Jump to content

Save editing - Deleting a flight/ship and returning crew to KSC


Recommended Posts

Short version: How do I edit my savefile to cancel a flight?

Longer version: I launched an interplanetary expedition, and I later installed a mod that I would like to include, part-wise, on that ship. It is too late for revert, as it is a mothership that was assembled during multiple launches, and it is well underway. What I want is to pretend the ship was never launched, by simply deleting it from the savegame, and magically having my kerbals (all 12 of them) be back at the space center.

Is there a relatively easy way of achieving this?

(I realized that having ~15 tonnes of food onboard is stupid, so I installed a greenhouse mod instead).

Edited by jarmund
Link to comment
Share on other sites

Deleting the ship is easy, it is the Kerbals that are the hard part.

First things first: make sure you have a backup quicksave.sfs file, so that any damaging changes are easily reverted.

Also I recommend you just use HyperEdit to bring your ship back to LKO, then retrieve those kerbals that way. But here are the steps to editing the save file/

Please read through these instructions in their entirety, so that you are prepared to handle all the steps.

You will need to keep track of all the kerbals that you will be moving.

Steps:

1. Find your ship in the save file by opening it in a capable text editor such as Notepad++ or gedit on linux. Use Ctrl+F to find you vessel name. The header of your vessel will look like the code snippet below

2. Delete the follows:

VESSEL
{
pid = b3c113e8efd8483ab60eb37a71bbdd90
name = [Ship Name Goes Here]
type = Ship
sit = LANDED
landed = True
landedAt =
splashed = False
met = 140124.970329955
lct = 124075818.523473
root = 0
lat = -4.42956507922574
lon = 288.699115981021
alt = 1117.85894691315
hgt = 1.095864
nrm = 0.00524677,0.999986,0.0005325079
rot = 0.6037621,0.5427328,-0.4667104,-0.3508469
CoM = -3.109872E-05,1.614197,0.000536263
stg = 2
prst = False
ref = 239007968
ctrl = True
cPch =
cHdg =
cMod = 0
...and so on for the next 5000+ lines, all the way until the code next says "VESSEL

3. Now look up the Kerbal roster in the save file, then look up the all the kerbals on that Ship in the roster. They will be marked as "Assigned"

KERBAL
{
name = Valentina Kerman
gender = Female
type = Crew
brave = 0.55
dumb = 0.4
badS = True
tour = False
state = Assigned
ToD = 0
idx = 0

Change it to "Available" for all of them

4. Finally, there is the parameter "idx=##" for all of them. You are going to have to find the highest value for your already available kerbals. It may be 0, 3, or some higher number, but it will always be the number of available Kerbals - 1

In ascending fashion, you need to assign the "idx" value of all of them incrementally. It does not matter what order, so long as there are no repeats and no skips.

KERBAL
{
name = Valentina Kerman
gender = Female
type = Crew
brave = 0.55
dumb = 0.4
badS = True
tour = False
state = Available
ToD = 0
idx = 3

idx set to 3, because I have Jeb, Bill and Bob available at the moment.

If the above steps do not work, then I must have missed something. The other option (much safer!!!) is to use HyperEdit to bring your ship into low Kerbin orbit and either bring them down safely to the surface or send a retrieval vessel to get them.

Hope that helped.

Edited by quietghost
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...