Jump to content

[1.12.x] Kerbalnaut Training: Field Training Laboratory (FTL) & Field Training Facility (FTF)[28 Jun 2022]


zer0Kerbal

Recommended Posts

This post is under construction:

FTL Download on SpaceDock, Github or Curseforge.  Also available on CKAN.

FTF Download on SpaceDock, Github or Curseforge.  Also available on CKAN.

Field Training Lab (FTL)

Field Training Facility (FTF)

DELETE OLD/EXISTING installations before installing new.

Field Training  Lab (FTL):  68747470733a2f2f696d672e736869656c64732e68747470733a2f2f696d672e736869656c64732eCKAN listed68747470733a2f2f696d672e736869656c64732e68747470733a2f2f692e706f7374696d672e6363

Field Training Facility (FTF) : 68747470733a2f2f696d672e736869656c64732e68747470733a2f2f696d672e736869656c64732eCKAN listed68747470733a2f2f696d672e736869656c64732e68747470733a2f2f692e706f7374696d672e6363

Continuation of Training Lab and Field Training Facility. Originally by @Efour,
now continued by zer0Kerbal with support from the community.


This mod provides a training system for your kerbalnauts.

The New Look:

Field-Training-hero-1151x500-Spacedock.p

If you want to train your kerbal immediately, you can use this mod.

[1.9.1+] Training Laboratory
Spacedock - CKAN
(Dependency : Module Manager )

VGwKrJn.png

This mod provides Training method with consuming Science points.
Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level.

If your Training Lab is in orbit, Payment will be reduced to half.
If your Lab is on other planet, Payment will be reduced to 1/4.

You can tweak values with editing .cfg. If you want, you can add this module to other crewed part. It can support up to 8 kerbalnauts.

 

Leveling up 'Immediately' is not realistic? Do you think training needs to consume time? This mod will be answer for you.

[1.9.1+] Field Training Facility
Spacedock - CKAN
(Dependency : Module Manager )

IA449bT.png

This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge.

If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training.

But, If you place your facility into orbit, It will be 4 times faster.
If you place it on other planet, 6 times faster.

You can tweak params with .cfg. Not so complex.

It consumes 4 EC/sec per kerbal. If you train 2 kerbals, It will drain 8 EC/sec. You will need powerful energy sources.

 

Now then, someone like me will want to use both.
Then, just install both of them. Result is shown below.
FoeIXB6.png

Payment of science point(TL) will be reduced with training experiences(FTF).

For example - 
Just using TL, Level 4 -> Level 5 consumes 640p of Science point.
But Level 4(50% with FTF) -> Level 5 consumes just 320p of science point.
If 90% with FTF? Just pay 64p of science point or wait some more days. you can get level 5 kerbalnaut.

More training means less sci point needed, linearly.

These two mod can co-work, It's because I created this thread. If you want one thing, you can install just one mod. If you want co-work of them, you can install both.

---

Review by

Quote

 

AGF-l7_lhmd-IqYzo_3eINJ3UKuZgWq4qGVU8R9q

 
In this episode I mess around with the Field Training Facility mod which adds into the game a passive alternative for training Kerbals.

 

 

 

---

Quote

This mod is adopted by zer0Kerbal and I will link new thread here soon. Thanks zer0Kerbal!

Find original thread here.

 

Edited by zer0Kerbal
glad am merging these two into one
Link to comment
Share on other sites

Field Training Lab (FTL)

 

changelog:

Version 1.2.0.0 for Kerbal Space Program 1.9.1

@zer0Kerbal zer0Kerbal released this on 2020 04 05

Spoiler

 

Mod Version KSP version KSP-AVCLicense MIT MIT-17x17.png
CodeValidate AVC .version files


Version 1.2.0.0 - New Carpets!

Automation Motivation Modernization
-
DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL
- KSP 1.9.1 with .NET 4.8
- update Editor GetInfo() to be more informative
- include assembly version in PAW
- isn't that enough? :D

added game settings page - disabled for now

  • added global setting to enable/disable PAW color
  • added option to globally enable/disable
  • added option: use science and ratio
  • added option: use reputation and ratio
  • added option: use funds and ratio

    See Full Changelog for full details of changes
    See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support


Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

Kerbal Space Program 1.9.1
Unity 2019.2.2f1
.NET Framework 4.8

 

 

 

Version 1.0.3.4.1 for Kerbal Space Program 1.7.3

Released on 2019-10-12

Spoiler

 

FTL version 1.0.3.4.1KSP 1.7.xCKAN listedLicense MIT

  • DELETE OLD/EXISTING installations before installing this one.
  • removed SimpleLogistics.dll that stowed away.

 

---

Version 1.0.3.4 for Kerbal Space Program 1.7.3

Released on 2019-10-12

Spoiler

 

FTL version 1.0.3.4KSP 1.7.xCKAN listedLicense MIT

  • DELETE OLD/EXISTING installations before installing this one.
  • Adoption by zer0Kerbal
  • Renamed so FTL and FTF are next to each other in dir structure (QoL)
  • Added PAW grouping (really needed for these mods)
  • Added a blurb in the editor getInfo{}
  • Added InstallChecker.cs
  • Updated patch - now patches all parts with moduleScienceLab
  • Removed other patch
  • changing TrainingLab to FieldTrainingLab (patches reflect this)

 

 

 

Spoiler

Version 1.0.3.3 for Kerbal Space Program 1.6.1

Released on 2018-12-21

Recompiled 1.6.0

<=--- original ---=>

Version 1.0.3.2 for Kerbal Space Program 1.5.1

Released on 2018-10-30

Recompiled for 1.5.1

Version 1.0.3.1 for Kerbal Space Program 1.3.1

Released on 2017-11-27

Recompiled KSP 1.3.1

Version 1.0.3 for Kerbal Space Program 1.2.2

Released on 2016-11-03

Recompiled to 1.2.1

Version 1.0.2.1 for Kerbal Space Program 1.2

Released on 2016-10-22

KPBS support

Version 1.0.2 for Kerbal Space Program 1.2

Released on 2016-10-16

Calculating Dead and respawned kerbalnaut

Version 1.0.1.0 for Kerbal Space Program 1.2

Released on 2016-10-12

Co-Work with Field Training Facility Mod

Version 1.0.0.0- for Kerbal Space Program 1.2

Released on 2016-10-08

No changelog provided

Version 1.0.0.0 for Kerbal Space Program 1.1.3

Released on 2016-10-07

No changelog provided

Edited by zer0Kerbal
Link to comment
Share on other sites

Field Training Facility (FTF)

changelog:

Version 1.2.0.0 for Kerbal Space Program 1.9.1

@zer0Kerbal zer0Kerbal released this on 2020 04 05

Mod Version KSP version KSP-AVCLicense MIT MIT-17x17.png
CodeValidate AVC .version files


Version 1.2.0.0 - New Carpets! Automation Motivation Modernization

  • DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL
  • KSP 1.9.1 with .NET 4.8
  • update Editor GetInfo() to be more informative
  • include assembly version in PAW
  • isn't that enough? :D

added game settings page - disabled for now

  • added global setting to enable/disable PAW color
  • added option to globally enable/disable
  • added option: use science and ratio
  • added option: use reputation and ratio
  • added option: use funds and ratio

    See Full Changelog for full details of changes
    See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

FTF-1-2-0-0.png


Kerbal Space Program 1.9.1
Unity 2019.2.2f1
.NET Framework 4.8

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

 

Field Training Facility
Spoiler

 

@zer0Kerbal zer0Kerbal released this 15 Mar 2020

FTF version 1.0.3.5 KSP 1.7.3 CKAN listed License MIT

Automation Motivation Modernization

  • for KSP 1.7.3 with .NET 3.5

 

  •  

 

Version 1.0.3.4 for Kerbal Space Program 1.7.3

Released on 2019-10-12

 

Spoiler

 

ummm... now with new instructors

FTF version 1.0.3.4KSP 1.7.xCKAN listedLicense MIT

  • Adoption by zer0Kerbal
  • Added PAW grouping (really needed for these mods)
  • Added a blurb in the editor getInfo{}
  • Added InstallChecker.cs
  • Updated patch - now patches all parts with moduleScienceLab
  • Removed other patch
  • changing FieldTrainingFacilityModule to FieldTrainingFacility (patches reflect this)

 

  •  

 

Spoiler

Version 1.0.3.3 for Kerbal Space Program 1.6.1

Released on 2018-12-21

Recompiled 1.6.0

>-- ORIGINAL (outdated) --<

Version 1.0.3.2 for Kerbal Space Program 1.5.1

Released on 2018-10-30

Recompiled for 1.5.1

Version 1.0.3.1 for Kerbal Space Program 1.3.1

Released on 2017-11-27

Recompile KSP 1.3.1

Version 1.0.3 for Kerbal Space Program 1.2.2

Released on 2016-11-03

Recompiled to 1.2.1

Version 1.0.2.1 for Kerbal Space Program 1.2

Released on 2016-10-22

KPBS Support

Version 1.0.2 for Kerbal Space Program 1.2

Released on 2016-10-16

Calculating Dead and respawned kerbalnaut

Version 1.0.1.2 for Kerbal Space Program 1.2

Released on 2016-10-12

fixed Message bug

Version 1.0.1.1 for Kerbal Space Program 1.2

Released on 2016-10-12

removing unused log changed minor EC related bug

Version 1.0.1.0 for Kerbal Space Program 1.2

Released on 2016-10-12

Compat patch for 1.2 release. Tweaked EC consuming method.

Version 1.0.0.1 for Kerbal Space Program 1.1.3

Released on 2016-10-12

No changelog provided

Version 1.0.0.0 for Kerbal Space Program 1.1.3

Released on 2016-10-11

No changelog provided

 

Edited by zer0Kerbal
Link to comment
Share on other sites

future:

 

Allow kerbals to have/save/load arbitrary experience points. 
ProtoCrewMember.ExtraExperience can be used to record Additional arbitrary experience points for a kerbal (automatically added to the kerbals experience and Level).

?? Possibly combine into one mod, with a settings page in gamesettings enabling/disabling each; along with default settings for each.? Both would continue to work the same.

expand from 8 max to ?

other ideas?

Edited by zer0Kerbal
Link to comment
Share on other sites

Question: would it be possible to define it to use other resources to level up a kerbal, like rep or money?
Also, is there a way to set up the labs so they only 'train one level' or such with the time based stuff?


That stuff aside, I built a fun little training base at the MH Dessert Airfield, and flew some kerbals out to train them! The radio mast is built using parts from ModularLaunchPads!
Z2bu64T.jpg

Link to comment
Share on other sites

9 hours ago, Lupi said:

Question: would it be possible to define it to use other resources to level up a kerbal, like rep or money?
Also, is there a way to set up the labs so they only 'train one level' or such with the time based stuff?


That stuff aside, I built a fun little training base at the MH Dessert Airfield, and flew some kerbals out to train them! The radio mast is built using parts from ModularLaunchPads!
Z2bu64T.jpg

Nice training facility!

---

Q: use other currency (like Rep/Funds) in place of/in addition to science (Field Training Lab)

A: It should be, and if it is, I think I will try to add it to game settings (difficulties) - make it so you can set x :science: + x :rep: + x :funds:+  time = experiences

---

Q: One level please, one level only. (Field Training Facility - Stop after x level(s))

A: I believe it to be, will look at implementing after the big 1.8 push. Could also add a :science: +/or :rep: +/or :rep: configurable requirement through game settings. Until (if) then maybe set a KAC alarm?

 

I should also release the mod (patch): "Kerbal Efficiencies" as well.

 

@Lupi are you using SimpleLogistics? Looks like it.

Edited by zer0Kerbal
Link to comment
Share on other sites

32 minutes ago, zer0Kerbal said:

are you using SimpleLogistics? Looks like it.

I don't think I am! I think I'm using a slightly older build of FTF (which so far seems to actually be working in 1.8, i threw it in to see if i needed to hold off on updating) but i don't believe i saw anything pertaining to SimpleLogistics anywhere.

that's just all one craft file put together in the SPH, and then offset in the SPH so when I spawned it on the desert runway, it was 1km to the west of the spawnpoint.

Edited by Lupi
Link to comment
Share on other sites

1 minute ago, Lupi said:

I don't think I am! I think I'm using a slightly older build of FTF (which so far seems to actually be working in 1.8, i threw it in to see if i needed to hold off on updating) but i don't believe i saw anything pertaining to SimpleLogistics anywhere.

that's just all one craft file put together in the SPH, and then offset in the SPH so when I spawned it on the desert runway, it was 1km to the west of the spawnpoint.

as far as I know, FTL/FTF *should* work in 1.8 - won't know personally until this weekend when I get a chance. The older versions might also work - they worked in 1.7.x for me.

neat.

:D

Link to comment
Share on other sites

On 10/18/2019 at 3:43 AM, zer0Kerbal said:

@Lupi see below mockup:

image.png

Looks like a good mockup! Is that how much it'll cost to entirely level a kerbal to full, or how much it'd take to get them from 0 to 1? 

Edited by Lupi
Link to comment
Share on other sites

6 hours ago, Lupi said:

Looks like a good mockup! Is that how much it'll cost to entirely level a kerbal to full, or how much it'd take to get them from 0 to 1? 

thank you (to be fair, it was mocked up in code - the code is written for that part - the game settings).

For one experience point, it takes 64 to achieve level 5;  however haven't really sat down and did the math.

so those settings reflect a need for 640 :science: + 64 :rep: + 640,000 :funds:to take a kerbal from level 0 to level 5 (again, just placeholders).*

Heck, why not then allow them to be trained to become BA's? :P

* this is for landed on Kerbin (or homeworld)

https://wiki.kerbalspaceprogram.com/wiki/Experience

Levels

Kerballevel.png
 
The kerbonaut's specialization and level

As Kerbals gain experience, they gain levels in their specialization. Kerbals start at level 0, and can reach level 5. The level of the kerbonaut represented by number of stars.

Level Stars Additional XP Total XP
0 ☆☆☆☆☆ 0 0
1 ★☆☆☆☆ 2 2
2 ★★☆☆☆ 6 8
3 ★★★☆☆ 8 16
4 ★★★★☆ 16 32
5 ★★★★★ 32 64
Edited by zer0Kerbal
Link to comment
Share on other sites

Oh, so that's just a stock system! I didn't realize! 

Does the over-time component have the ability to display "how long until they level up?"

for example, if i wanted to be able to plug that into kerbal alarm clock or anything? I've just been quicksaving, timewarping, writing down the date, and quickloading back.

Or wait, is it just [given time value in the config to fully train]/64 to determine time per point, and then i can do the math from there?
(so, 9201600/64 = 143775, then multiply that by the difference in points between xp levels, so 2-3 would be 862650)

 

Would it make sense in the mod setup to allow people to adjust it as "time per point" instead of "time to get all 64 points," on that note

Edited by Lupi
Link to comment
Share on other sites

35 minutes ago, Lupi said:


Does the over-time component have the ability to display "how long until they level up?"

It might, and depending upon my skill level, and the difficulty - yes, it is probably possible. Suggest adding a feature request to the github repo for Field Training Facility.

I know it would also be possible* to add an alarm to KAC (if installed) and to be able to turn on/off training for individual kerbals in the FTL.

* possible doesn't mean it will happen

*thinking* and will get back to you after a brief message from our employers... :P and more Jeb's Coffee.

Link to comment
Share on other sites

Just now, zer0Kerbal said:

It might, and depending upon my skill level, and the difficulty - yes, it is probably possible. Suggest adding a feature request to the github repo for Field Training Facility.

I know it would also be possible* to add an alarm to KAC (if installed) and to be able to turn on/off training for individual kerbals in the FTL.

* possible doesn't mean it will happen

*thinking* and will get back to you after a brief message from our employers... :P and more Jeb's Coffee.

Yeah don't worry, i don't really have any expectation, i'm throwing ideas out mostly! I'm happy as is, and knowing that it's about experience points (i didn't before) helps solve a lot of those problems, now that i can sorta do the math myself!

Link to comment
Share on other sites

4 minutes ago, Lupi said:

Yeah don't worry, i don't really have any expectation, i'm throwing ideas out mostly! I'm happy as is, and knowing that it's about experience points (i didn't before) helps solve a lot of those problems, now that i can sorta do the math myself!

thank you. appreciate the 'spitball' session.

it does break down to experience points, but at the time it was written (and still may be the case) can only add levels, and not experience. You may have seen a post (seemingly random) in this thread (and the OP) concerning 'extra experience' (s.i.c.) and time and skill permitting, am going to investigate updating to that.

The math does break down to about 1 experience point for every 6.xxx kerbin days

Quote

If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training.

of course these are absolutely configurable in the patch. @Gordon Dry did a great job in breaking it down in a patch he made for the original version (s.i.c.)

I could do any future features (like making the time factor setting via game settings like I mocked up for costs above) either way - time per point or time for entire training. also could include interior space as a modifying factor, and even allow for auto setting per game difficulty. just thoughts.

On 10/10/2019 at 4:56 AM, zer0Kerbal said:

Allow kerbals to have/save/load arbitrary experience points. 
ProtoCrewMember.ExtraExperience can be used to record Additional arbitrary experience points for a kerbal (automatically added to the kerbals experience and Level).

 

On 10/31/2018 at 3:38 AM, Gordon Dry said:

A patch to start with.

Fiddle as you want.


// add/edit the numbers below with FINAL
@PART[*]:HAS[@MODULE[FieldTrainingFacilityModule]]:NEEDS[FieldTrainingFacility,!TrainingLab]:FINAL
{
	@MODULE[FieldTrainingFacilityModule]:HAS[~TimeFactor[]]
	{
		// TimeFactor = time to level 0 kerbal becoming level 5 kerbal (sec) (default = 1 year)
		TimeFactor = 1 // Kerbal year
		@TimeFactor *= 426 // Kerbal days per Kerbal year
		@TimeFactor *= 6 // Hours per Kerbal day
		@TimeFactor *= 3600 // Seconds per Kerbal hour
	}
	@MODULE[FieldTrainingFacilityModule]:HAS[~ECFactor[]]
	{
		// ECFactor = Electric Charge consuming (per kerbal)
		ECFactor = 4
	}
	@MODULE[FieldTrainingFacilityModule]:HAS[~SpaceFactor[]]
	{
		// SpaceFactor = multiplyer of time efficiency at space
		SpaceFactor = 4
	}
	@MODULE[FieldTrainingFacilityModule]:HAS[~LandedFactor[]]
	{
		// LandedFactor = multiplyer of time efficiency at landed on other planet
		// ex : training on orbit, level 0 kerbal -> level 5 kerbal after 1/4 year.
		LandedFactor = 6
	}
}

@PART[*]:HAS[@MODULE[TrainingLabModule]]:NEEDS[TrainingLab,!FieldTrainingFacility]:FINAL
{
	@MODULE[TrainingLabModule]:HAS[~TimeFactor[]]
	{
		// Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet)
		// example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160
		TimeFactor = 1 // Kerbal year
		@TimeFactor *= 426 // Kerbal days per Kerbal year
		@TimeFactor *= 6 // Hours per Kerbal day
		@TimeFactor *= 3600 // Seconds per Kerbal hour
	}
	@MODULE[TrainingLabModule]:HAS[~TrainFactor[]]
	{
		TrainFactor = 20
	}
	@MODULE[TrainingLabModule]:HAS[~inSpace[]]
	{
		inSpace = 0.5
	}
	@MODULE[TrainingLabModule]:HAS[~Landed[]]
	{
		Landed = 0.25
	}
}

// Tinker with stock part which is patched by default
@PART[Large_Crewed_Lab]:HAS[!MODULE[FieldTrainingFacilityModule]]:NEEDS[FieldTrainingFacility,!TrainingLab]:AFTER[FieldTrainingFacility]
{
	MODULE
	{
		name = FieldTrainingFacilityModule
		// TimeFactor = 9201600
		@ECFactor = 2 // max 2 crew
		// SpaceFactor = 4
		// LandedFactor = 6
	}
}

@PART[Large_Crewed_Lab]:HAS[!MODULE[TrainingLabModule]]:NEEDS[TrainingLab,!FieldTrainingFacility]:AFTER[TrainingLab]
{
	MODULE
	{
		name = TrainingLabModule
		// TimeFactor = 9201600
		// TrainFactor = 20
		// inSpace = 0.5
		// Landed = 0.25
	}
}


// Tinker with KKAOSS_Science_g of PlanetaryBaseInc which is patched by default
@PART[KKAOSS_Science_g]:HAS[!MODULE[FieldTrainingFacilityModule]]:NEEDS[PlanetaryBaseInc,FieldTrainingFacility,!TrainingLab]:AFTER[FieldTrainingFacility]
{
	MODULE
	{
		name = FieldTrainingFacilityModule
		// TimeFactor = 9201600
		@ECFactor = 2 // max 2 crew
		// SpaceFactor = 4
		// LandedFactor = 6
	}
}

@PART[KKAOSS_Science_g]:HAS[!MODULE[TrainingLabModule]]:NEEDS[PlanetaryBaseInc,TrainingLab,!FieldTrainingFacility]:AFTER[TrainingLab]
{
	MODULE
	{
		name = TrainingLabModule
		// TimeFactor = 9201600
		// TrainFactor = 20
		// inSpace = 0.5
		// Landed = 0.25
	}
}


// add parts' compatibility

// TokamakIndustries
@PART[centrifugeSmall]:HAS[!MODULE[FieldTrainingFacilityModule]]:NEEDS[TokamakIndustries,FieldTrainingFacility,!TrainingLab]:AFTER[FieldTrainingFacility]
{
	MODULE
	{
		name = FieldTrainingFacilityModule
		// TimeFactor = 9201600
		ECFactor = 1 // max 4 crew
		// SpaceFactor = 4
		// LandedFactor = 6
	}
}

@PART[centrifugeSmall]:HAS[!MODULE[TrainingLabModule]]:NEEDS[TokamakIndustries,TrainingLab,!FieldTrainingFacility]:AFTER[TrainingLab]
{
	MODULE
	{
		name = TrainingLabModule
		// TimeFactor = 9201600
		// TrainFactor = 20
		// inSpace = 0.5
		// Landed = 0.25
	}
}

// StationPartsExpansionRedux
@PART[sspx-expandable-centrifuge-375-2]:HAS[!MODULE[FieldTrainingFacilityModule]]:NEEDS[StationPartsExpansionRedux,FieldTrainingFacility,!TrainingLab]:AFTER[FieldTrainingFacility]
{
	MODULE
	{
		name = FieldTrainingFacilityModule
		// TimeFactor = 9201600
		ECFactor = 0.4 // max 10 crew
		// SpaceFactor = 4
		// LandedFactor = 6
	}
}

@PART[sspx-expandable-centrifuge-375-2]:HAS[!MODULE[TrainingLabModule]]:NEEDS[StationPartsExpansionRedux,TrainingLab,!FieldTrainingFacility]:AFTER[TrainingLab]
{
	MODULE
	{
		name = TrainingLabModule
		// TimeFactor = 9201600
		// TrainFactor = 20
		// inSpace = 0.5
		// Landed = 0.25
	}
}

// Kerbalism
@PART[kerbalism-gravityring]:HAS[!MODULE[FieldTrainingFacilityModule]]:NEEDS[Kerbalism,ProfileDefault,FieldTrainingFacility,!TrainingLab]:AFTER[FieldTrainingFacility]
{
	MODULE
	{
		name = FieldTrainingFacilityModule
		// TimeFactor = 9201600
		ECFactor = 0.66666667 // max 6 crew
		// SpaceFactor = 4
		// LandedFactor = 6
	}
}

@PART[kerbalism-gravityring]:HAS[!MODULE[TrainingLabModule]]:NEEDS[Kerbalism,ProfileDefault,TrainingLab,!FieldTrainingFacility]:AFTER[TrainingLab]
{
	MODULE
	{
		name = TrainingLabModule
		// TimeFactor = 9201600
		// TrainFactor = 20
		// inSpace = 0.5
		// Landed = 0.25
	}
}

// Bluedog DB MOL Orbital Habitation Segment 
@PART[bluedog_MOL_Hab]:HAS[!MODULE[FieldTrainingFacilityModule]]:NEEDS[Bluedog_DB,FieldTrainingFacility,!TrainingLab]:AFTER[FieldTrainingFacility]
{
	MODULE
	{
		name = FieldTrainingFacilityModule
		// TimeFactor = 9201600
		ECFactor = 1.33333333 // max 3 crew
		// SpaceFactor = 4
		// LandedFactor = 6
	}
}

@PART[bluedog_MOL_Hab]:HAS[!MODULE[TrainingLabModule]]:NEEDS[Bluedog_DB,TrainingLab,!FieldTrainingFacility]:AFTER[TrainingLab]
{
	MODULE
	{
		name = TrainingLabModule
		// TimeFactor = 9201600
		// TrainFactor = 20
		// inSpace = 0.5
		// Landed = 0.25
	}
}

// Bluedog DB Skylab
@PART[bluedog_Skylab_OWS]:HAS[!MODULE[FieldTrainingFacilityModule]]:NEEDS[Bluedog_DB,FieldTrainingFacility,!TrainingLab]:AFTER[FieldTrainingFacility]
{
	MODULE
	{
		name = FieldTrainingFacilityModule
		// TimeFactor = 9201600
		ECFactor = 0.66666667 // max 6 crew
		// SpaceFactor = 4
		// LandedFactor = 6
	}
}

@PART[bluedog_Skylab_OWS]:HAS[!MODULE[TrainingLabModule]]:NEEDS[Bluedog_DB,TrainingLab,!FieldTrainingFacility]:AFTER[TrainingLab]
{
	MODULE
	{
		name = TrainingLabModule
		// TimeFactor = 9201600
		// TrainFactor = 20
		// inSpace = 0.5
		// Landed = 0.25
	}
}

 

PS: I was already planning on moving the time configuration from the patch / part.cfg to the game settings - was going to see if I could also arrange a per part override first.

Link to comment
Share on other sites

If you wanna spitball more, i think we're in a discord together! 

So the 'extra experience' means it can only start from a kerbal's base level, and won't take into account any points they've already earned, right? 

Link to comment
Share on other sites

3 minutes ago, Lupi said:

If you wanna spitball more, i think we're in a discord together! 

So the 'extra experience' means it can only start from a kerbal's base level, and won't take into account any points they've already earned, right? 

we are. I just only pop around the corner into discord periodically.

from what I am seeing - it is additive to, so if a mod adds 2 experience points to a kerbal through  ProtoCrewMember.ExtraExperience and the kerbal already has 1 point from flying on Kerbin - then they are added together and the kerbal in question would have 3 points total, and therefor be qualified for level 1. I say qualified for level 1 because I don't know if they would immediately level - depends upon the game settings and mod implementation I guess.

Yes, this means a kerbal could have more than 64 total experience needed for level 5, they already could. Another mod (beyond me at this point) would be 'Level6' :o:o:o:P:cool:

Link to comment
Share on other sites

Just now, zer0Kerbal said:

we are. I just only pop around the corner into discord periodically.

from what I am seeing - it is additive to, so if a mod adds 2 experience points to a kerbal through  ProtoCrewMember.ExtraExperience and the kerbal already has 1 point from flying on Kerbin - then they are added together and the kerbal in question would have 3 points total, and therefor be qualified for level 1. I say qualified for level 1 because I don't know if they would immediately level - depends upon the game settings and mod implementation I guess.

Yes, this means a kerbal could have more than 64 total experience needed for level 5, they already could. Another mod (beyond me at this point) would be 'Level6' :o:o:o:P:cool:

That seems right, i had a bunch of rescue kerbals i sent to that base who said they were 1-star, but it required me to train them to 1-star anyway, and then it let me start training towards 2-star. 

Link to comment
Share on other sites

Just now, Lupi said:

That seems right, i had a bunch of rescue kerbals i sent to that base who said they were 1-star, but it required me to train them to 1-star anyway, and then it let me start training towards 2-star. 

adjustment to last post - kindly remember ProtoCrewMember.ExtraExperience  is not implemented (iirc) - and that paragraph is about what I am looking into doing - which is what Efour wanted to do.

Link to comment
Share on other sites

Internally the mod just add fake trainings named something like HomeTraining1 - HomeTraining5, which was predefined by squad, and they have values equal to additional XP in the table
Also the trainings need to be sequenced (iirc, if you add only HomeTraining2, ksp will also add HomeTraining1)

Level    Stars   Additional XP Total XP
    0  ☆☆☆☆☆             0        0
    1  ★☆☆☆☆             2        2
    2  ★★☆☆☆             6        8
    3  ★★★☆☆             8       16    
    4  ★★★★☆            16       32
    5  ★★★★★            32       64

 

So
if you have Level1 (XP2) Kerbal going to Lab, then after training to Lab-L1, the kerbal will be Level1 (XP4)
if you have Level1 (XP2) Kerbal, which got his level not by orbiting Kerbin, but also by achieving HomeTraining1 (TRP-Hire, stock cheat kerbal creating, or some other mod), then lab L1 will do nothing, as kerbal already have HomeTraining1, and herbal will be Level1 (XP2)

But if you have Level1 (XP7) Kerbal going to Lab, then after training to L1, the kerbal will be Level2 (XP9)

 

I already was looking at the code, and also was merging them, but never was finishing it and couldn't figure out how to solve this non-obviousness.
Maybe obsolete Lab Levels, and just training XP, and show to user only them?

Or limit to training only fresh kerbals, check their HomeTrainingX, and train only on surface of Kerbin?

 

Edited by flart
Link to comment
Share on other sites

On 10/12/2019 at 1:26 AM, zer0Kerbal said:

future:

 


Allow kerbals to have/save/load arbitrary experience points. 
ProtoCrewMember.ExtraExperience can be used to record Additional arbitrary experience points for a kerbal (automatically added to the kerbals experience and Level).

?? Possibly combine into one mod, with a settings page in gamesettings enabling/disabling each; along with default settings for each.? Both would continue to work the same.

expand from 8 max to ?

other ideas?

Training costs by class...

Scientists requiring science makes a lot of sense, but pilots? Engineers?

What about:

Scientists = Science (giving them research materials that would otherwise go toward advancing science to get them familiar with what they'll find on other worlds, etc)

Pilots = Reputation (spending political capital to promote pilots and make them famous, have them do interviews, etc)

Engineers = Roots (straight-up additional training in engineering, money to buy parts for them to tinker with and learn to repair, etc)

Also, maybe discounted rates for Kolonization kerbals (from USI)?

Edited by FirroSeranel
Link to comment
Share on other sites

2 hours ago, FirroSeranel said:

Training costs by class...

Scientists requiring science makes a lot of sense, but pilots? Engineers?

What about:

Scientists = Science (giving them research materials that would otherwise go toward advancing science to get them familiar with what they'll find on other worlds, etc)

Pilots = Reputation (spending political capital to promote pilots and make them famous, have them do interviews, etc)

Engineers = Roots (straight-up additional training in engineering, money to buy parts for them to tinker with and learn to repair, etc)

Also, maybe discounted rates for Kolonization kerbals (from USI)?

Have thought about this as optional as well - at the same time my design principle is KIS, (no, not Kerbal Inventory System by @IgorZ :D) .

I do like and will keep this in mind; if it is implemented it would be optional.

Have also thought about requiring moon rocks for advancement as well. :o:P:cool:

Or requiring training while doing what they do - pilots pilot; engineers drill; scientists research. (part specific training)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...