Jump to content

Editing Ships in the Persistence File


Barefoot Friar

Recommended Posts

I have a unique problem, and I was hoping someone would help me out.

I neglected to properly test a base module before launching and when I went to assemble the modules on Minmus I found I'd put the legs and docking port in the wrong place. It was way too late to revert, so I went back to the VAB, made the corrections, and played with it a bit on the launch pad before deciding it was right. I relaunched it (just deleting the original from the tracking station), got it to Minmus, and discovered I'd gone too far in the other direction. Again it's too late to revert. I've made a third version and I'm convinced that finally this is the one. I've extensively tested it and it works. Now for the real question:

Is it possible to mod the new version in to the persistence file so that I don't waste yet more time (and money -- I'm in career mode) on a third launch for what should have been right the first time? What I mean is, can I launch the finished module onto the launch pad, then edit the persistence file to replace the one currently on Minmus with the correct one that's on Kerbin's launch pad?

Normally I wouldn't do something so drastic (and, let's face it, cheaty), but dang it I'm not flying that particular sack of potatoes again if I can help it. Twice was quite enough.

Thanks.

Link to comment
Share on other sites

Its doable if you know what your doing but its also really easy to screw up your save if you dont. Since your already willing to cheat the replacement out there I'd personally recommend you just go get hyperedit. its prety easy to take something from the launchpad directly into orbit of whatever planet you want and you can land it from there either manualy or through another use of hyperedit.

Link to comment
Share on other sites

Easier to HyperEdit into place.

Yes. But, it's not too hard to copy the coordinates of the ship to move it to Minmus.

But, if you only want to move a part slighly, I have some instructions here:

http://forum.kerbalspaceprogram.com/entries/1517-A-very-quick-guide-moving-parts-by-Persistent-file-editing

Parts can be swapped for other parts by changing the name in the persistence file. Note that the name in the file will be different from what's given in game. Check in a parts CFG to get its in persistence file name.

Though unless it's a very small change and you know exactly what you want, hyperedit and replace is a far better option.

Edited by Tw1
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...