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[1.0.5] NanoKube: Ultra Tiny Probes!


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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.

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Welcome back; downloading now.:)

--edit--

@Patrick Suddeth Small potential problem with your RT config for the antenna: it doesn't delete the pre-existing module data transmitter it would seem. The first bit below should do that. The second bit prevents the player from assuming manual control of their antennas (basically, it let's RT be RT and is in all the RT patches).

!MODULE[ModuleDataTransmitter] {}


	@MODULE[ModuleAnimateGeneric]
	{
		%allowManualControl = false
	}

 

Edited by Deimos Rast
clarity
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3 hours ago, Deimos Rast said:

Welcome back; downloading now.:)

--edit--

@Patrick Suddeth Small potential problem with your RT config for the antenna: it doesn't delete the pre-existing module data transmitter it would seem. The first bit below should do that. The second bit prevents the player from assuming manual control of their antennas (basically, it let's RT be RT and is in all the RT patches).

!MODULE[ModuleDataTransmitter] {}


	@MODULE[ModuleAnimateGeneric]
	{
		%allowManualControl = false
	}

 

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.

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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.

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I did some code tweaking for this to make it work with 1.2.  I moved the panels, antennas and flinger to Electrical, Communication and Coupling.  Added 2k internal antennas to each probe core (stock parts have 5k internal antennas), as well as basic KerbNet access (worse FOV settings than stock Stayputnik).  I also reduced the research payouts down a bit to make them more inline with the prices of the parts (core, antenna, panels included) compared to the stock thermometer.  Multiple scans still pay quite a bit more than a stock thermometer reading in a particular location.

I don't use RemoteTech so I haven't edited that part or checked compatibility.

I'd be more than happy to supply a zip for Patrick Suddeth to upload.  A previous message suggests I can provide a copy of the files to others under creative commons licence as well.  I take no credit for anything and have not added or edited any copyright files included with the original upload.

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//Move NanoKube mod parts to proper 1.2 categories
@PART[NanoKube_Antenna]
	{
		@category = Communication
	}

@PART[NanoKube_Antenna2]
	{
		@category = Communication
	}
	
@PART[NanoKube_Flinger]
	{
		@category = Coupling
	}
	
@PART[NanoKube_Solar_Static_1]
	{
		@category = Electrical
	}
	
@PART[NanoKube_Solar_Static_3]
	{
		@category = Electrical
	}

//Add internal antennas and KerbNet to NanoKube probe cores	
@PART[NanoKube_111_prt_noRCS]
	{
	MODULE
		{
			name = ModuleDataTransmitter
			antennaType = INTERNAL
			packetInterval = 1.0
			packetSize = 2
			packetResourceCost = 12.0
			requiredResource = ElectricCharge
			antennaPower = 2000
			optimumRange = 1000
			packetFloor = .1
			packetCeiling = 5
		}
	
	MODULE
		{
			name = ModuleKerbNetAccess
			MinimumFoV = 30
			MaximumFoV = 35
			AnomalyDetection = 0
			DISPLAY_MODES
			{
				Mode = Terrain
			}
		}
	}
	
@PART[NanoKube_111_prt_RCS]
	{
	MODULE
		{
			name = ModuleDataTransmitter
			antennaType = INTERNAL
			packetInterval = 1.0
			packetSize = 2
			packetResourceCost = 12.0
			requiredResource = ElectricCharge
			antennaPower = 2000
			optimumRange = 1000
			packetFloor = .1
			packetCeiling = 5
		}
	
	MODULE
		{
			name = ModuleKerbNetAccess
			MinimumFoV = 30
			MaximumFoV = 35
			AnomalyDetection = 0
			DISPLAY_MODES
			{
				Mode = Terrain
			}
		}
	}
	
@PART[NanoKube_1U_Solid]
	{
	MODULE
		{
			name = ModuleDataTransmitter
			antennaType = INTERNAL
			packetInterval = 1.0
			packetSize = 2
			packetResourceCost = 12.0
			requiredResource = ElectricCharge
			antennaPower = 2000
			optimumRange = 1000
			packetFloor = .1
			packetCeiling = 5
		}
	
	MODULE
		{
			name = ModuleKerbNetAccess
			MinimumFoV = 30
			MaximumFoV = 35
			AnomalyDetection = 0
			DISPLAY_MODES
			{
				Mode = Terrain
			}
		}
	}
	
@PART[NanoKube_113_magprt_noRCS]
	{
	MODULE
		{
			name = ModuleDataTransmitter
			antennaType = INTERNAL
			packetInterval = 1.0
			packetSize = 2
			packetResourceCost = 12.0
			requiredResource = ElectricCharge
			antennaPower = 2000
			optimumRange = 1000
			packetFloor = .1
			packetCeiling = 5
		}
	
	MODULE
		{
			name = ModuleKerbNetAccess
			MinimumFoV = 30
			MaximumFoV = 35
			AnomalyDetection = 0
			DISPLAY_MODES
			{
				Mode = Terrain
			}
		}
	}

@PART[NanoKube_113_magprt_RCS]
	{
	MODULE
		{
			name = ModuleDataTransmitter
			antennaType = INTERNAL
			packetInterval = 1.0
			packetSize = 2
			packetResourceCost = 12.0
			requiredResource = ElectricCharge
			antennaPower = 2000
			optimumRange = 1000
			packetFloor = .1
			packetCeiling = 5
		}
	
	MODULE
		{
			name = ModuleKerbNetAccess
			MinimumFoV = 30
			MaximumFoV = 35
			AnomalyDetection = 0
			DISPLAY_MODES
			{
				Mode = Terrain
			}
		}
	}

Here's some basic patch code if you want to move the parts to the new 1.2 categories, plus add internal antennas and basic KerbNet access to the probe cores.

You'll need to add the Module Manager mod if it doesn't already come with one of your other mods.

Then create a text file in the GameData folder (I have my patches inside my own folder KerbalSpaceProgram/GameData/Mine), rename it as whatever.cfg (ie MM_NanoKube.cfg) and paste this code into it.  (MM implies that the file is a Module Manager patch)

Alternately, find a cfg file from your favorite mod or the Squad folder in game data, copy it, rename it, delete the contents and paste this in.

Enjoy.

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