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Experience is added, just very slowly.
There's an Gaussian dependence - the higher the level, the slower the next one is gained.
It's vanilla behavior, this is how the game works for almost all skills. That can't be changed, as far as I know.
The logic of training devices is added on top of this - the closer your character is to the cap that the device provides, the slower the experience is gained.
You can change this by editing the mod in the FCS.
Then a significant experience gain can overcome the base dependency. But be aware that this can easily break your character. Because after a cap (Gaussian dependency, remember) the amount of experience for the next level will start to decrease .
Well, that's as far as I remember the logic of the game. I could be wrong, or the developers could have changed something - I haven't been following the game for a long time.
Oh, to be honest, I don't remember exactly how it was done. It was so long ago.
The difference between the MK1 and the MK2 is that the MK2 works like a regular training dummy, while the MK1 works like... A workbench, or something like that.
In MK2 the character's skill grows same as during training with dummies (speed is determined by the maximum level that can be trained), while in MK1 the character's skill grows same as when using a "workbench" type objects (crafting stations, for example, but for any skills, not only crafting).
Can't remember.
Atlas may have changed something when added it to Genesis.
Like, make this technology only available through blueprints.