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I was annoyed with several parts that use B9PS for texture changes that end up cluttering the part info popup in the VAB. These do not have a functional impact on the part, and I find the information unhelpful.

Before: 14 Texture Subtypes for 3 models (one skin and 2 endcaps). This info alone takes the entire screen height of the Part Info side menu and I'm still not to the the 6 Subtype descriptions that actually matter for different resources.
screenshot2

After: only info for the variants that change resources are presented. The previous textures used to be between the Crew Report definition that you can see the tail of at the top of the screen and the Part Subtypes still listed.
screenshot3

The part switcher still works for textures once the part is placed in the VAB, but since the Part Info doesn't mention texture variants it isn't clear from the thumbnail view which parts have texture options. It will probably confuse a lot of people that aren't aware of all the features in their mods. I'm using it mainly because of Nertea's habit of defining the skin of a part with one part switcher and then two more for each of the end caps. It just adds a lot of clutter. It would probably be better to have a flag in the part module definition to suppress the info that a user could add with a patch, but this was the quickest for me to implement for my game. One bug I have seen is that if one of the variants is empty (no resources) version the subtype count includes this, but the no resource variant isn't listed in the Subtypes.

I'll leave it up to the maintainers to decide if it's worth making this change.

…t affect function of part should be all that is presetent.
@linuxgurugamer linuxgurugamer merged commit d39db54 into KSPModStewards:master Oct 15, 2025
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