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... that when you land a ship where it can be recovered (Just make a command pod, with a parachute and an almost empty small solid fuel booster), it adds a new part to your safe file. Right below the Kerbal's name etc.
After you managed to get any experience on any Kerbal, you can search his name in the safe file, and edit the part where it says what he already did. I just added "Landed-Eeloo and Flight-Eeloo to those lines, and that gives any Kerbal enough XP for 3 levels.
You can then copy those lines, and paste them under every Kerbal that you want on Level 3.
If you have to change the class, you have to rename your Kerbal.
The Letters in the name somehow determine what class your Kerbal plays. You can give him the name of a Kerbal that has the class you need (But is not in your actual savegame) OR, you just rename him to anything, HOPE that he has the right class, and if not, rename him again... :P
Hope this helps some people out there.
I thought it was pretty hard to figure out, that you have to fake the "kerbal's history" just to edit his experience... You would think that his XP is stored as a value, but no, it gets calculated everytime, from the things the Kerbal has actually done, and if you have NO kerbals that ever came back, you don't have that in their "profiles" / the savegame...