You don't have to jump to the nearest planet. When you load a savegame you are already on that planet that has these set/modified bbs cards. So just enter the booth, pick the mission and start from the planet to play it. However, i still haven't figured out the corresponding mission to a certain mission number. e.g. there are Missions with the index number 368, while the missions 369 and 367 don't exist. This seems to be more like a pointer to a certain mission rather than an enumeration of one mission after another (e.g. like read mission at line 368 in the mission*.iff file, where only line 368 has an entry point and the following line has already certain data to this mission and the previous line 367 data to the previous mission). So it can still take a bit time to find the really working mission indexes. Right now i'm working on a way to store the data user-friendly and allow the user to expand/modify this file (most probably an ini with sections like  Name="Ser Arl Shoyer's ass kicked" Reward="5.500Credits"). I'm still searching the news hex address. Like the string "BBS_", which is followed by the section of the bbs cards or "PCOM", which is followed with the planet commodities, there is also a special "NEWS" string in the savegame file. However unlike the other sections, this NEWS section doesn't seem to contain the information about the currently shown news. But i haven't given up on that and will surely sooner or later find the place where these information are stored. A certain tab in the editor is already included, and this will then also allow to modify all related data to the news. After that is done, there also isn't much left that needs to be deciphered from the savegame, as only the big section with the accepted missions is left and this one looks really complicated due to the many dynamic variables like ships involved in the mission, their nav point, relative position from the nav points centre, direction speed, interaction with other ships etc etc. I'm not sure if i ever implement this, but this will surely go in the last version of the editor. Though i also know it would be very useful to directly read all the corresponding data concerning a certain mission, so you could quickly compare the WCPedia mission page with the real mission data. Then it might be even possible to write complete new missions and hook them into the game via editing the savegame. But as i said, this is the very last point on my list. I'm much, much more interested to know how i can modify the ship speed, shield, hull, yaw/pitch/roll values as well as the weapon firepower range etc. Though this data doesn't seem to be stored in the dark.exe, but in one of the strangely compressed iff files (i assume gameflow.iff).