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[All OS][Java][WIP] KSP Savefile Editor v0.2.2 (24.11.14)


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Every time I wanted to edit a savefile I was annoyed with scrolling through those large text files, so I decided to create an Editor myself.

Current features:

  • parse savefiles
  • parse craft files
  • edit items
  • delete multiple items (for example debris)
  • search things
  • show vessel names on node
  • add new items
  • save files
  • copy & paste
  • tabs

TODO:

  • context sensitive editing (e.g.: checkbox for True/False values)
  • search & replace

It takes less than a second to parse a 3,3 MB save file, as I don't have any larger save files I don't really know how well it performs with larger ones.

I developed it with Java 6, but it works with Java 7 too. (http://www.java.com)

Images:

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4e0F2fT.png

Main View (version 0.1):

gO9l1iK.png

Edit Entry:

DIiRcgW.png

Edit Node:

rGMWmzk.png

Craft Editing

EYx5hrC.png

Changelog:

Version 0.2.2

  • complete redesign of the user interface: now uses tabs
  • added keyboard shortcuts for
    • save
    • open
    • search
    • delete

    [*] added "do you want to override?" dialog to saving

Version 0.1.9

  • Compatibility update for 0.25.
  • Added menu item to choose save file folder.

Version 0.1.8a

  • fixed delete Entry error

Version 0.1.8

  • copy & paste with right click menu and keyboard shortcuts

Version 0.1.7

  • edit nodes/entries with double click
  • fixed problem when saving files

Version 0.1.6

  • search subtree with rightclick
  • added second tree window (to e.g. compare two savefiles)

Version 0.1.5

  • added progress screen
  • bugfixing/performance optimization
  • added more icons

Version 0.1.4

  • fixed error when parsing savefiles
  • fixed scrolling to selected node after search
  • added more icons (e.g.: a vessel has a different icon than a part)

Version 0.1.3

  • added search function

Version 0.1.2

  • selection and deletion of multiple items at once

Version 0.1.1

  • parsing of craft files

Version 0.1

  • loading and editing of savefiles

If you have any Ideas for new features just tell me, I will try to implement them.

current version: 0.2.2

Download: https://github.com/phwoelfel/KSPSavefileEditor/releases

Source: https://github.com/phwoelfel/KSPSavefileEditor

Edited by SMILIE
added v0.2.2
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  • 2 weeks later...

Sorry I was busy with studying, but I updated it now! :)

Gaiiden: Your problem should be fixed now, I noticed the Bug too and fixed it!

Edit: If anyone knows some free icons I can use (or might even create some new icons, especially for the vessel types) I would really appreciate it!

Edited by SMILIE
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  • 5 weeks later...
  • 2 months later...

Kudos and Uh-oh!

I tried your editor to fix my save file (a mod causing problems with a contract). I am very pleased and impressed with the simplicity of the editor and the clean, organized presentation of the file information. But I did have a problem: I could never seem to make the editor actually save my changed file. I tried editing my file with KSP completely closed. After making the changes and clicking on the "Save..." command, the program acted like the file was saved. However, when I load up that save, none of the changes are there! I tried this same procedure with both the named file and the 'persistent' file. Neither one actually kept the changes I made in the editor. To finally get my changes saved, I had to use Windows Notepad. What is happening?

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Did you save the file again after editing?

You have to go to the menu and save file as (better save it as a new .sfs file in the folder so your persistent.sfs can't be damaged and load it with Alt+F9)!

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So, any news on if this works in 0.25?

Also, I have a problem with a craft that has its parachute pre-deployed outside the atmosphere, that I need *not* to be pre-deployed (it keeps opening too high in re-entry and killing Jebediah from the G-force shock- and then quickly burning up from re-entry heat, causing the capsule to strike the ground at terminal velocity later on). How would I go about editing the parachute back to the "undeployed" state?

Regards,

Northstar

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So, any news on if this works in 0.25?

Also, I have a problem with a craft that has its parachute pre-deployed outside the atmosphere, that I need *not* to be pre-deployed (it keeps opening too high in re-entry and killing Jebediah from the G-force shock- and then quickly burning up from re-entry heat, causing the capsule to strike the ground at terminal velocity later on). How would I go about editing the parachute back to the "undeployed" state?

Regards,

Northstar

You don't need to do that. Just edit the parachute itself to open at a sufficiently high PSI. I don't remember what to set it to, but a few quickloads and tests should find a PSI that works for you.

Or if you're using RealChutes they can actually be set for a certain height. I suggest 3-7km.

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So, any news on if this works in 0.25?

Also, I have a problem with a craft that has its parachute pre-deployed outside the atmosphere, that I need *not* to be pre-deployed (it keeps opening too high in re-entry and killing Jebediah from the G-force shock- and then quickly burning up from re-entry heat, causing the capsule to strike the ground at terminal velocity later on). How would I go about editing the parachute back to the "undeployed" state?

Regards,

Northstar

Sorry I didn't have time to get to do something for 0.25. If you can give me a save that is causing problems, I can do something now, but I don't have access to a 0.25 myself so I need a savefile to test ;)

To restore the parachute you have to edit the ModuleParachute and change the

persistentState = PREDEPLOYED (or something like this)

to

persistentState = STOWED

Edit:

Got hand on a save file and found the bug (they now have slashes in the names...) --> updated to 0.1.9 :)

Version 0.1.9

  • Compatibility update for 0.25.
  • Added menu item to choose save file folder.

Edited by SMILIE
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  • 1 month later...

I redesigned the user interface and now use tabs. You can open as many tabs as you like (and the Java VM has memory for). I also added keyboard shortcuts for open, save, search and delete.

Daxd0hI.png

26pBZlp.png

Version 0.2.2

  • complete redesign of the user interface: now uses tabs
  • added keyboard shortcuts for
    • save
    • open
    • search
    • delete

    [*] added "do you want to override?" dialog to saving

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  • 2 months later...

Nice tool, but I cant understand how to remove some parts from vessel...

My problem is: First of all I've launched a space station and then I decided to land it on Mun. So I've designed module based on fuelTank2-2 that have two landingLeg1-2, two radialLiquidEngine1-2 and some RCS control features. This module can be docked with dockingPort2. Of course, this modules have probeCoreHex to be manned.

So, when I launched two such modules and approached the station - I realized that one of them can not be separated from the carrier rocket. And I've decided to edit quicksave file...

I just deleted parts that I dont need... After reload quicksave file - my module, that was welded with carrier, began to rotating and fast go away from the station.

And I was surprised - there have been two modules, but one in another. But, savefile contain only one of this. What it can be and how to fix it?

What I've tried too:

- copy CoM coords from another module - same results.

- copy nrm, rot - same results.

I using KSP v0.90 beta.

Please Help Me...

Some interesting things... After reload edited quicksave, then save it again and reopen it in editor - I have observed, that this two modules is parts of same VESSEL :(

How can I put my vessel close to my station aprox in 500m from it?

Edited by Navi1982
Some observations
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  • 2 months later...
  • 5 months later...

Ooh, shiny :D

This ought to to be extremely useful.

- - - Updated - - -

On second thoughts (and a little testing) it looks like this may need some work for 1.0.4 - either that or I'm not using it correctly.

I can open a save, but I see only PARAMETERS and a bunch of SCENARIO subtrees, no flightstate / roster etc.

Opening a saved craft file works as expected though.

What am I missing here? (and what does the 'debug' option do? I see no change with it checked)

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  • 5 months later...

I just had to fix a vessel that was screwed up by the install of a new mod.. The overview this editor gave me was just what i needed to grasp what was going on. Thanks so much for creating this, i'm a total coding/scripting layman and this helped me tremendously!

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