Difference between revisions of "Experience"

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(Moved versioning to separate section. Polished the introduction to what experience points actually are.)
(Summarized abilities to a table. I don't know how to move it to a template, so any help doing that will be appreciated.)
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== Abilities ==
 
== Abilities ==
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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As Kerbals level up, they can gain new abilities. However, no specialization gains any new abilities when progressing from level 4 to level 5.
  
* '''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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{| class="wikitable"
 
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|-
* '''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.
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!Level
 
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!Pilot Ability
* '''Scientists''' - Scientists improve the amount of [[Science]] ({{mark|scp}}) gained from returned science parts and vessels. As of Version 1.0, scientists can also restore experiments (a former function of the science lab) and activate experiments while on EVA. 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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!Engineer Ability
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!Scientist Abilities
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|-
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|0||SAS and Stability||None||Restore experiments and activate experiements on EVA
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|-
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|1||Lock towards prograde/retrograde||Repack parachutes||5% Science bonus
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|-
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|2||Lock towards normal/antinormal and radial in/out||Repair wheels||10% Science bonus
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|-
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|3||Lock towards/away from ship and towards a maneuver||Repair lander legs||15% Science bonus
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|-
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|4||None||None||20% Science bonus
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|-
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|5||None||None||20% Science bonus
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|}
  
 
== Changes ==
 
== Changes ==
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;{{Version|1.0.0|}}
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* Scientists can now restore experiments (a former function of the science lab) and activate experiments while on EVA
 
;{{Version|0.90.0|}}
 
;{{Version|0.90.0|}}
 
* 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>
 
* 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>

Revision as of 21:49, 2 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

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 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 Ability Engineer Ability Scientist Abilities
0 SAS and Stability None Restore experiments and activate experiements on EVA
1 Lock towards prograde/retrograde Repack parachutes 5% Science bonus
2 Lock towards normal/antinormal and radial in/out Repair wheels 10% Science bonus
3 Lock towards/away from ship and towards a maneuver Repair lander legs 15% Science bonus
4 None None 20% Science bonus
5 None None 20% Science bonus

Changes

1.0.0
  • Scientists can now restore experiments (a former function of the science lab) and activate experiments while on EVA
0.90.0
  • Initial Release[1]

References

  1. KSP 0.90 'Beta Than Ever' Grand Discussion Thread!