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Minimal KSP Install for Development?


TythosEternal

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Good evening!

I'm looking to establish the minimal set of files needed to run a functional copy of KSP. This facilitates mod and add-on development by giving developers a very short turn-around time between iterations.

I had originally started from the following page, McShepherd's Modding Tutorial:

http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-1.htm

I think the directory structure may have changed since this was written, and I'm pretty sure there are other non-part resources that could be deleted, too. Does anyone have experience exploring a minimal KSP install? Otherwise, I'll go ahead and dive in to a trim-this-and-see-if-things-still-work project, and post my results here.

Thanks!

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I've run a very pared down copy of KSP for heavy modding before, works pretty well. I think once 1.0 rolls around this won't be a huge issue since they'll be on DDS loading and you can just use a complete stock copy. Of course, paring that down will get load times into the absurdly fast... You might also consider deleting the flags, but the load times on those will be quite quick to begin with, probably not worth it.

My pared parts list is basically just one or two tanks, two engines (one lifter, one space), a pod, and maybe a decoupler and a fin. You really don't need much more to get something into orbit for testing.

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You absolutely need:

- ProceduralFairings to test new parts fitting in standard sizes

- MechJeb or KER for balancing thrust and dV of new parts

- StockBugFixModules to be sure it's not your fault when you encounter weird behavior

- EditorExtensions to test different variants of placement and avoid clippping.

- HyperEdit - to save your time

You may also want:

- Fuzebox for balancing electrics

- KWR or SpaceY for 5m parts

- RCSBuildAid for balancing/testing RCS (asymmetric design)

You will surely need those when considering compatibility:

- F.A.R. or N.E.A.R.

- DeadlyReentry

- RealFuels or ModularFuelTanks

- TweakScale

- RealChutes

- RemoteTech

- ConnectedLivingSpace

- TacLS

- Regolith

- InfernalRobotics

- etc.

So dev build is pretty heavy... Unless you rely on ProceduralParts to replace most parts from mods above.

Edited by Dr. Jet
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Personnally I've just prune (with AutoPruner) many parts of the stock games to start it with only 20 parts to can just go in orbit when I want to make a test. And you only need two mods to reduce the loading time DDSLoader and ModuleManager (for the tweak of the VSync).

DEV.prnl

NASAmission/Flags
NASAmission/Parts/GrapplingDevice
NASAmission/Parts/LaunchEscapeSystem
NASAmission/Parts/MassiveSRB
NASAmission/Parts/Size2LFB
NASAmission/Parts/Size3AdvancedEngine
NASAmission/Parts/Size3Decoupler
NASAmission/Parts/Size3EngineCluster
NASAmission/Parts/Size3LargeTank
NASAmission/Parts/Size3MediumTank
NASAmission/Parts/Size3SmallTank
NASAmission/Parts/Size3To2Adapter
Squad/SPP
Squad/Parts/Aero/advancedCanard
Squad/Parts/Aero/standardNoseCone
Squad/Parts/Aero/noseConeAdapter
Squad/Parts/Aero/protectiveRocketNoseMk7
Squad/Parts/Aero/standardCanard
Squad/Parts/Aero/sweptWing
Squad/Parts/Aero/tailConnector
Squad/Parts/Aero/tailfin
Squad/Parts/Aero/wingletAV-T1
Squad/Parts/Aero/wingletDeltaDeluxe
Squad/Parts/Command/advancedSasModuleLarge
Squad/Parts/Command/cupola
Squad/Parts/Command/externalCommandSeat
Squad/Parts/Command/hitchhikerStorageContainer
Squad/Parts/Command/inlineReactionWheel
Squad/Parts/Command/Mk1-2Pod
Squad/Parts/Command/mk1Cockpit
Squad/Parts/Command/mk1InlineCockpit
Squad/Parts/Command/mk1LanderCan
Squad/Parts/Command/mk2LanderCan
Squad/Parts/Command/probeCoreCube
Squad/Parts/Command/probeCoreHex
Squad/Parts/Command/probeCoreOcto
Squad/Parts/Command/probeCoreOcto2
Squad/Parts/Command/probeStackLarge
Squad/Parts/Command/probeStackSmall
Squad/Parts/Command/probeStackSphere
Squad/Parts/Electrical/1x6ShroudSolarPanels
Squad/Parts/Electrical/1x6SolarPanels
Squad/Parts/Electrical/2x3ShroudSolarPanels
Squad/Parts/Electrical/2x3SolarPanels
Squad/Parts/Electrical/gigantorXlSolarArray
Squad/Parts/Electrical/z-4kBattery
Squad/Parts/Electrical/z-100Battery
Squad/Parts/Electrical/z-200Battery
Squad/Parts/Electrical/z-400Battery
Squad/Parts/Electrical/RTG
Squad/Parts/Engine/ionEngine
Squad/Parts/Engine/jetEngineBasic
Squad/Parts/Engine/jetEngineTurbo
Squad/Parts/Engine/liquidEngine24-77
Squad/Parts/Engine/liquidEngine48-7S
Squad/Parts/Engine/liquidEngineAerospike
Squad/Parts/Engine/liquidEngineLV-1
Squad/Parts/Engine/liquidEngineLV-1R
Squad/Parts/Engine/liquidEngineLV-N
Squad/Parts/Engine/liquidEngineLV-T45
Squad/Parts/Engine/liquidEngineMainsail
Squad/Parts/Engine/liquidEngineMk55
Squad/Parts/Engine/liquidEnginePoodle
Squad/Parts/Engine/liquidEngineSkipper
Squad/Parts/Engine/OMSEngine
Squad/Parts/Engine/rapierEngine
Squad/Parts/Engine/solidBoosterRT-10
Squad/Parts/Engine/vernorEngine
Squad/Parts/FuelTank/adapterTanks
Squad/Parts/FuelTank/fuelTankJumbo-64
Squad/Parts/FuelTank/fuelTankOscarB
Squad/Parts/FuelTank/fuelTankT100
Squad/Parts/FuelTank/fuelTankT200
Squad/Parts/FuelTank/fuelTankToroidal
Squad/Parts/FuelTank/fuelTankX200-8
Squad/Parts/FuelTank/fuelTankX200-16
Squad/Parts/FuelTank/fuelTankX200-32
Squad/Parts/FuelTank/RCSFuelTankR1
Squad/Parts/FuelTank/RCSFuelTankR10
Squad/Parts/FuelTank/RCSFuelTankR25
Squad/Parts/FuelTank/RCSTankRadial
Squad/Parts/FuelTank/RCStankRadialLong
Squad/Parts/FuelTank/xenonTank
Squad/Parts/FuelTank/xenonTankRadial
Squad/Parts/Mk1
Squad/Parts/Mk3
Squad/Parts/Science
Squad/Parts/Structural
Squad/Parts/Utility/airIntakeRadialXM-G50
Squad/Parts/Utility/CircularIntake
Squad/Parts/Utility/commDish88-88
Squad/Parts/Utility/commsAntennaDTS-M1
Squad/Parts/Utility/commsDish16
Squad/Parts/Utility/decouplerRadialHDM
Squad/Parts/Utility/decouplerRadialTT-70
Squad/Parts/Utility/decouplerSeparatorTR-18D
Squad/Parts/Utility/decouplerSeparatorTR-2C
Squad/Parts/Utility/decouplerSeparatorTR-XL
Squad/Parts/Utility/decouplerStack2m
Squad/Parts/Utility/decouplerStackTR-2V
Squad/Parts/Utility/dockingPort
Squad/Parts/Utility/dockingPortInline
Squad/Parts/Utility/dockingPortJr
Squad/Parts/Utility/dockingPortShielded
Squad/Parts/Utility/dockingPortSr
Squad/Parts/Utility/ladderRadial
Squad/Parts/Utility/ladderTelescopic
Squad/Parts/Utility/ladderTelescopicBay
Squad/Parts/Utility/landingLegLT-1
Squad/Parts/Utility/landingLegLT-2
Squad/Parts/Utility/landingLegLT-5
Squad/Parts/Utility/largeAdapter
Squad/Parts/Utility/largeAdapterShort
Squad/Parts/Utility/linearRCS
Squad/Parts/Utility/parachuteMk2-R
Squad/Parts/Utility/parachuteMk16-XL
Squad/Parts/Utility/parachuteMk25
Squad/Parts/Utility/radialAttachmentPoint
Squad/Parts/Utility/ramAirIntake
Squad/Parts/Utility/rcsBlockRV-105
Squad/Parts/Utility/roverBody
Squad/Parts/Utility/sensorAccelerometer
Squad/Parts/Utility/sensorBarometer
Squad/Parts/Utility/sensorGravimeter
Squad/Parts/Utility/sensorThermometer
Squad/Parts/Utility/spotLightMk1
Squad/Parts/Utility/spotLightMk2
Squad/Parts/Utility/stackBiCoupler
Squad/Parts/Utility/stackQuadCoupler
Squad/Parts/Utility/stackTriCoupler
Squad/Parts/Wheel
Squad/PartList/SimpleIcons
Squad/Contracts/Icons
Squad/Agencies/*.dds
Squad/Agencies/*.truecolor
Squad/Flags

I haven't took the time to test but perhaps we can prune the sounds ...

With my very old computer, KSP now loads very much faster ;)

I've read that sarbian can load KSP in 13 seconds ...

Edited by Malah
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So dev build is pretty heavy... Unless you rely on ProceduralParts to replace most parts from mods above.

Most of those are pure plugins so they won't impact loading time much. Malah is right, convert all texture to DDS and have MM just to get the vsync trick. Then it is just a matter of disk and CPU speed.

And I am glad to have that 15s loading when I am looking at the MJ landing sim bugs :)

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Thanks for all of your feedback. I found a good streamlined configuration that works well for what I'm doing. Here's what I found when I started paring things down (keep in mind I'm not running a supercomputer here; it is, of course, the relative reduction in loading time I'm going for, and there's at least a 10% deviation on these times):

  • "Normal" configuration: 57s
  • Non-Squad game data deleted: 55s
  • Parts deleted, except those listed below: 26s
  • SPP deleted: 22s
  • Spaces deleted, except for mk1PodCockpit: 18s
  • Flags deleted: 17s
  • Sounds deleted: 16s

Parts kept include the following, which is enough to build a stable, reliable orbital Kerbal launcher with (according to Engineer) 6,794 m/s, plenty for orbit and (in theory) enough to get to Minmus and back (but not Mun):

  • Aero/wingletAV-R8
  • Command/mk1pod
  • Engine/liquidEngineLV-T45
  • Engine/liquidEngineMainsail
  • FuelTank/fuelTankT800
  • FuelTank/fuelTankJumbo64
  • Utility/decouplerStackTR-18A
  • Utility/largeAdapter
  • Utility/parachuteMk1

Note that "Normal" configuration in this case means the following GameData entries:

  • Engineer (Kerbal engineer redux)
  • Squad (base game data)
  • Chatterer (KSP isn't the same without it)
  • NASAmission (ARM data)
  • TriggerTech (alarm clock)

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