Jump to content

Patrick Suddeth

Members
  • Posts

    20
  • Joined

  • Last visited

Reputation

19 Good

1 Follower

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Uploaded current version (2.2.3) to SpaceDock, download link added next to Curse link in OP.
  2. You mean in addition the the Kerbal CurseForge link? What other alternate site(s) did you have in mind?
  3. Another update, new parts to try. I'm not 100% sure I've been able to fix power consumption for antennas with RT though.
  4. I believe I've managed to fix the problems with RemoteTech compatibility, so latest update restores the NanoKube_RTUPgrade.cfg file for that. In addition to missing %allowManualControl, I had two backwards brackes throwing errors in ModuleManager and broke the animation for retracting the NanoKube antenna. All that appears to be fixed now. My test Kube has control when linked to a network, and loses it when disconnected.
  5. Thanks for the tip. All I did in the update so far is get the cube to show up in research, and not explode too easily. I hadn't looked at RT yet. Actually, looking through the RT module code now, there's some other things missing as well, like the RT antennas are still under the 1.0 research tree names. I'm gonna remove the RT part of NanoKube to avoid accidental installation until I can get that updated.
  6. So now that my finals / graduation are out of the way, I've finally had a chance to sit down with 1.0. While NanoKube wasn't compatible with KSP 1.0, the fix seems to be simple, so I'll be updating shortly with a 1.0-compatible build.
  7. Thanks ManuxKerb for that. It's finals time for me so I haven't yet gotten the chance to work with the release version of KSP yet. While I haven't had any luck on the solar-panels side of things from earlier, I do plan on having some new models/animations to go with the next update, maybe in a couple weeks, once I can resume work on it.
  8. I think I have tried different-named suncatchers. I tried at least two different ideas with the ModuleDeployableSolarPanel but neither worked well. The first was to make 4 solar panel modules in the code, each one using a different transform on the model. Only one of them functioned, as I could see by right-clicking the probe and seeing four solar panel stat sets in the pop-up menu, crowding things like the antenna deployment and science buttons off the screen. The second method was to use one module, but under the raycasttransform I put "suncatcher1, suncatcher2, suncatcher3, suncatcher4" This method got multiple panels to provide power, but only when one particular side was facing the sun and no other, while still crowding the UI.
  9. Added a status update to the OP. I couldn't find where to add a poll, so I got some design questions in that update.
  10. I don't know much about outside engines that'd fit these. From my memories of old mods I used to use, if the 0.5m parts pack is still up-to-date, you might be able to make some mini 0.5m rockets to attach to your one larger rocket. You'd still have to deploy one at a time, but you you can use one mini-carrier per orbit to help spread the load. If it helps, the Kubes are 10cmx10cm at their base. NanoKube engines are on my to-do list, sometime after I can finish Realism Overhaul compatibility. One of the mission ideas I think I added to the OP was to fly a swarm of 20-30 kubes at a handful of orbits with varying RA's to provide communications for things like drone flights around Kerbin, which sounds like what you're trying to do. Keep in mind, though, that the NanoKube RemoteTech antenna has a range of about 300km.
  11. As far as I could tell, those were the small attachment nodes. I haven't found any smaller ones so far, only larger ones, and I'm not sure how to turn the node markers off. The solar panels have attachment nodes in the first place because the nodes showed up as soon as I made the panels able to be stack-attached, to allow the 1U cubes to be able to have 6 solar panels. Once I'm able to get the solar panel problem worked out, I'm going to combine the solar panels, antennas, and probe bodies into a single model so the nodes problem shouldn't be around anymore, along with making these KAS-compatible.
  12. Woo, update! I believe my Kubes are now RemoteTech-compatible now. I've only done a little bit of testing with it, but I haven't seen any major problems with it yet. The antennas and probes so far have been working as I expected them to.
  13. Just an update on the update. I'm in the process of making single-part Kubes for KAS compatibility. I've gotten all the modeling done, and the antennas worked out, but I'm stalled on getting the solar panels to work. I'm not sure how to make a multi-collector solar panel where the parts face in different directions work out. I've started looking into how to get these RemoteTech-compatible I also have some deployable solar panels in the works, but they aren't sun-tracking and would be two-sided, so they're also waiting on the solution to multi-part solar panels.
×
×
  • Create New...