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Jeb's Ladder-induced Death Loop


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So in my infinite (dim-witted) wisdom of Kerbal Space Program, I seem to have performed one of the great cardinal sins of this game... I Quicksaved while Jebediah Jerman was on a ladder :(. Normally, it doesn't let players quicksave while a Kerbal is hanging onto the outside of a vessel, but in this case it did since I was playing as that Kerbal. Why he was there isn't really important, though I'll let you know it involved two high-science Mun samples, my inability to store both of them in the command pod, and Jebediah Kerman's valiant offer to ride the ladder back home in order to keep the data. So I quicksaved with him on the ladder (mistake), made a first attempt to get back home with him, exploded a few minutes later, and then reloaded the quicksave.

Now, the problem is that if I reload the save, he'll be right where he was on the ladder before gently drifting downward at about 0m/s and ever-so-lightly brushing into the vessel, where he then explodes into a cloud of smoke about a second later. This literally happens every time I try to reload save, he'll be there for a second and then explode for almost no reason. Now someone else might've just dismissed this as a stupid glitch and moved on with their space program, but I am determined to save Jebediah Kerman from his frivolous ladder-induced grave, as he was carrying almost 250 science and the vessel he was holding onto was literally the rescue mission sent to recover him from the Mun. I'll admit I'm quite new to this game, so I'm not really knowledgeable on how to modify a saved game, though I was able to find the persistent.sfs file however, which currently lists him as:

KERBAL

{

name = Jebediah Kerman

type = Crew

brave = 0.5

dumb = 0.5

badS = True

state = Assigned

ToD = 219081.354003586

idx = -1

CAREER_LOG

{

Now I don't know what I'd need to change here, but basically what I want to do is to stop him from exploding every time I reload save, which is probably caused by him barely touching the vessel he's hanging on to. So if there was a way to change his coordinates so that he'd be a few feet away from the vessel when I reload, that might just do the trick. If that isn't possible though, maybe there's at least a way to edit him to start inside the command pod when I reload save, since I would much rather have him dump one Mun sample than have him explode and lose both.

Anyway, any information or suggestion on how to fix this problem would be greatly appreciated :) Also here's some of the vessel information from the persistent.sfs file:

VESSEL

{

pid = c287677513eb4f168eec236dda04101b

name = The Kerbombinator

type = Ship

sit = LANDED

landed = True

landedAt =

splashed = False

met = 52862.9286247282

lct = 717372.902684031

root = 0

lat = 69.6342685012026

lon = 238.888279335165

alt = 4671.77315272822

hgt = 3.3543

nrm = 0.003661099,0.9999917,-0.001794015

rot = -0.1036134,-0.7105452,0.08992339,0.6901476

CoM = 2.171162E-07,-0.8851245,0.0002361454

stg = 1

prst = False

ref = 3526195038

ctrl = True

cPch = 0

cHdg = 0

cMod = 0

ORBIT

{

SMA = 102337.120508927

ECC = 0.999967420283034

INC = 69.6342365656019

LPE = 269.999999999995

LAN = 213.967852143207

MNA = 3.14159265358979

EPH = 770235.831308759

REF = 2

}

PART

{

name = mk1pod

cid = 4293794020

uid = 3526195038

mid = 4161499125

launchID = 42

parent = 0

position = 0,0,0

rotation = 0,0,0,1

mirror = 1,1,1

symMethod = Radial

istg = 0

dstg = 0

sqor = -1

sidx = -1

attm = 0

srfN = None, -1

attN = bottom, 4

attN = top, 1

mass = 0.8

temp = 0

expt = 0.5

state = 0

connected = True

attached = True

flag = Squad/Flags/default

rTrf = mk1pod (The Kerbombinator)

modCost = 0

EVENTS

{

}

ACTIONS

{

}

PARTDATA

{

}

MODULE

{

name = ModuleCommand

isEnabled = True

controlSrcStatusText = Not Enough Crew (0/1)

EVENTS

{

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I realized that I actually needed to be editing the quicksave.sfs file rather than persistant.sfs, and I did try changing the MNA like you suggested which moved the ship far away, but sadly it seems like Jeb is still just exploding in mid-air even though the ship is moved. So my only hope now is that i need to find a way to edit him into the command pod.

- - - Updated - - -

OK, strange turn of events. I spent like an hour copy+pasting different parts of the quicksave.sfs around and added some information from the "VESSEL" to Jebediah Kerman in the "ROSTER". I had absolutely no idea what I was doing, but somehow I've got the game to bug out and immediately spawn Jeb inside the command pod after he dies in the save, so I think I'm good to go :)

(Pro Tip: NEVER Quicksave with poor Jeb on a ladder!)

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