Difference between revisions of "Tutorial:Modifing Kerbals"

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(Bug edit)
(Bug Advisory)
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===Bug Advisory===
 
===Bug Advisory===
As of v0.23, 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. Change at YOUR OWN RISK. 
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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.
*This bug has been corrected with v0.23.5
 
  
 
==The Original Three==
 
==The Original Three==

Revision as of 22:45, 4 October 2014

This page needs more links to other articles to help integrate it into the Kerbal Space Program Wiki
This tutorial requires you to edit the main configuration file for a saved game. It is recommended that you make a backup copy of the file prior to editing in the event your editing prevents the saved game from loading. If you attempt to complete this tutorial while KSP is running, your save file will be severely damaged.

This tutorial will detail how to modify or create Kerbals. Customization is limited to their names, behavior, and status.

Requirements

Locating and understanding the ROSTER section

  1. Open the saves directory in your KSP installation directory.
  2. Open the directory of the specific saved game you wish to modify.
  3. Open the file named persistent.sfs with any simple text editor.
  4. Locate the personnel section by either:
    1. Searching for ROSTER. (Win: ^ Control+F, Mac: Command+F) or you can
    2. Navigate (Win: ^ Control+ End, Mac: Command+) to the end of the file and Page Up until you see ROSTER, it's the last section.
  5. 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.
  6. Modify or create Kerbals as you wish. Reference the statistics below if needed.
  7. Save the file and close it.
  8. Run KSP to use your new crew.

Kerbal statistics

Each Kerbal is defined by the following statistics:

  1. name = Full name, visually limited to approximately 18 characters.
  2. brave = Courage, floating decimal from 0 to 1, as of v0.23 only effects behavior.
  3. dumb = Stupidity, floating decimal from 0 to 1, as of v0.23 only effects behavior.
  4. badS = Badass trait, boolean (true or false), if set to true this kerbal is fearless.
  5. state = State of the kerbal; 0 = unassigned, 1 = on mission, 2 = ?, 3 = dead.
  6. ToD = Time of death, you shouldn't modify this value, for new Kerbals use the ToD value of an existing Kerbal.
  7. 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, or Bill, they will no longer have the orange flight suits.