Difference between revisions of "Experience"

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'''Experience''' is a feature added as of version [[0.90.0]] “Beta”<ref>[http://forum.kerbalspaceprogram.com/threads/103034-KSP-0-90-Beta-Than-Ever-Grand-Discussion-Thread! KSP 0.90 'Beta Than Ever' Grand Discussion Thread!]</ref>.  
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'''Experience''' (XP) is a unit of measurement used to quantify a [[Kerbal | Kerbal's]] progression throughout their missions. The experience system is enabled by a difficulty setting. By default, it is enabled in [[career|Career mode]], disabled in [[Sandbox]] and [[Science mode]]s. When disabled, there are no restrictions on abilities, all kerbals are top level.
  
Each [[kerbonaut]] has a specialization as either a Pilot, Engineer, or Scientist. They gain Experience (XP) for completing a variety of achievements and reach higher levels in their specialization. Higher levels grant additional abilities, making veteran [[crew]] more capable as they attain more achievements.  
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Experience is gained for completing a variety of achievements (described below), leading to higher levels in their [[specialization]]. Each [[kerbonaut]] specializes as either a [[Pilot]], an [[Engineer]], or a [[Scientist]]. Higher levels grant additional abilities, making veteran [[crew]] progressively more capable (up to a point).
  
The Experience system works only in [[career|Career mode]]; in [[Sandbox]] and [[Science mode]]s there are no restrictions on abilities.
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== Achievements ==
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Orbiting, planting [[Extend-o-matic Series A1 Deployable Flag|flags]], and escaping from the gravity of planets and moons grants various amounts of experience depending on the planet. Each [[Kerbal]] can only gain the experience once per celestial body, so planting multiple flags or repeatedly orbiting a planet do not provide any further experience for the same Kerbal. Additionally, experience from a given celestial body is only granted for the most valuable achievement and is not cumulative, so orbiting the [[Mun]] (3 XP) and planting a flag on it (5 XP) will only ever grant a total of 5 XP, not 8 or more (even if done on separate missions). The kerbonaut gains the experience and reaches a new level only upon returning to the [[Astronaut Complex]] by [[recovery]] or by using the Level Up Crew function of the [[Mobile_Processing_Lab_MPL-LG-2|Mobile Processing Lab]].
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*XP for an action is generally the base XP for that action multiplied by the [[Science#Celestial_body_multipliers|celestial body recovery multiplier]], with exception for Kerbin. For example, orbiting Minmus yields <math>base XP \times recovery = 1.5 \times 2.5 = 3.75</math> total XP. The final values are detailed in the table below.
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*Note, since [[1.2]] a single [[Extend-o-matic Series A1 Deployable Flag|flag]] planting grants the additional XP to all landed (or splashed down) kerbals within physics range.
  
== Achievements ==
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*Note, the in-game summary for individuals shows rounded experience numbers, which can be confusing when displayed experience appears to be enough to achieve a level but the level is not granted.
Orbiting, planting [[Extend-o-matic Series A1 Deployable Flag|flags]], and escaping from the gravity of planets and moons grants various amounts of experience depending on the planet. Each [[Kerbal]] can only gain the experience once per planet, so planting multiple flags or repeatedly orbiting a planet do not add provide any further experience for the same Kerbal. Additionally, experience from a given planet or moon is only granted for the most valuable achievement, so orbiting the [[Mun]] (3 XP) and planting a flag on it (5 XP) will only grant 5 XP, not 8. Note that when planting flags, each Kerbal in the mission must plant a separate flag to gain the experience for doing so. If only one Kerbal in the mission plants a flag, only that Kerbal will gain experience for having done so. The kerbonaut gains the experience and reaches level only when returns to the [[Astronaut Complex]] by [[recovery]].
 
  
 
{{GainXPbyCel}}
 
{{GainXPbyCel}}
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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.
 
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/XP}}
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{| class="wikitable"
 
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|-
== Abilities ==
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! Level !! Stars !! Additional XP !! Total XP
As Kerbals level up, they gain new abilities. There are usually new abilities at every level, but some of the levels do not have new abilities, and none of the specializations gain new abilities when going from level 4 to level 5.
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|-
 
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| 0 || {{mark|0star}} || 0 || 0
* '''Pilots''' - At level 0, pilots can stabilize a ship and allow [[SAS]]. At level 1, they can use the [[direction selector]] to aim a [[navball#Markers|ship prograde or retrograde]]. At level 2, they can orient a ship to the normal, antinormal, radial in, and radial out vectors. At level 3, they can orient a ship towards a target, away from a target, or towards a maneuver. They gain no further abilities with additional levels.
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|-
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| 1 || {{mark|1star}} || 2 || 2
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|-
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| 2 || {{mark|2star}} || 6 || 8
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|-
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| 3 || {{mark|3star}} || 8 || 16
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|-
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| 4 || {{mark|4star}} || 16 || 32
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|-
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| 5 || {{mark|5star}} || 32 || 64
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|}
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At level 1, all kerbals gain the ability to make use of their [[Personal Parachute]], except for pilots who can directly use it at level 0.
  
* '''Engineers''' - Level 0 engineers have no [[Extra-Vehicular Activity#Uses|special abilities]]. At level 1, they can repack [[parachute]]s. At level 2, they can repair [[rover|wheels]]. At level 3, they can repair [[landing gear|lander legs]]. They gain no further abilities with additional levels.
 
  
* '''Scientists''' - Scientists improve the amount of [[Science]] ({{mark|scp}}) gained from returned science parts and vessels. At level 0, there is no bonus. The bonus is 5% at level 1, 10% at level 2, 15% at level 3, 20% at level 4, and remains 20% at level 5.
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== Changes ==
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;[[1.11]]
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* The parachute is now an inventory item, but is still bound to the level or if the kerbal is a pilot<ref>[https://forum.kerbalspaceprogram.com/index.php?/topic/198773-kerbal-space-program-111-some-reassembly-required-is-now-available/ Some reassembly required changelog]</ref>
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;[[0.90.0]]
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* Initial Release<ref>[http://forum.kerbalspaceprogram.com/threads/103034-KSP-0-90-Beta-Than-Ever-Grand-Discussion-Thread! KSP 0.90 'Beta Than Ever' Grand Discussion Thread!]</ref>
  
 
== References ==
 
== References ==

Latest revision as of 23:07, 21 September 2024

Experience (XP) is a unit of measurement used to quantify a Kerbal's progression throughout their missions. The experience system is enabled by a difficulty setting. By default, it is enabled in Career mode, disabled in Sandbox and Science modes. When disabled, there are no restrictions on abilities, all kerbals are top level.

Experience is gained for completing a variety of achievements (described below), leading to higher levels in their specialization. Each kerbonaut specializes as either a Pilot, an Engineer, or a Scientist. Higher levels grant additional abilities, making veteran crew progressively more capable (up to a point).

Achievements

Orbiting, planting flags, and escaping from the gravity of planets and moons grants various amounts of experience depending on the planet. Each Kerbal can only gain the experience once per celestial body, so planting multiple flags or repeatedly orbiting a planet do not provide any further experience for the same Kerbal. Additionally, experience from a given celestial body is only granted for the most valuable achievement and is not cumulative, so orbiting the Mun (3 XP) and planting a flag on it (5 XP) will only ever grant a total of 5 XP, not 8 or more (even if done on separate missions). The kerbonaut gains the experience and reaches a new level only upon returning to the Astronaut Complex by recovery or by using the Level Up Crew function of the Mobile Processing Lab.

  • XP for an action is generally the base XP for that action multiplied by the celestial body recovery multiplier, with exception for Kerbin. For example, orbiting Minmus yields total XP. The final values are detailed in the table below.
  • Note, since 1.2 a single flag planting grants the additional XP to all landed (or splashed down) kerbals within physics range.
  • Note, the in-game summary for individuals shows rounded experience numbers, which can be confusing when displayed experience appears to be enough to achieve a level but the level is not granted.
Order Celestial body Fly by
(XP)
Orbit
(XP)
Flight
(XP)
Land
(XP)
Plant flag
(XP)
XP
Multiplier
Base Values 1 1.5 2 2.3 2.5
Center Kerbol 4 6 4
1 Moho 7 10.5 16.1 17.5 7
2 Eve 5 7.5 10 11.5 12.5 5
2.1 Gilly 6 9 13.8 15 6
3 Kerbin 2 2 1 0 0 1
3.1 Mun 2 3 4.6 5 1
3.2 Minmus 2.5 3.75 5.75 6.25 2.5
4 Duna 5 7.5 10 11.5 12.5 5
4.1 Ike 5 7.5 11.5 12.5 5
5 Dres 6 9 13.8 15 6
6 Jool 6 9 12 6
6.1 Laythe 8 12 16 18.4 20 8
6.2 Vall 8 12 18.4 20 8
6.3 Tylo 8 12 18.4 20 8
6.4 Bop 8 12 18.4 20 8
6.5 Pol 8 12 18.4 20 8
7 Eeloo 10 15 23 25 10

Levels

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

At level 1, all kerbals gain the ability to make use of their Personal Parachute, except for pilots who can directly use it at level 0.


Changes

1.11
  • The parachute is now an inventory item, but is still bound to the level or if the kerbal is a pilot[1]
0.90.0
  • Initial Release[2]

References

  1. Some reassembly required changelog
  2. KSP 0.90 'Beta Than Ever' Grand Discussion Thread!