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Manually replacing/removing depricated parts from a .craft file


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Hello,

Not long ago, I downloaded two craft files, one a lovely recreation of Shuttle II, and the other a Saturn booster with flyback capibility. Both of them have BD Design Bureau in their list of requirements... specifically an older version.
Due to this each of them has a single part that no longer exists in the mod, and neither can be loaded. Is there any way I can use a text editor to manually remove/replace any references to these missing parts? 

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  • 2 weeks later...

There is. KSP likely tells you exactly what part is causing the issue. Open the .craft file in any text editor and search for that specific part name. You can then replace it with any other part from the stock game, which should allow the craft to load. Just removing the part is not really an option as doing so would cause parts attached to the removed one to float in the air, and fixing attachments manually in a craft file is a massive pain. So you're better off replacing it with a different one and fixing it in the editor. You should not have to mess with attachments or modules, any erroneous modules will be replaced by KSP when a craft is loaded. You only need to specify a valid part ID.

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On 7/23/2024 at 8:42 PM, HB Stratos said:

You can then replace it with any other part from the stock game[...]

I noticed this particular language, do I specifically have to use stock parts to replace them? And do I have to replace literally every single reference to that part made in the file?

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On 7/27/2024 at 7:39 PM, Gregory SpanKerman said:

I noticed this particular language, do I specifically have to use stock parts to replace them?

You can replace it with any part, all parts in a craft file are the same. I said stock part to make sure it wasn't accidentally another part from the removed mod. This is a hacky fix method that will allow the craft to load, but a bunch of attachment rules might end up strange, so you're best off taking the craft apart, removing the part you added to replace the missing one and rebuild it from there. 

On 7/27/2024 at 7:39 PM, Gregory SpanKerman said:

And do I have to replace literally every single reference to that part made in the file?

Yes, every single part needs to be replaced. A single reference to a missing part will cause a load failure.

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  • 2 weeks later...
On 7/29/2024 at 6:06 AM, HB Stratos said:

You can replace it with any part, all parts in a craft file are the same. I said stock part to make sure it wasn't accidentally another part from the removed mod. This is a hacky fix method that will allow the craft to load, but a bunch of attachment rules might end up strange, so you're best off taking the craft apart, removing the part you added to replace the missing one and rebuild it from there. 

Yes, every single part needs to be replaced. A single reference to a missing part will cause a load failure.

I have used this method several times. I hate to admit it but some missions sink tens of hours into reaching the point where something doesn't quite work right.

Some of the Monoprop Assets from an AES pack I found, produced VFX that made the part unusable. I rebuilt the craft without the component and saved it.

I deployed the new relay into optimal position, saved and quite. When editing the Persistent file.. i find the modified version and copy all craft related text, replace the craft text containing the defective/ deprecated component.

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