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Repairing craft with modded parts


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Hi,

I have a few ships in my inventories which are broken now that I've purchased breaking ground, especially ships using older KAS parts. They are failing to load, so I can't remove the parts to repair the craft involved. Anyone with an idea how I can save these craft?

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@Adelaar Does the game complain about 'missing part modules' when you try to load the craft? In that case, you can still load them - the message is just saying 'this craft was built with x mod installed, but it's not installed anymore and things might be broken'.

If it says there are missing parts, then it'll be a bit trickier. You may have to edit the .craft files for the affected craft, and remove and/or replace the parts manually.

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Just now, Adelaar said:

It actually fails to load... So I get a message that a part is missing and then it reports it can't load in the craft at all.

Hmm. You said that some craft have old KAS parts. Some of the old KAS parts were replaced with very similar versions when the mod was updated to 1.0, which means that it's probably possible to replace them by editing the .craft file. However, other old KAS parts were simply removed, with no replacement. Crafts with those parts may be unsalvageable, unfortunately. I'd recommend asking in the KAS thread about what parts were removed/replaced, and if it's possible to edit the .craft to replace any of them.

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I use KSP Mod Admin to verify/edit craft files .. Been a while since I used it with craft files, tho... IIRC, it tells you what parts come from what mod.. at least when the mods are installed... ie you can find parts in a craft from a mod you want to uninstall... find the parts, and delete them from the craft file, *then* you can remove the mod...

 

Edited by Stone Blue
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I'd probably just delete the affected craft files and rebuild them from scratch, but if it's absolutely critical This describes how to get Legacy Parts back which should let you load the craft files.

Even if you reinstall the legacy parts, I'd only do keep them around until you have repaired your craft files and then remove them again. Legacy parts aren't supported and will quit working completely at somepoint, so there is no point in trying to use them.

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If they are just things like winches & connectors on the outside of the craft, rather than critical structural components, its pretty easy to edit the craft files & delete them.  I had a few I've had to that too.  Use <Control-F> to find the bad part names & delete both the part & the links to it. 

For example, on an old spaceplane of mine, I had some connector ports on the engine nacelles for refueling on the ground.  If those were from the old KAS version, I would go in and search for "KAS"   The first thing that pops up is this line (in bold)

Spoiler

PART
{
    part = mk2FuselageShortLFO_4289746368
    partName = Part
    persistentId = 2580918225
    pos = -1.67873514,3.70979071,-8.60906029
    attPos = 0.194028378,0.30115211,0.163267136
    attPos0 = -1.25683558,1.0494014,-0.251073807
    rot = -0.702895164,-0.00754152844,-0.00746578956,-0.711214542
    attRot = 0.0174680259,0.717795789,-0.000266211748,0.696034431
    attRot0 = 0.000996993738,0.00884206034,-8.81634242E-06,0.999960423
    mir = 1,1,1
    symMethod = Mirror
    autostrutMode = Grandparent
    rigidAttachment = False
    istg = -1
    resPri = 0
    dstg = 0
    sidx = -1
    sqor = -1
    sepI = -1
    attm = 1
    modCost = 0
    modMass = 0
    modSize = 0,0,0
    link = mk2.1m.Bicoupler_4290036174
    link = mk2SpacePlaneAdapter_4289742696
    link = KAS.CPort1_4288354220
    sym = mk2FuselageShortLFO_4289594914
    srfN = srfAttach,wingShuttleDelta_4290162618
    attN = top,mk2SpacePlaneAdapter_4289742696_0|0.9375|0
    attN = bottom,mk2.1m.Bicoupler_4290036174_0|-0.9375|0

<file continues>

I would delete that line (which is where the bad part is attached too) & then keep searching for the actual bad part, which turns up:

Spoiler

PART
{
    part = KAS.CPort1_4288354220
    partName = Part
    persistentId = 2455131212
    pos = -2.62985873,3.3282876,-8.21318626
    attPos = 0,0,0
    attPos0 = -0.959097862,0.39137581,0.365853548
    rot = 0.968087316,-0.250544697,0.00148267299,0.00569489598
    attRot = 0,0,0,1
    attRot0 = 0.682633996,-0.184419677,0.184419513,0.682634413
    mir = 1,1,1
    symMethod = Mirror
    autostrutMode = Grandparent
    rigidAttachment = False
    istg = -1
    resPri = 0
    dstg = 0
    sidx = -1
    sqor = -1
    sepI = -1
    attm = 1
    modCost = 0
    modMass = 0
    modSize = 0,0,0
    sym = KAS.CPort1_4288353840
    srfN = srfAttach,mk2FuselageShortLFO_4289746368
    EVENTS
    {
    }
    ACTIONS
    {
    }
    PARTDATA
    {
    }
    MODULE
    {
        name = KASModulePort
        isEnabled = True
        plugged = False
        stagingEnabled = True
        EVENTS
        {
        }
        ACTIONS
        {
            ActionGroupUnplug
            {
                actionGroup = None
                wasActiveBeforePartWasAdjusted = False
            }
        }
        UPGRADESAPPLIED
        {
        }
    }
    MODULE
    {
        name = KASModuleStrut
        isEnabled = True
        pumpFuel = False
        tgtStrutPartID =
        tgtStrutVesselID =
        stagingEnabled = True
        EVENTS
        {
        }
        ACTIONS
        {
        }
        UPGRADESAPPLIED
        {
        }
    }
    MODULE
    {
        name = AYPart
        isEnabled = True
        stagingEnabled = True
        EVENTS
        {
        }
        ACTIONS
        {
        }
        VesselProdPartsList
        {
        }
        VesselConsPartsList
        {
        }
        UPGRADESAPPLIED
        {
        }
    }
}

This you have to find the entire part section from "Part" to the closing "}"

If you only have a few, it's not too bad.  If you have a bunch of parts, you might be better starting from scratch.  Another option if you still have an older version of KSP saved, you can go to it, take off the bad parts, save the craft & bring the fixed craft file over.

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