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Request: Mods used in Craft


DJToxica

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I have always a lot of Mods on my KSP, but sometimes i think about sharing my more succesful designs.
But as you all know it's sometimes hard to keep track of the parts used, and maybe, just maybe there is this small hidden part somewhere which keeps the craft from falling apart.
So i thought about a simple plugin, a button you press and it lists all the names of the Mods used in that particular craft. And if you hover over the Mod name all parts from that mod are outlined and if you click on the name it extends to a list with all modparts, so you can highlight specific parts. What do you think?
 

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@DJToxica Basically you want to sift out all the parts which don't belong to the "Squad" folder?

I can tell you how I do it:

Get the Ubiozur Welding mod and weld your whole craft into a part. Then go to the folder "GameData/UbioWldingLtd/Parts/" and find the .cfg file of your welded craft.

Open it and go through all the MODEL nodes, there will be something like this:

Spoiler

    MODEL
    {
        model = KIS/Parts/concreteBase1/model
        position = 0, -7.395, -0.019
    }
    MODEL
    {
        model = MagicSmokeIndustries/Parts/Rework_Core/Probe/Structural/IR_Segment_TrussLarge_5m00/model
        texture = IR_Structural, MagicSmokeIndustries/Parts/Rework_Core/Probe/Structural/IR_Structural
        position = 0, -4.611, -0.019
    }
    MODEL
    {
        model = MagicSmokeIndustries/Parts/Rework_Core/Probe/Structural/IR_Segment_TrussLarge_5m00/model
        texture = IR_Structural, MagicSmokeIndustries/Parts/Rework_Core/Probe/Structural/IR_Structural
        position = 0, 0.389, -0.019
    }
    MODEL
    {
        model = MagicSmokeIndustries/Parts/Rework_Core/Probe/Structural/IR_Segment_TrussLarge_5m00/model
        texture = IR_Structural, MagicSmokeIndustries/Parts/Rework_Core/Probe/Structural/IR_Structural
        position = 0, 5.389, -0.019
    }
    MODEL
    {
        model = _MyMods_/Parts/B9Utility_Lights/A8_White
        position = 0, 7.857, 0.219
        rotation = 0, 90, 135
    }
    MODEL
    {
        model = MagicSmokeIndustries/Parts/Rework_Core/Probe/Structural/IR_Segment_TrussLarge_1m25/model
        texture = IR_Structural, MagicSmokeIndustries/Parts/Rework_Core/Probe/Structural/IR_Structural
        position = 0.003, 7.639, -0.02
        rotation = 90, 90, 0
    }
    MODEL
    {
        model = NearFutureSolar/Parts/SolarPanels/solarpanel-static/solarpanel-static-truss-2
        position = 0, 7.865, -0.018
        scale = 0.7, 0.7, 0.7
        rotation = 270, 0, 0
    }
    MODEL
    {
        model = Squad/Parts/Electrical/z-400Battery/model
        position = -0.238, -6.779, -0.019
        rotation = 0, 90, 0
    }
    MODEL
    {
        model = Squad/Parts/Electrical/z-400Battery/model
        position = 0.238, -6.779, -0.019
        rotation = 0, 270, 0
    }

If you find something which has a different folder apart from the "Squad/Parts/", then you know for sure that you have a modded part in your craft.

You can get the idea what the part in question is from the folder structure. Go and delete that part from your craft. If you can't find it - launch your craft and save the game. Open your save with this KML tool.

Search for your craft in the crafts list and select it. You'll see a hierarchy tree:

doEQbnq.jpg

Find your part in this tree and see. The links represent the attachment hierarchy. You can find the part more easily this way in the editor.

If that still doesn't help you can delete the part node right from KML and save. Then load the the modified save and recover your craft to the editor using the Kerbal Construction Time mod. Open and save it under desired name.

 

What you're asking for can't be done, because a part can be scattered around several folders in GameData and not belong to any mods. Example is a welded part, or any other part which is made via a simple .cfg file.

Edited by Enceos
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