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Patrick Suddeth

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Everything posted by Patrick Suddeth

  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.
  14. I think that should help. I'm not sure if I was clear enough in the OP, but here's the two types of panels I'm trying to make: 1: integrated static panels on the probe body. The probe is cube-shaped, and the panels will be around four of its sides, so it will have 4 sun catchers each facing in a separate direction. All of them are static, not deploying. 2: attachable deployable solar panels. They will have a deploy animation, but not be sun-tracking. Since they won't be turning after deployment, I wanted sun catchers on both sides so it'd work with either side facing the sun. These are attachable parts, and will have a deploy animation, but only one. The two issues I'm having with these is I'm not sure how to make a solar panel, deployable or static, with more than one sun catcher. The other issue is getting multiple solar collectors to work while they're facing in different directions. The best I've gotten is 4x panels that clutter up the UI and only generate power all together at once when only the first one is facing the sun.
  15. I've gotten requests to make my NanoKubes be a single model to help with KAS compatibility among other things. The solar panels for the Kubes normally get placed along its four sides facing outward. How do I go about getting solar to work on a single-model piece when the solar panels are multiple entities facing in different directions? Or, more generally, how do I make a working solar panel that has a collector area made of multiple parts? I'll most likely be modeling in Blender and importing into Unity.
  16. Link's been fixed. Apparently I needed to hit the giant green "Publish" button before it would be visible to anyone but myself. Link worked fine last night when i posted it, but I think I was still logged in to kerbal stuff so of course it worked for me then.
  17. Well under the CC-BY-SA license, I can't stop you from hosting it yourself, though you've prodded me into signing up on Kerbal Stuff to have an official download project there. I can see how update notifications and subscriptions would be nice to have, seeing as I've updated my mod three times in as many days. As for science experiments, I'm intending my kubes to use my own custom-made experiments. However, the two experiments I have now are not going to be the only ones. I plan on adding more experiments as I make them.
  18. UPDATED 2.2.3 4-14-2016: New Parts NanoKube now includes an experimental all-in-one Kube! The new Kube has an antenna and a single 1U solar panel integrated into the probe body, so it's a fully functional satellite in one KSP probe part. I haven't used the KAS mod, but let me know if this helps those of you who do. The most major difference between this version and assembling your own is that this Kube can only support one single solar panel, as I haven't been able to figure out how to get a working solar system made of multiple panels facing in multiple directions to work properly. At least this one has RCS so you can point the single panel toward the sun. Are you not entertained by your assemblies acting unpredictably? The new Antenna2 has the same specs as the old antenna, but has a better model so you don't have to guess which way it will extend. The round bit stays still, while the yellow bit extends out. UPDATED 2.2.2 4-12-2016: Hotfix Playing KSP again after my hiatus, and I wanted to get my mod working again. I've upped the parts' heat tolerance. They no longer appear to explode immediately on the launchpad or during a vigorous launch for the moment. Research tree requirements have been tweaked to align with new research. To get the parts, research Basic Science, Miniaturization, and Precision Engineering I believe I've fixed all the bugs I had with RemoteTech compatibility, so version 2.2.2 restores the .cfg for that temporarily removed in 2.2.1. /update Good things come in small packages. Launch swarms of tiny, low-cost satellites when you're on a money or weight budget. If you're interested in the currently-growing area of Nanosatellite missions such as CubeSats, this is the mod for you. While these Kubes may not provide the most science compared to some other options, they're simple and inexpensive to make, costing between 160-500 Funds each depending on how you want to build it. Fly a swarm of 20 of them for less than 5000 Funds. They are very small and lightweight, having minimal weight impact on a rocket. You could even slap one on the side of another mission to get a little more from your launch. The experiments are designed to be repeated many times, so unless you want to spend a long time making one Kube do all the work, launching multiples is recommended. RemoteTech Upgrade: Included in the download is an additional folder that can be used to make NanoKube RemoteTech compatible. If you have the latest version of NanoKube installed, all you should need is to install the RemoteTech_Upgrade folder according to the installation instructions. The upgrade requires RemoteTech in order to work, of course. Currently includes two experiments: A particle detector on the smaller-sized probe, and a combination magnetic field detector/particle detector on the larger one. The small one is a mere 10cm/side. These Kubes are meant to reflect the simpler design of nanosatellites compared to larger and more complex satellites, so you can start flying them at tech level 4. Super-tiny reaction wheels take some extra tech to design however, so expect to be flying the probes without them at first until you get your research a couple levels higher. Mod includes: 4 probes(2 each of each size, one with reaction wheels, one without 2 types of solar panels, sized for each probe type A decoupler sized and tuned for very small probes An antenna to match the probes Also adds two custom science experiments for the kubes to perform. Download from Curse: http://www.curse.com/ksp-mods/kerbal/227600-nanokube Download form SpaceDock http://spacedock.info/mod/740/NanoKube How-to-assemble-a-Kube guide: http://imgur.com/a/IvFBo Pix: Licence: Full license in download .zip CC-BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/ On my todo list: Make animated deployable solar panels (so all 4 deployable panels on a Kube can point toward the sun for more power) Make a better animation for antennas (unrolling the antenna rather than stretching it) Advanced Kube parts Make detectors modular, and add more experiments Ion engine and fuel tank to sink all that extra deployable-panel power into Figure out how to get multiple-piece solar panels working
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