaytheInSpaceLow* = You try putting a magnet by the magnetometer, just to make sure it's working right.
LaytheInSpaceLow* = You wish you had a compass. The magnetometer won't tell you which way is up.
LaytheInSpaceLow* = After a bit of trouble, the instrument starts working again and cheerily spits out lots of information on Laythe's complex semi-active core dynamo. You have exchanged boredom at it not working for boredom at the science team babbling on and on.

LaytheInSpaceHigh* = Jool's magnetic field seems to be protecting Laythe from the worst of Kerbol's wrath.
LaytheInSpaceHigh* = Solar charged-particle readings here are fortunately low. Joolian charged-particle readings, on the other hand...
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Minmus/magnetometer.cfg
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{
%RESULTS
{
//MinmusInSpaceLow* =
MinmusInSpaceLow* = With such a stark contrast between the material and surface texture over the flats and hills, the magnetometer can tell the difference in how they scatter the solar wind. This might be useful for biome mapping if you had not already brought eyeballs.

//MinmusInSpaceHigh* =
MinmusInSpaceHigh* = Minmus might not have an internal magnetic field, but its surface accumulates lots of charge and a thin dust cocoon produces its own magnetic activity.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Moho/magnetometer.cfg
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{
%RESULTS
{
//MohoInSpaceLow* =
MohoInSpaceLow* = The magnetometer beeps in apparent frustration. No atmosphere means no cool aurorae.

//MohoInSpaceHigh* =
MohoInSpaceHigh* = Moho's heated-up metal-rich mass is producing some sort of dynamo effect. The solar wind buckles and obeys, at least a little.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Mun/magnetometer.cfg
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{
%RESULTS
{
//MunInSpaceLow* =
MunInSpaceLow* = There's at least a tiny bit of still-magnetized material on the Mun's surface which is detectable at this range - signs of the rock's once-active past, likely.

//MunInSpaceHigh* =
MunInSpaceHigh* = The farthest reaches of Kerbin's magnetic field give way to stony silence. Or... is that a little bit of noise above the detection limit leaking through...?
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Pol/magnetometer.cfg
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{
%RESULTS
{
//PolInSpacelow* =
PolInSpaceLow* = The uniquely-shaped charged grains flaking off Pol's surface are interacting beautifully with the magnetic fields of Jool and the Sun together. Well, beautifully according to the instrument team back home. You can't see much.

//PolInSpaceHigh* =
PolInSpaceHigh* = There's no core magnetic dynamo activity here, of core-se.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Sun/magnetometer.cfg
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{
%RESULTS
{
//SunInSpaceLow* =
SunInSpaceLow* = The magnetometer is about to cry.

//SunInSpaceHigh* =
SunInSpaceHigh* = You map the Sun's magnetic field as your spacecraft performs its months-long orbital sweep. An even longer flight could monitor its change over the solar cycle... time to strand someone in space!
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Tylo/magnetometer.cfg
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{
%RESULTS
{
//TyloInSpaceLow* =
TyloInSpaceLow* = The readouts here are still interesting, if not tremendously high-energy. Tylo's huge mass is not exactly enough to unify gravity and electromagnetism. Still working on it.

//TyloInSpaceHigh* =
TyloInSpaceHigh* = Jool's magnetic field buckles as you approach. Tylo's huge core, perhaps tidally warmed by its parent, is producing its own magnetism.
}
}
4 changes: 2 additions & 2 deletions GameData/CrowdSourcedScience/Stock/Vall/magnetometer.cfg
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{
%RESULTS
{
//VallInSpaceLow* =
VallInSpaceLow* = The magnetometer is a little short of enrichment.

//VallInSpaceHigh* =
VallInSpaceHigh* = Vall sweeps through Jool's magnetic field, tranquil and complacent. Still, the report must be written.
}
}