Where it stands
Evil Engine finds KSP on its own and reads it the way the game does: each folder in GameData side by side, in the order KSP loads them, with your Workshop craft beside them. On the checked copy that’s six craft and a little over 6,200 files. Walking GameData that way matches all 1,775 load lines in the game’s own KSP.log, and every one of the stock game’s 196 bundles reads back in full.
Your copy is fingerprinted in parts named after what a server would need: the stock parts, the cockpit interiors, and one for each Workshop craft. Files KSP rewrites whenever it runs, like its log and settings, are left out of all of them.
Known issues
- The checked copy has no DLC and no mods, so those, and the Windows and Mac versions, have only been tried on test installs.
- Nothing reads far enough into Unity’s files yet to tell which ones hold the planets, so there’s no part a server can ask for them by.
- A GOG copy of the same version would count as a different build, since
buildID.txtnames the store it came from.
Next up
- A part for the planets, once Unity’s files can be read past their headers.
- Converting KSP’s own models, materials and textures.