12/28/2023 0 Comments Kerbal space program 1.1.3 designs![]() ![]() Tinker with stock part which is patched by = FieldTrainingFacilityModule TimeFactor = 1 // Kerbal *= 426 // Kerbal days per Kerbal *= 6 // Hours per Kerbal *= 3600 // Seconds per Kerbal = 0.25 LandedFactor = Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet) ex : training on orbit, level 0 kerbal -> level 5 kerbal after 1/4 year. SpaceFactor = LandedFactor = multiplyer of time efficiency at landed on other planet ![]() TimeFactor = 1 // Kerbal *= 426 // Kerbal days per Kerbal *= 6 // Hours per Kerbal *= 3600 // Seconds per Kerbal ECFactor = Electric Charge consuming (per kerbal)ĮCFactor = SpaceFactor = multiplyer of time efficiency at space add/edit the numbers below with TimeFactor = time to level 0 kerbal becoming level 5 kerbal (sec) (default = 1 year) I should also release the mod (patch): "Kerbal Efficiencies" as are you using SimpleLogistics? Looks like it. Could also add a +/or +/or configurable requirement through game settings. (Field Training Facility - Stop after x level(s))Ī: I believe it to be, will look at implementing after the big 1.8 push. Q: use other currency (like Rep/Funds) in place of/in addition to science (Field Training Lab)Ī: 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 + x + x + time = experiences 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! Question: would it be possible to define it to use other resources to level up a kerbal, like rep or money?Īlso, is there a way to set up the labs so they only 'train one level' or such with the time based stuff? If you want co-work of them, you can install both. If you want one thing, you can install just one mod. These two mod can co-work, It's because I created this thread. More training means less sci point needed, linearly. If 90% with FTF? Just pay 64p of science point or wait some more days. Just using TL, Level 4 -> Level 5 consumes 640p of Science point.īut Level 4(50% with FTF) -> Level 5 consumes just 320p of science point. Payment of science point(TL) will be reduced with training experiences(FTF). Now then, someone like me will want to use both. If you train 2 kerbals, It will drain 8 EC/sec. If you place it on other planet, 6 times faster. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training.īut, If you place your facility into orbit, It will be 4 times faster. If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. This mod is similar with Training Laboratory, But one thing is different. Field Training Facility Spacedock - CKAN (Dependency : Module Manager ) Leveling up 'Immediately' is not realistic? Do you think training needs to consume time? This mod will be answer for you. If you want, you can add this module to other crewed part. If your Lab is on other planet, Payment will be reduced to 1/4. If your Training Lab is in orbit, Payment will be reduced to half. Since leveling up method is very limited, you have to pay science point once enough to advance level. Paying 20 sci, your kerbal can get 1 exp. This mod provides Training method with consuming Science points. Training Laboratory Spacedock - CKAN (Dependency : Module Manager ) If you want to train your kerbal immediately, you can use this mod. This mod provides a training system for your kerbalnauts. Originally by continued by zer0Kerbal with support from the community. ![]() Field Training Lab (FTL) Field Training Facility (FTF) DELETE OLD/EXISTING installations before installing new.Ĭontinuation of Training Lab and Field Training Facility. Also available on CKAN.įTF Download on SpaceDock, Github or Curseforge. FTL Download on SpaceDock, Github or Curseforge.
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