Difference between revisions of "Tutorial:Modifing Kerbals"
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==Requirements== | ==Requirements== | ||
*Knowledge of the location of the [[Root directory|KSP installation directory]]. | *Knowledge of the location of the [[Root directory|KSP installation directory]]. | ||
− | *Simple text editor. | + | *Simple text editor. (e.g. Notepad on Windows, TextEdit on Mac) |
==Locating and understanding the ROSTER section== | ==Locating and understanding the ROSTER section== |
Revision as of 06:03, 19 November 2014
This tutorial will detail how to modify or create Kerbals. Customization is limited to their names, behavior, and status.
Requirements
- Knowledge of the location of the KSP installation directory.
- Simple text editor. (e.g. Notepad on Windows, TextEdit on Mac)
Locating and understanding the ROSTER section
- If you are running KSP, quit to main menu. You don't have to quit the entire game.
- Open the saves directory in your KSP installation directory.
- Open the directory of the specific saved game you wish to modify.
- Open the file named persistent.sfs with any simple text editor.
- Locate the personnel section by either:
- Searching for ROSTER. (Win: ^ Control+F, Mac: ⌘ Command+F) or you can
- Navigate (Win: ^ Control+⇲ End, Mac: ⌘ Command+↓) to the end of the file and ⇞ Page Up until you see ROSTER, it's the last section.
- Once located, the ROSTER section contains active personnel and personnel awaiting hire:
- Active: Each one is defined by a CREW{} entry.
- Awaiting hire: All prospective hires are within an APPLICANTS{} subsection and each is defined by a RECRUIT{} entry.
- Modify or create Kerbals as you wish. Reference the statistics below if needed.
- Save the file and close it.
- Run KSP to use your new crew.
Kerbal statistics
Each Kerbal is defined by the following statistics:
- name = Full name, visually limited to approximately 18 characters.
- brave = Courage, floating decimal from 0 to 1, as of v0.23 only effects behavior.
- dumb = Stupidity, floating decimal from 0 to 1, as of v0.23 only effects behavior.
- badS = Badass trait, boolean (true or false), if set to true this kerbal is fearless.
- state = State of the kerbal; One of the following: “unassigned”, “On mission”, “EVA”(?) and “Dead”.
- ToD = Time of death, you shouldn't modify this value, for new Kerbals use the ToD value of an existing Kerbal.
- idx = Unique ID, you shouldn't modify this value, for new Kerbals set to -1.
Each section for the recuits look like this:
RECRUIT { name = Americuuh brave = 0.9999999 dumb = 0.9999999 badS = True state = 0 ToD = 620815.226647252 idx = -1 }
Bug Advisory
In version 0.23, modifying an existing Kerbal's "brave" or "dumb" values will result in the Kerbal acting in an undesired way despite displaying accurately in the Astronaut Complex and Crew Tab within the Vehicle Assembly Building. Previous and later versions are not affected.
The Original Three
If you change the names of the original three Kerbals (Jebediah, Bob, and Bill) they will no longer have the orange flight suits.