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  1. It puts them in a KIS inventory. These are entirely separate from the stock inventories. If you right click on a part to bring up its PAW there should be an option to open any inventories on the part. All Kerbals have an inventory so if you haven't added any specific container parts to your craft the printed parts are probably in a Kerbal's KIS inventory. Here is a dev screenshot from my continuation of OSE which happens to show what I mean: Notice how at the bottom of the list there are buttons labelled "Nielsby's inventory" and "Catemone's inventory". If you click on one of them that Kerbal's inventory will open. These are separate from the ones at the top which have the parachute and jetpack in them. If it isn't in any of your Kerbals' inventories you may need to check every other part on your ship for a built-in inventory. P.S. In order to get them into a stock inventory you have to place them on the ground using KIS's build mode and then pick them up using the stock system.
  2. I don't think OSE is doing this directly. My best guess is that the vessel you are trying to build has one or more rolls of duct tape in one or more of its containers, so EL is trying to build the duct tape part(s) along with it. Since the duct tape part includes the resource duct tape EL would presumably require duct tape to "fill it up". Try removing any duct tape rolls from containers on the vessel and see it that works. Note: I have never used EL and don't know if that's how it works, but its the only thing I can think of.
  3. Did you check the alpha channel? It isn't visible in that screenshot. Edit: looks like Doc Shaftoe beat me to it While you're at it, don't forget to remove the texturing from shuttleUV1_emit
  4. Oh, that's a totally different nVidia exporter than I've used. (Looks like they released it around 2020 and I didn't hear about it.) From what I can tell the compression settings should be the format dropdown in the top left. For whatever reason it seems that they changed the names of all the compression options with the new exporter, so DXT5 is now BC3; I would guess that DXT5_nm is the BC3n shown in the screenshot. As far as I can tell benjee10's textures are saved using normal DXT5 so it might be worth trying plain BC3 (that might be what the model is expecting, and if given BC3n the channels will all be wrong unless it knows how to handle it on-the-fly).
  5. You can set the compression type in the dropdown to the left of the save button in the dds exporter.
  6. If by that you mean the "seam" down the middle that's probably a result of the weird normal map system KSP uses (I'm not sure if it's a Unity thing or just KSP). Most other software uses the R, G, and B channels for the normal map, but KSP uses R, G/B and A for some reason. (I say G/B because usually these are identical and I cannot remember which is used.) When viewed in an editor such as Photoshop your normal map should be mostly a sort of pink colour rather than the blue you'd normally get.
  7. In the last few weeks I've been mainly doing more code clean-up and so-on, hence the lack of updates. I have made a few tangible changes though, which I thought I'd share. Craft loader changes: Craft files are now organised by save, with different saves treated like categories. The current save appears at the top of the list and is the default, followed by the category containing stock craft; after that, other saves are listed alphabetically. (The image shows the stock category.) I have refined the graphics on the VAB/SPH tabs and they now act like tabs rather than simple buttons. I have improved the performance of the craft loader (when displaying a loaded craft) – it is now similar to that of a single part. The craft loader now separates out inventory contents as separate parts. (Previously they would be manufactured along with the container part. This also meant that they would not be properly accounted for in the recipe.) Unfortunately this does increase load times when selecting a craft (or subassembly), sometimes quite dramatically, as ConfigNode manipulation is a rather slow process. The increase in load time is directly proportional to the number of containers and parts stored within them so a craft with many items stored in containers can take several seconds to load. Stacks of identical items are now merged into a single stack. (Previously only those added in symmetry were treated as stacks.) Stack merging: Stacks of identical items in the queues can now be merged together by dragging one over the other. Identical here essentially means "is unprocessed* and has the same part config", meaning if two parts differ in any way (modules present, amount of resources, values in any given module etc) they cannot be merged. It also checks to make sure they are targeting the same inventory type (KIS or stock) but does not check whether the item is paused or, in the case of the recycler, whether they came from the same inventory originally. When dragging an item, any other identical (i.e. mergeable) items are highlighted in green; any items which are identical other than resource quantities and/or target inventory type are highlighted in orange; any other items which are the same part type but are different in some way are highlighted in red; items which are different parts are not highlighted. * i.e. manufacturing/recycling of the part has not started; simply, if a part has a progress bar or Partially constructed at the start of its name it cannot be merged. One side effect of the comparison method is that some seemingly identical parts added from craft files cannot be merged with parts added directly from the part list. This is usually because the craft file, and therefore the extracted part config, was created with different (or no) mods installed or on an older version of KSP, so has different or missing modules or fields in those modules' configs. It is also likely (although untested) that if a part is added to the queue before a mod is (un)installed and another is added after they will also be unmergeable for the same reason. If possible I'd like to work around this issue but haven't sound a working solution yet. Another side effect is that modules which have some kind of unique identifier or other unique per-instance value will not be considered equal. For such modules manual workarounds would need to be written on a per-case basis. Down the line I intend to extend the feature slightly so that orange-highlighted items can be merged but require confirmation of which stack's values to use. This will only apply to the workshop, at least for resources, as in the recycler the resources are actually present and contained within the part, rather than being just a "command" to fill the part up on completion (for Liquid Fuel, Electric Charge etc) or manufacture them alongside the part (for Solid Fuel, Ablator etc). I may also add "original inventory" to the criteria for it being orange when/if I do this. Other changes: I have added resource icons for Dirt and Waste Material. Controls for the workshop and recycler are now grouped in the PAW I have added a few module manager patches which override the KIS volume for some parts, similar to the flag parts. Since these override the volume KIS uses the changes are global (i.e not restricted to the workshop). The inflatable heat shield's volume now reflects its deflated state. The value used (16,000 L) was estimated by comparing its size to other parts. The surface science parts use the same value as their stock packed volumes.
  8. I've got quite a lot done since my last post but most of it is "under the hood/bonnet" sort of stuff so there aren't many screenshots for me to show off. I have upgraded the resource categories so they now include B9 parts – if a part has a B9 subtype which includes a particular resource it now shows up in that resource's category. This applies to both the workshop and the editors. (Previously they would only be filtered based on the contents of the default subtype, so, for example, the OSE containers would show up under Material Kits but not Rare Metals, Exotic Minerals, Dirt or Waste Material.) I hope to expand this to other resource switchers, such as Firespitter, Interstellar Fuel Switch and the switcher used by WBI mods in future (when I implement them in the workshop itself). I have added resource icons for Material Kits, Rare Metals and Exotic Minerals based on the decals used on the containers. Dirt and Waste Material will come at some point too. I have implemented the stack manager in the recycler. It looks and works broadly the same as the workshop one but for obvious reasons cannot change the total number of items, only split them between different stacks (so there are no Delete, Clone or Add new stack buttons and adding or subtracting from a stack increases or decreases an adjacent stack). StoredParts (i.e. items stored in a stock container) now use the new icon renderer in the recycler. Most of the features of Conformal Decals are now properly implemented aside from a few kinks I need to work out with the CDL-T Text Decal part (everything is functional but some of the controls aren't showing up when they should). However, the decals do not currently show up in the icon renderer. I have done quite a lot of code cleanup, mostly converting redundant/repeated code to functions etc. I have also managed to improve the performance of both the part list and the craft loader (although the latter is far from smooth still). I have done quite a lot of work on the craft part loader. Each part now has a toggle next to it so it can be ignored when the Add all to queue button is pressed. In the screenshot below there are two disabled/deselected FL-T100 Fuel Tanks which would not be added to the queue. Unprintable parts (i.e. those which are both a) too big for any connected KIS container and b) are either too big for any connected stock container or can never be stored in one) are disabled automatically and cannot be enabled (e.g. the Kerbodyne parts in the second screenshot). Parts now also display their contained resources; if available they will use the specific icon for that resource, otherwise they will use the generic "fuel can" resource icon. When the icon is hovered over it displays the name and amount of that resource contained within the part. Finally, if a part's cargo type cannot be changed (generally this means it is not stock-container-compatible) it now has a little padlock icon over its bottom-right corner to alert the user. I have added a set as target button to the app next to the switch to button, so OSE vessels can be targeted more easily. (Not that there's any real need for it, but the craft list is there, so I might as well take advantage of it right? If you have any other ideas for useful functions that "might as well" be added to it please feel free to suggest them. (I already plan to have some kind of resource display.))
  9. I've got quite a lot done this week. The flag parts now have a proper browser to select which image to use. Queued parts in the workshop now have a stack manager which is accessed through the right-click radial menu thing. It allows the stack size to be changed on-the-fly, as well as for additional stacks of the same part to be created – stacks of 1 can be added by clicking Add new stack, and any given stack can be cloned or split in half; stacks can also be deleted from the list as long as there is at least one left. The changes do not take effect until the confirm button is pressed. Any part in the queue can be managed as long as production on it has not started. I am not yet sure if I am completely satisfied with it graphically, but it is functionally complete. I intend to do something similar for the recycler although this will of course be much more restrictive. I have added some controls to the inventory browser in the recycler: a toggle to show/hide Kerbal inventories, a button to collapse all inventories and a button to expand all inventories. Again, the graphics are subject to change. I have implemented a generic handler for PAW UI controls. This includes sliders, option selectors, toggles, cyclers, "event" buttons and labels. Unfortunately this doesn't mean that mod- or module-specific code isn't required as many modules need to perform a setup process before the controls work properly (or at all). Some controls also show up when they shouldn't (for example the engine throttle slider shows up regardless of whether individual throttle is enabled.) Hopefully though this should mean that turnaround can be much more rapid (much less coding will be required to support most mods, at least in theory). The screenshots below show some controls which are functional more-or-less without intervention by me. None of the controls for either part were manually coded for except for the variant/B9 selectors. There are now pack/unpack buttons in the app (when the packing feature is enabled in the options). There are also some other changes I haven't taken screenshots of. I have converted the WorkshopQueuedItem class (i.e. parts in the workshop/recycler queues and in the craft/subassembly loader) over to the new icon renderer; only StoredPart and ModuleKISItem items (as displayed in the recycler inventory browser) still use the KIS icon renderer. Finally, I have made my own version of the graphics used by the scrollbar "thumb"; the stock version was never really designed to be scaled down as done in the mod, which resulted in the ends being sort-of "pointy". (This can be seen in several of the other screenshots.)
  10. I meant in Sandcastle; sorry if that wasn't clear. The actual issue I'm talking about is with the KSP labs themselves and would need to be worked around by Sandcastle. OSE isn't related to this other than it being how I encountered the issue. BDArmory and KIS (and probably other mods too) also have to do the same thing. If it is the same problem I had then no Science Lab will be printable and there's nothing you can do about it yourself – Sandcastle would need to be patched. Otherwise there may be a specific issue with that part in particular, which I'm sure would also be useful for Angel to know about. P.S. what inflatable parts are you referring to? If you let me know I can make sure they are compatible with my overhauled version of OSE. (You should PM me or post it in the dev thread in my signature rather than here so as to not clog up this thread with stuff unrelated to Sandcastle.)
  11. Have you tried other science labs? If those don't work either I suspect its the same issue I had with parts containing ModuleScienceLab in OSE where they wouldn't print (details in the spoiler).
  12. Hi all, long time no see. I have finally managed to get back to working on the mod and have some updates for you. First, I have added support for categories added by Filter Extensions. Add and engine type categories are fully supported; replace type categories are not fully implemented yet. In Filter Extensions' default configuration this means that all newly added categories are added, some additional subcategories are added to the stock Filter by Function category and some of the categories in Filter by Cross-Section Profile and Filter by Resource have been moved around and given bespoke icons but the folder-based changes to Filter by Manufacturer are not implemented. As a side note if a category added by Filter Extensions has only a selected icon (rather than both selected/white and normal/black) the Workshop will generate a normal/black version of it so it matches the functionality of the stock categories (as well as CCK); Filter Extensions itself does not do this in the editors so you end up with white icons used by both button states. Any categories added by Filter Extensions which contain no parts (e.g. categories for mods which aren't installed) are ignored. This is why the Struts sub-category does not show up in the screenshot of the structural parts below, as compound parts (struts, fuel lines) are currently blacklisted from the workshop. (This may change in future. They were originally blacklisted because they cannot be used properly in the KIS construction mode but I think they may work in the stock construction mode – I haven't tested this yet.) You may also notice that I have removed the scroll bar from the categories list, mirroring the style used in the editors. (They are still scrollable, there's just no scroll bar.) (In the screenshots the pale blue numbered categories are from the Moar Filter Extension Configs sub-mod.) I have added a Filter Extensions config for the Workshop as well. It collects together all parts from the mod itself as well as any parts which contain either a workshop or recycler module. Both module types have their own subcategory. The screenshots below show these subcategories with both Keridian Dynamics and KPBS installed, both of which have both workshop and recycler parts. As it is just a config this category will show up in the editors as well. (This is in addition to the Workshop category the mod adds to the Filter by Function list, which similarly includes workshop/recycler parts from other mods but of course does not have sub-categories.) I have also added support for the categories added by Nils277's Kerbal Planetary Base Systems (KPBS) and Feline Utility Rovers. To mirror the behaviour of these mods their parts are no longer shown in the main Filter by Function categories if configured to do so. A catch-all mod category is also added to Filter by Function if configured to do so. A small caveat to this is that KPBS does this via an in-game option, which cannot be accessed by other mods, so I have set it up to show this category if its config (GameData\PlanetaryBaseInc\KPBS_config.cfg) has the value separateFunctionFilter set to true. The config already has this value listed but as far as I can tell by looking at the code for the plugin it is never actually used by the mod itself (either it is obsolete or was simply never implemented). The same value is actually used by Feline Utility Rovers to enable the category in its config. The subcategories in these categories show up in the order they do in the main Filter by Function category, rather than the seemingly arbitrarily different orders the mods themselves use. I have also added a fallback "none" subcategory to these categories (the one with the ? icon); this will only show up if there are parts with their category set to none/-1. (They are visible here because of a personal Module Manager patch I have in my install which is set up to move some types of part out of their "normal" categories and into various CCK categories. This has nothing to do with mod but I thought it was worth explaining.) Finally, I have added flag parts to the icon renderer. This includes displaying of the correct mesh for a chosen variant/orientation/size and properly displaying the chosen texture on the mesh. It currently does not take the mirror option into account. It is also worth noting that (currently) the size of the icon is determined by the largest mesh, which means that when smaller sizes are selected the icon can end up very small. I may be able to work around this later on.
  13. I cannot say for sure but I don't see why not. The reason CRP is a dependency is essentially to prevent conflicts when defining resources and so multiple mods can use the same resources without defining them specifically. As far as I can remember the actual recipes/resources used are all defined in configs (i.e. they aren't hard coded in the dll anywhere) so at the very least they can be changed using module manager patches. Assuming SIMPLEX works in the same way as CRP (i.e. defines resources using the stock system rather than its own) it shouldn't be a problem. P.S. I haven't had time in the last few weeks to work on the mod but should be getting back to it soon.
  14. I haven't any plans for it but I'll have a look at it. I don't use it myself so I don't even know if its compatible with KIS or the stock inventory system. If it is though I'll just add it to the list. (In principle I'd like all mods to be compatible if possible, although in practice I'll prioritise easy or popular mods and ones I use myself.) As long as they are loaded in the current scene you can access the built-in assets using UnityEngine.Resources.FindObjectsOfTypeAll<T>(), so if you want to load a Texture2D called "stock texture", you can do something like Texture2D stockTexture = Resources.FindObjectsOfTypeAll<Texture2D>().FirstOrDefault(obj => obj.name == "stock texture"); Since FindObjectsOfTypeAll returns an array of all of the loaded assets of a given type you can loop over them to get a list of their names, then output them to the log or something to see what's available. Bear in mind though that the list will also include assets loaded by mods. Alternatively, there are methods in the GameDatabase class which can be used to access particular files, such as GetTexture(). GameDatabase needs an instance reference so they take the form GameDatabase.Instance.GetTexture(). Some assets are only loaded in particular scenes so can't be used unless you can load them from the stock sharedassets containers (I have tried to do this but haven't had any luck). For example most of the editors' UI assets are only loaded in the editors so cannot be accessed in flight. Since KSP is built using Unity the Unity Script Reference can be quite useful.
  15. Time for another update. I've started work on the new icon renderer to replace the KIS one. Unlike the KIS one it displays the parts using a constant 50% ambient light with no directional light, mirroring the behaviour of the editors' icons. (The KIS one has a single strong directional light and uses the same ambient light as the scene, so it varies depending on the current vessel's location.) It also rotates the parts slightly slower – a full rotation takes 6 seconds like in the editors (I think KIS's takes 5s). Currently the new renderer is only used in the workshop part list and part preview (i.e. it isn't used in the workshop's queue, the craft file/subassembly loader or in the recycler) but once it is finished I will extend it out to the other UIs. In addition to the differences mentioned above the new renderer is also able to display part model changes implemented using B9 Part Switch. It is currently able to switch textures and toggle sub-meshes; other changes (mesh rotation, mesh position and mesh scale) will come later. Here is a part from Benjee10's Planetside Exploration Technologies/MMSEV showing several different B9 subtype combinations: I have also added compatibility with the variables for the flag parts, i.e. Orientation, Size, Flag Image and Mirroring. At the moment the Set Flag button simply cycles through all the available flags one by one but I hope at some point to create a UI similar to the editors'. Changing the Size and/or Orientation changes the mass as expected. I have not yet looked into displaying the different variables on the icon renderer (the system the FlagDecal parts use to change the mesh is somewhat different than either the stock variant or B9 so will need to be specifically implemented). Something else to note is KIS does not seem to calculate flag parts' volumes properly (it seems to use the volume of the largest mesh available), which, as you can see from the screenshot, can result in ludicrously large values. I don't know if there's anything I can do about this – I could override the part's volume calculation to use the right mesh but I think KIS itself will recalculate it when it is added to the inventory so there isn't really much point (I'll give it another look at some point to be sure). I think it may be possible to workaround this by adding a ModuleKISItem to the part and using the volumeOverride variable to set the volume but more investigation is required.
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