So as most know kerbal space program has a ridiculous long load time, especially when one has many mods and extra parts added. So far it seems the main culprit is that .mbm files store the textures uncompressed in the form of .pbm images, and every time the game runs it maxes out cpu and compresses every single texture for that load only and discarding them after ksp is quit. To this point my program scans the part folder, locates the .mbm textures and edits their hexadecimal to turn the file into a normal bitmap image, now here is some questions that hopefully someone can answer. 1.When ksp compresses the texture, which format does it use, simple dxt or another. 2.How could I go about disabling the compression and force it to use the pre-compressed textures? 3.Would you guys even want a utility like this?