Kerbal Space Program

Kerbal Space Program

Ninethousand Dec 29, 2014 @ 5:29pm
Is there any way to edit the Engineer level?
The last patch pretty much destroyed the game for me. All my landers and ships, occasionally break something, and i was always able to repair that. Now i have a million kerbals out there, and not a single one of them is able to repair anything...

I am sorry, but i think that this change is plain stupid and should not apply to already existing kerbals / savegames.

I am trying around with the savefiles, and already manages to change the most important kerbals into engineers, but they are still on level 0, and completely useless.

Anyone knows how to properly fix this? The idea of having to manually train a hundred engineers, and send each single one of them to another place is just ridiculous.

KSP was so awesome before this patch, and now... The build menu is completely messed up, the music stutters all the time, savegames just... lose data... and you can't repair anything anymore without having to do some ridiculous stuff before that...

Really wondering how this is "Beta then ever".

Can't find a single thing that the patch improoved...
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Ninethousand Dec 29, 2014 @ 6:50pm 
Turns out...

... 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...
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Date Posted: Dec 29, 2014 @ 5:29pm
Posts: 1