Difference between revisions of "Experience"
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|1||Lock towards prograde/retrograde||Repack parachutes||5% Science bonus | |1||Lock towards prograde/retrograde||Repack parachutes||5% Science bonus |
Revision as of 11:30, 5 May 2015
Experience (XP) is a unit of measurement used to quantify a Kerbal's progression throughout their missions. They gain Experience for completing a variety of achievements and reach higher levels in their specialization. Each kerbonaut has a specialization as either a Pilot, Engineer, or Scientist. Higher levels grant additional abilities, making veteran crew more capable as they attain more achievements. The Experience system works only in Career mode; in Sandbox and Science modes there are no restrictions on abilities.
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 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.
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
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 Required | Total XP |
---|---|---|
0 | 0 | 0 |
1 | 2 | 2 |
2 | 6 | 8 |
3 | 8 | 16 |
4 | 16 | 32 |
5 | 32 | 64 |
Abilities
As Kerbals level up, they can gain new abilities. However, no specialization gains any new abilities when progressing from level 4 to level 5.
Level | Pilot Abilities | Engineer Abilities | Scientist Abilities |
---|---|---|---|
0 | SAS and Stability | None | Restore experiments and activate experiments on EVA |
1 | Lock towards prograde/retrograde | Repack parachutes | 5% Science bonus |
2 | Lock towards normal/anti-normal and radial in/out | Repair wheels | 10% Science bonus |
3 | Lock towards/away from target and towards a maneuver | Repair lander legs | 15% Science bonus |
4 | None | None | 20% Science bonus |
5 | None | None | 20% Science bonus |
Changes
- Scientists can now restore experiments (a former function of the science lab) and activate experiments while on EVA
- Initial Release[1]