zer0Kerbal Posted April 5, 2020 Author Share Posted April 5, 2020 1 hour ago, Jansn67 said: Oh, i did an update by CKAN, will this be a clean install? Its still running fine. No need to restart Trainings. I moved things around a little - but *should* be fine - if concerned or issues, right click on the entry in CKAN and click re-install. Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted May 6, 2020 Share Posted May 6, 2020 Is there a known incompatibility with Kerbalism? I used this mod previously w/o any issues, but noticed with Kerbalism it does not show up in labs? Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted May 6, 2020 Share Posted May 6, 2020 I love those two mods. They give a good reason to have stations in far away bodies for training purposes. Quote Link to comment Share on other sites More sharing options...
Qyst Posted August 8, 2020 Share Posted August 8, 2020 There seems to be an issue/bug with both these mods. They are not recognizing kerbal experience obtained from stock sources such as orbiting. Formal report: Spoiler KSP: 1.9.1 Linux 64bit Problem: Training Facility is not recognizing experience aquired from stock sources such as orbiting. Mods installed: FieldTrainingFacility v1.2.0.0 ModuleManager v4.1.4.0 Reproduction steps: Start a new game with kerbal experience enabled. Send a kerbal up into LKO and then recover, to have a 1-star kerbal. Build a new vessel with a Science Lab, put the 1-star kerbal in it, put another 0-star kerbal in it, and launch. Right-click the laboratory and see that both kerbals are listed as level 0. Log: https://www.dropbox.com/home?preview=Bug+Report+Field+Training+Facility+-+Player.log The same happens with Training Lab. The expected behaviour would be that training would be done "on top" of whatever experience the kerbal already has. As it stands, unless a kerbal is being trained from scratch, there is wastage of time/science. Quote Link to comment Share on other sites More sharing options...
opensomersault Posted August 18, 2020 Share Posted August 18, 2020 On 5/6/2020 at 5:09 PM, Atlas Gaming said: Is there a known incompatibility with Kerbalism? I used this mod previously w/o any issues, but noticed with Kerbalism it does not show up in labs? I've just posted a pull request to the repository to address this, but in case it isn't accepted you can add the following to the GameData/FieldTrainingFacility/Patches/FieldTrainingFacility.cfg It happens because Kerbalism replaces the module that the science lab uses after this module applies it's own patch. @PART[*]:HAS[@MODULE[Laboratory]]:FOR[FieldTrainingFacility]:AFTER[zzzKerbalismDefault] { @description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: %MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility] { // Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet) // example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160 TimeFactor = 9201600 ECFactor = 4 SpaceFactor = 4 LandedFactor = 6 } } ` Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted September 3, 2020 Share Posted September 3, 2020 On 8/8/2020 at 9:30 PM, Qyst said: There seems to be an issue/bug with both these mods. They are not recognizing kerbal experience obtained from stock sources such as orbiting. Formal report: Reveal hidden contents KSP: 1.9.1 Linux 64bit Problem: Training Facility is not recognizing experience aquired from stock sources such as orbiting. Mods installed: FieldTrainingFacility v1.2.0.0 ModuleManager v4.1.4.0 Reproduction steps: Start a new game with kerbal experience enabled. Send a kerbal up into LKO and then recover, to have a 1-star kerbal. Build a new vessel with a Science Lab, put the 1-star kerbal in it, put another 0-star kerbal in it, and launch. Right-click the laboratory and see that both kerbals are listed as level 0. Log: https://www.dropbox.com/home?preview=Bug+Report+Field+Training+Facility+-+Player.log The same happens with Training Lab. The expected behaviour would be that training would be done "on top" of whatever experience the kerbal already has. As it stands, unless a kerbal is being trained from scratch, there is wastage of time/science. The same happens to me on Windows 10 with KPS1.9.1 and KSP1.10.1. Anyone knows a method to correct this? Thanks. Quote Link to comment Share on other sites More sharing options...
danbadone Posted December 22, 2020 Share Posted December 22, 2020 On 8/18/2020 at 8:33 PM, opensomersault said: I've just posted a pull request to the repository to address this, but in case it isn't accepted you can add the following to the GameData/FieldTrainingFacility/Patches/FieldTrainingFacility.cfg It happens because Kerbalism replaces the module that the science lab uses after this module applies it's own patch. @PART[*]:HAS[@MODULE[Laboratory]]:FOR[FieldTrainingFacility]:AFTER[zzzKerbalismDefault] { @description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: %MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility] { // Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet) // example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160 TimeFactor = 9201600 ECFactor = 4 SpaceFactor = 4 LandedFactor = 6 } } ` You cannot use two specifiers at the same time in ModuleManager patches (using both :FOR and :AFTER is not allowed). If you remove the :FOR, it runs. The only thing that does not seem to work properly is the EC consumption when the vessel is not loaded, which makes it kind of imbalanced. @PART[*]:HAS[@MODULE[Laboratory]]:AFTER[zzzKerbalismDefault] { @description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: %MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility] { // Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet) // example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160 TimeFactor = 9201600 ECFactor = 4 SpaceFactor = 4 LandedFactor = 6 } } Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 31, 2020 Share Posted December 31, 2020 Hi @zer0Kerbal was talking with another mod developer in private when an idea came out of the conversation about FTL and FTF mods you develop. Here is the idea : If we assume that kerbals know how to develop artificial intelligence, why would they really need a five star kerbal to train them? How about AI modules that can be trained by a kerbal once and then having this module side by side with FTL or FTF modules, other kerbals can learn from the AI without the need for another teacher to be on board? If we accept this idea, you can have two modules (parts and yes I intentionally ask for parts to make station designs a bit more interesting and a little challenge, and no, the parts should be big enough and can't be flat small objects), one module would be responsible for storage hardware and another for the cpu processor of the AI. And, for each skill, we need a separate AI module pair. Adding USI skills into the game and idea here, having a training station, would be interesting to develop because for each skill you have to plan two parts in the station. Also, for training the AI, you would need a five star kerbal in the CPU unit, time and lots of time for each round of training, and more than one round of training until the unit gets ready. If USI MKS is present, maintenance of the unit can use special parts (make it optional via options). At the end, we may need to train the AI at least one more round after some years because of malfunctioning or any other name you would use that causes the AI to mess things up or forget stuff. Finally, if we have AI units in the same ship/station with FTL or FTF modules, kerbals can learn the skill without a need for another teaching kerbal. If we lack the AI module for a skill, then we go back to the original mod design that forcefully asks for a teacher. You may ask why we may need something like this? The idea came out when me and another mod developer where talking about generation ships. You know, add civilian population mod to the game, some far far away star systems that would need hundred of years to reach the destination, add USI MKS and Life support, deep freeze and your FTL and FTF mods, all in one place for a game play !!! This way, we can have generation ships. You know, the ship that would leave home planet and it's star system for future generations... during the travel original crew will die but their children will be trained in space and when the final destination reached, you may have passed through four or five generations. In Sci Fi movies, training these children would be done by one of three choices : 1- Elders will train younger generation... what is sci fi about this?? nothing!!! as time passes some of the knowledge will be lost ! 2- Drone and Robots who look like normal population would sit and teach children. 3- Computer AI with holographic images would teach I think you got the picture,.... i'm a fan of the third option lol. So, what do you think about this idea? Quote Link to comment Share on other sites More sharing options...
sc0rch Posted January 12, 2021 Share Posted January 12, 2021 quick question - Does anyone know if this mod works with 1.11? I mean, I may get around to checking myself sooner or later (and will reply when I do) but I'm just checking now before I start just adding mods and running into possible incompatibilities. Though, I'm not using Kerbalism, so I should be okay... Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 12, 2021 Share Posted January 12, 2021 On 12/31/2020 at 3:27 AM, Jiraiyah said: So, what do you think about this idea? I think it’s quite a cool idea, but unfortunately zerokerbal has been inactive since august. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 3, 2021 Share Posted April 3, 2021 On 1/12/2021 at 4:36 AM, sc0rch said: quick question - Does anyone know if this mod works with 1.11? I mean, I may get around to checking myself sooner or later (and will reply when I do) but I'm just checking now before I start just adding mods and running into possible incompatibilities. Though, I'm not using Kerbalism, so I should be okay... I'm a bit late to the party but yes they do work. Or at least FTL does (didn't test FTF). Also, about the issue that you need to train 'from scratch' - IMHO that's not a bug, that's a feature! This mod already makes training trivial by comparison to vanilla so the training from scratch counteracts that a bit. I hope it won't get changed as it would make training even more trivial. Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted December 28, 2021 Share Posted December 28, 2021 (edited) On 4/3/2021 at 3:32 AM, Grimmas said: Also, about the issue that you need to train 'from scratch' - IMHO that's not a bug, that's a feature! Errmmm. I'd like that 'feature' removed, or at least better reflected in the descriptions (altough yes, on reflection, the level up button did say 'lvl 0 -> lvl 1, and not lvl 1 -> lvl 2). I was about to file a bug report. But beyond that, Field Training Labs works fine with KSP v1.12.2! Edited December 28, 2021 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
N3N Posted June 26, 2022 Share Posted June 26, 2022 On 5/6/2020 at 6:09 PM, Atlas Gaming said: Is there a known incompatibility with Kerbalism? I used this mod previously w/o any issues, but noticed with Kerbalism it does not show up in labs? On 8/18/2020 at 8:33 PM, opensomersault said: I've just posted a pull request to the repository to address this, but in case it isn't accepted you can add the following to the GameData/FieldTrainingFacility/Patches/FieldTrainingFacility.cfg It happens because Kerbalism replaces the module that the science lab uses after this module applies it's own patch. @PART[*]:HAS[@MODULE[Laboratory]]:FOR[FieldTrainingFacility]:AFTER[zzzKerbalismDefault] { @description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: %MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility] { // Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet) // example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160 TimeFactor = 9201600 ECFactor = 4 SpaceFactor = 4 LandedFactor = 6 } } ` On 12/22/2020 at 11:12 AM, danbadone said: You cannot use two specifiers at the same time in ModuleManager patches (using both :FOR and :AFTER is not allowed). If you remove the :FOR, it runs. The only thing that does not seem to work properly is the EC consumption when the vessel is not loaded, which makes it kind of imbalanced. @PART[*]:HAS[@MODULE[Laboratory]]:AFTER[zzzKerbalismDefault] { @description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: %MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility] { // Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet) // example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160 TimeFactor = 9201600 ECFactor = 4 SpaceFactor = 4 LandedFactor = 6 } } Hey @Efour, @zer0Kerbal, @Atlas Gaming, @opensomersault, @danbadone, Is there still this Problem with Kerbalism? And if so, did somebody find a solution to it or is the "Patch" still the only solution? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 27, 2022 Author Share Posted June 27, 2022 (edited) On 8/18/2020 at 1:33 PM, opensomersault said: I've just posted a pull request @opensomersault Which repo? Neither FTL or FTF has any pr's. I will be looking at these two mods shortly. @N3N Edited June 27, 2022 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
N3N Posted June 27, 2022 Share Posted June 27, 2022 32 minutes ago, zer0Kerbal said: I will be looking at these two mods shortly. @N3N Hey @zer0Kerbal, Thank you!! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 29, 2022 Author Share Posted June 29, 2022 (edited) Version 1.2.1.0-release - <Clean Blackboards> edition 28 Jun 2022 Released for Kerbal Space Program [KSP 1.12.x] DO A CLEAN INSTALL: DELETE EXISTING INSTALLATION THEN RE-INSTALL Download from CurseForge Changes Spoiler License Update to GPLv3 was Expat/MIT closes #32 - Update License to GPLv3 docs/ Add [Attribution.md] v1.0.6.0 [ManualInstallation.md] v1.1.7.0 [404-petunia.md] [LegalMumboJumbo.md] v1.0.5.0 [Localizations.md] v1.1.3.1 [Notices.md] v1.0.0.0 [Why-not.md] [_config.yml] closes #2 - Needs a wiki closes #35 - add docs/ Convert Changelog Convert from .cfg to md Add missing information for earlier releases closes #33 - Convert Changelog Code Recompile for KSP 1.12.3 Using .NET 4.6.1 remove [InstallChecker.cs] [AssemblyVersion.tt] [Log.cs] update [Version.tt]] Compatibility Rename Patches to Compatibility Update licenses [Kerbalism.cfg] v1.0.1.0 fixes #34 - [Bug ]: Kerbalism.cfg Add Agent Flag 512x320 64x40 truecolor_scaled Localization Add [readme.md] v2.1.2.0 [quickstart.md] v1.0.1.1 updates #14 - English <us-en.cfg> updates #13 - Localization - Master updates #31 - Code Localization updates #22 - Simplified Chinese (简体中文) <zh-cn.cfg> Status Issues closes #9 - Field Training Lab (FTL) 1.2.1.0-release <EDITION> closes #10 - 1.2.1.0 Verify Legal Mumbo Jumbo closes #11 - 1.2.1.0 Update Documentation closes #12 - 1.2.1.0 Update Social Media Closes Duplicate Issues #1 - Localization #4 - Localization #5 - Localization - en-us.cfg (English) #6 - Localization - pt-br.cfg Brazil #7 - Localization - zh-cn.cfg - Simplified Chinese #8 - Update Field Training Laboratory (FTL) See More Changelog Summary for more details of changes : See ChangeLog Discussions and news on this mod : See Discussions or KSP Forums Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Localization English your translation here HELP WANTED - See the README in the Localization folder or the Quickstart Guide for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome! red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date How to support this and other great mods by zer0Kerbal Edited June 30, 2022 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 30, 2022 Author Share Posted June 30, 2022 (edited) Version 1.2.1.0-release - <Clean Blackboards> edition 28 Jun 2022Released for Kerbal Space Program [KSP 1.12.x] DO A CLEAN INSTALL: DELETE EXISTING INSTALLATION THEN RE-INSTALL Download from CurseForge Changes Spoiler License Update to GPLv3 was Expat/MIT closes #41 - Update License to GPLv3 docs/ Add [Attribution.md] v1.0.6.0 [ManualInstallation.md] v1.1.7.0 [404-petunia.md] [LegalMumboJumbo.md] v1.0.5.0 [Localizations.md] v1.1.3.1 [Notices.md] v1.0.0.0 [Why-not.md] [_config.yml] closes #44 - add docs/ Convert Changelog Convert from .cfg to md Add missing information for earlier releases closes #42 - Convert Changelog Code Recompile for KSP 1.12.3 Using .NET 4.6.1 remove [InstallChecker.cs] [AssemblyVersion.tt] [Log.cs] Add readonly string[] trainingArr = string[] crewListArr = float[] levelUpExpTable = { 2, 6, 8, 16, 32, 0 }; string[] levelNumber = { "null", "1st", "2nd", "3rd", "4th", "5th" }; ProtoCrewMember[] crewArr = new ProtoCrewMember[8]; Change Version.Text to Version.SText Update function name capitalization update [Version.tt] closes #1 - modules info panels for parts in the VAB. Compatibility Rename Patches to Compatibility Update licenses [Kerbalsim.cfg] to [Kerbalism.cfg] v1.1.1.0 fixes #43 - [Bug ]: Kerbalism.cfg [FieldTrainingFacility.cfg] v1.1.1.0 update :NEEDS Add Agent Flag 512x320 64x40 truecolor_scaled Localization Add [readme.md] v2.1.2.0 [quickstart.md] v1.0.1.1 updates #22 - Localization - Master closes #23 - English <us-en.cfg> closes #31 - Simplified Chinese (简体中文) <zh-cn.cfg> updates #40 - Code Localization Status Issues closes #16 - Update Field Training Facility (FTF) closes #18 - Field Training Facility (FTF) 1.2.1.0-release - <Clean Blackboards> edition closes #19 - 1.2.1.0 Verify Legal Mumbo Jumbo closes #20 - 1.2.1.0 Update Documentation closes #21 - 1.2.1.0 Update Social Media updates #6 - Suggestion: Change Mod Name to make it more distinct as to what it does. Closes Duplicate Issues closes #10 - Localization closes #12 - Localization closes #13 - Localization - zh-cn.cfg - Simplified Chinese closes #14 - Localization - pt-br.cfg Brazil closes #15 - Localization - en-us.cfg (English) PR's #7 - 1.2.0.0 - contributed by zer0Kerbal #9 - Kerbalism Compatibility Resolves #8 - contributed by girotobial #17 - Simplified chinese localization - contributed by zer0Kerbal See More Changelog Summary for more details of changes : See ChangeLog Discussions and news on this mod : See Discussions or KSP Forums Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Localization English Simplified Chinese (中文) thank you to @JFYoung01 your translation here HELP WANTED - See the README in the Localization folder or the Quickstart Guide for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome! red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date How to support this and other great mods by zer0Kerbal Edited June 30, 2022 by zer0Kerbal added strong red coloring Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted July 3, 2022 Share Posted July 3, 2022 (edited) Spoiler On 6/30/2022 at 7:38 AM, zer0Kerbal said: Version 1.2.1.0-release - <Clean Blackboards> edition 28 Jun 2022Released for Kerbal Space Program [KSP 1.12.x] DO A CLEAN INSTALL: DELETE EXISTING INSTALLATION THEN RE-INSTALL Download from CurseForge Changes Reveal hidden contents License Update to GPLv3 was Expat/MIT closes #41 - Update License to GPLv3 docs/ Add [Attribution.md] v1.0.6.0 [ManualInstallation.md] v1.1.7.0 [404-petunia.md] [LegalMumboJumbo.md] v1.0.5.0 [Localizations.md] v1.1.3.1 [Notices.md] v1.0.0.0 [Why-not.md] [_config.yml] closes #44 - add docs/ Convert Changelog Convert from .cfg to md Add missing information for earlier releases closes #42 - Convert Changelog Code Recompile for KSP 1.12.3 Using .NET 4.6.1 remove [InstallChecker.cs] [AssemblyVersion.tt] [Log.cs] Add readonly string[] trainingArr = string[] crewListArr = float[] levelUpExpTable = { 2, 6, 8, 16, 32, 0 }; string[] levelNumber = { "null", "1st", "2nd", "3rd", "4th", "5th" }; ProtoCrewMember[] crewArr = new ProtoCrewMember[8]; Change Version.Text to Version.SText Update function name capitalization update [Version.tt] closes #1 - modules info panels for parts in the VAB. Compatibility Rename Patches to Compatibility Update licenses [Kerbalsim.cfg] to [Kerbalism.cfg] v1.1.1.0 fixes #43 - [Bug ]: Kerbalism.cfg [FieldTrainingFacility.cfg] v1.1.1.0 update :NEEDS Add Agent Flag 512x320 64x40 truecolor_scaled Localization Add [readme.md] v2.1.2.0 [quickstart.md] v1.0.1.1 updates #22 - Localization - Master closes #23 - English <us-en.cfg> closes #31 - Simplified Chinese (简体中文) <zh-cn.cfg> updates #40 - Code Localization Status Issues closes #16 - Update Field Training Facility (FTF) closes #18 - Field Training Facility (FTF) 1.2.1.0-release - <Clean Blackboards> edition closes #19 - 1.2.1.0 Verify Legal Mumbo Jumbo closes #20 - 1.2.1.0 Update Documentation closes #21 - 1.2.1.0 Update Social Media updates #6 - Suggestion: Change Mod Name to make it more distinct as to what it does. Closes Duplicate Issues closes #10 - Localization closes #12 - Localization closes #13 - Localization - zh-cn.cfg - Simplified Chinese closes #14 - Localization - pt-br.cfg Brazil closes #15 - Localization - en-us.cfg (English) PR's #7 - 1.2.0.0 - contributed by zer0Kerbal #9 - Kerbalism Compatibility Resolves #8 - contributed by girotobial #17 - Simplified chinese localization - contributed by zer0Kerbal See More Changelog Summary for more details of changes : See ChangeLog Discussions and news on this mod : See Discussions or KSP Forums Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Localization English Simplified Chinese (中文) thank you to @JFYoung01 your translation here HELP WANTED - See the README in the Localization folder or the Quickstart Guide for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome! red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date How to support this and other great mods by zer0Kerbal Hey there! I was wondering why none of my labs has any FTF modules, so I checked the cfg-files. I noticed this release might have a wrong dependancy in "FieldTrainingFacility/Compatiblity/FieldTrainingFacility.cfg": // original: @PART[*]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FieldTrainingLab]:FOR[FieldTrainingFacility] { @description ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: // suggested replacement: @PART[*]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FieldTrainingFacility]:FINAL { @description ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: With this modification it works again. I have also added a ":FINAL" to make sure that every part that includes a "ModuleScienceLab" module gets a blue description text/info after everything for proper patching within the patching order. ":FOR[ ... ]" and ":FINAL" cannot work together. Maybe the ":FINAL" fix could apply for FTL too to make sure all parts with a "FieldTrainingLab" module get a proper description too. I decided to suggest this because I think "FieldTrainingLab" shouldn't be a dependancy for "FieldTrainingFacilities" or is this intentionally? Waves! Edited July 3, 2022 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2022 Share Posted July 3, 2022 @zer0Kerbal ^^^^^^^ Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 4, 2022 Author Share Posted July 4, 2022 Thank you @LatiMacciato! A little finger dyslexia +1 GitHub Issue #48: [Bug ]: [FieldTrainingFacility.cfg] wrong :NEEDS * [FieldTrainingFacility.cfg] * wrong :NEEDS * is * @PART[*]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FieldTrainingLab]:FOR[FieldTrainingFacility] * should be * @PART[*]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FieldTrainingFacility]:FOR[FieldTrainingFacility] working on pushing out a new release with that fixed. Also - I try to not ever use :FINAL in any released addon patches, too many things git shoved on :FINAL, which in my opinion should 99.99999% be only used for personal patches. as @linuxgurugamer points out - for best response, either drop a bug report on GitHub and/or ping me here ( @zer0Kerbal ) 15 hours ago, LatiMacciato said: Waves! A little insider information: 1.2.x.x of both FTL and FTF are the last ones, they both will have their .dll's merged together, but still be separate part modules. (ie nothing will change from the user point of view). Still working out the fine print though. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 4, 2022 Author Share Posted July 4, 2022 Version 1.2.1.1-release <LatiMacciato> edition 03 Jul 2022 Release for Kerbal Space Program [KSP 1.12.x] DO A CLEAN INSTALL: DELETE EXISTING INSTALLATION THEN RE-INSTALL Download from CurseForge NOTICE The 1.2.x.x-releases are the final versions of these addons. Both Field Training Lab and Field Training Facility's plugins (.dll) will be merged into one plugin. Both part modules will remain in the addon and this improvement should not affect existing save games. Changes Spoiler Compatibility [FieldTrainingFacility.cfg] v1.1.2.0 wrong :NEEDS is @part[*]:HAS[@module[ModuleScienceLab]]:NEEDS[FieldTrainingLab]:FOR[FieldTrainingFacility] should be @part[*]:HAS[@module[ModuleScienceLab]]:NEEDS[FieldTrainingFacility]:FOR[FieldTrainingFacility] Thank you to forum user @LatiMacciato( LatiMacciato ) for pointing out the finger dyslexia issue. closes #48 - [Bug ]: [FieldTrainingFacility.cfg] wrong :NEEDS Status Issues closes #52 - 1.2.1.1 Update Social Media closes #51 - 1.2.1.1 Update Documentation closes #50 - 1.2.1.1 Verify Legal Mumbo Jumbo closes #49 - Field Training Facility (FTF) 1.2.1.1-release <LatiMacciato> closes #47 - Update License to GPLv3 See More Changelog Summary for more details of changes : See ChangeLog Discussions and news on this mod : See Discussions or KSP Forums Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Localization English Simplified Chinese (中文) thank you to @JFYoung01 your translation here HELP WANTED - See the README in the Localization folder or the Quickstart Guide for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome! red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date How to support this and other great mods by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted July 4, 2022 Share Posted July 4, 2022 Honestly I was blushing, when I saw my forum name on your release name MUCH thankies @zer0Kerbal!! 15 hours ago, zer0Kerbal said: Also - I try to not ever use :FINAL in any released addon patches, too many things git shoved on :FINAL, which in my opinion should 99.99999% be only used for personal patches. Yes, the reason why I used :FINAL in first place is that not all labs get the blue description text while using :FOR[] caused 2 parts remaining which don't get the module nor the description. I have figured my issue is caused by ScienceLabInfo and I wrote a cfg for mod compatibility. Maybe the :HAS is unecessary tho but the :AFTER[ScienceLabInfo] did the trick: Spoiler // compatiblity for ScienceLabInfo // Mobile Processing Lab MPL-LG-6 | Large_Crewed_Lab_6 // Mobile Processing Lab MPL-DSD-2 | Large_Crewed_Lab_DSD18 @PART[Large_Crewed_Lab_6,Large_Crewed_Lab_DSD18]:HAS[@MODULE[ModuleScienceLab]]:NEEDS[FieldTrainingFacility,ScienceLabInfo]:AFTER[ScienceLabInfo] { @description ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: %MODULE[FieldTrainingFacility] { // Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet) // example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160 %TimeFactor = 9201600 %ECFactor = 4 %SpaceFactor = 4 %LandedFactor = 6 } } 15 hours ago, zer0Kerbal said: as @linuxgurugamer points out - for best response, either drop a bug report on GitHub and/or ping me here ( @zer0Kerbal ) I confirm my lazyness and apologize for that, thanks for your understanding! 16 hours ago, zer0Kerbal said: A little insider information: 1.2.x.x of both FTL and FTF are the last ones, they both will have their .dll's merged together, but still be separate part modules. (ie nothing will change from the user point of view). Still working out the fine print though. I love the idea! It will make things easier! Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted December 17, 2022 Share Posted December 17, 2022 I have been using FTF for a while and have enjoyed training the team so that they can hear out of the Kerbin SOI. Thanks! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted December 17, 2022 Author Share Posted December 17, 2022 18 hours ago, gamerscircle said: I have been using FTF for a while and have enjoyed training the team so that they can hear out of the Kerbin SOI. Thanks! @gamerscircle thank you. +1 They are great plugins! All the credit truly goes to @Efour. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 11, 2023 Author Share Posted January 11, 2023 am going to split this into two different threads. will post links below and in the OP when they are ready. livestream testing/demo: https://www.twitch.tv/zer0kerbal Quote Link to comment Share on other sites More sharing options...
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