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Renegrade

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Everything posted by Renegrade

  1. Oh, you mean by assigning it TO staging? Hehe.. yeah, a little uncontrolled. I was thinking more along the lines of having a set of icons that you can assign tasks to in the action group settings, and then drag 'em into the staging system. That would totally be something Squad has to do though.
  2. Well, as others have said, while the thrust is way too high, the specific impulse is actually kinda average/low end for next-gen designs. Also I've never needed an ion drive - once you're into OKTO2s and LV-1s, you can stage the heck out of chemical rockets, have fast burns, and be well into five figures of delta-V. The lack of Science Spamming in KSP 0.23 also devalues the mega-powerplant designs of typical ion probes anyhow. (NB: a Timberwind NTR can be upwards of the thrust of a Skipper and 1000 specific impulse in vacuum while weighing half as much, so you could say that the LV-N is actually rather underpowered too -- but that could just be more of a "career mode has no real progress" issue~)
  3. Ah, that makes sense. I'll assign it to abort like Commissar suggested. I'd love to be able to assign action-group-class actions to staging, but that ball's definitely in Squad's court right now. Anyhow thanks again for the mod!
  4. Hey stupid_chris, I just wanted to say thanks - I've been playing around with RealChute, and it's quite nice. I especially like the wealth of configuration options - chute diameter and pre-deployment altitude settings are extremely helpful. Kudos! Just one question though - when I stage the chutes, they sometimes don't arm.. Is there some condition or setting I'm overlooking? (They can still be armed with a right click, just not staging)
  5. FYI - that's exactly what I do; same origin vessel, rename, and change.
  6. I've had this dupe issue multiple times. I ran a clean install with nothing but RT2 and it still happened there. It has to be something with RT2, or some issue in vKSP that RT2 triggers. It always happens when switching spacecraft from the in-flight map (not from '[' or ']' though). I like to deploy my sats/sat upgrades from a manned ship with two or three attached, so there's a fair bit of switching going on. If I'm not doing things like that, it seems to take forever for it to show up. It makes me quite sad as RT2 is on my short list of must-have mods that should probably end up (possibly in a slightly simplified form though) in vanilla.
  7. I would, but they're actually the best in the region. Also outages aren't uncommon up here in the frozen wastes of Toronto; this won't be the last time my net is out for more than a day. Heck, the second-best guys were down for pretty much all of Christmas week in my neighborhood, starting from an ice storm on the weekend of the 21/22nd. oh, also enki's image applies here too, FYI. Anyhow, I generally like to do manual update checking as a general policy. It avoids strange lag, disk activity or network activity during sensitive maneuvers, ISP disputes, or massive ice storms/etc. I would be totally cool with a 'check for updates' button on that little dropdown arrow though. I'm also totally cool with editing config files to say like auto_update=no and such. Just so long as there's options to turn it off, I'm cool. Other than these issues though, I'm quite happy with the toolbar. It's handy-dandy and keeps all of those mod buttons under control hehe. Disclaimer/Disclosure: I am an employee of the second-best guys.
  8. Ooh, does it make it also not check for the update as well? I was having a um, dispute with my internet service provider recently and they got all obnoxious with redirecting every TCP port 80 request to one of their own servers (rather brokenly I might add), and all the stuff checking for updates was making KSP rather um, pokey. (I was being counter-obnoxious to the ISP as well by using one of my remote machines as a proxy, but KSP didn't pick up those settings..) I think it was mostly KER causing the long timeouts, but I'd love to be able to disable auto-update-checks on any and all mods I use.
  9. Sorry, can't help you there. I've not heard of any such system (and I suspect it hasn't been implemented, and may not be all that practical from a coding perspective). The second install system would let you have RT2 enabled saves separate from non-RT2 saves, but I presume you know that already.
  10. Um, I don't know if that's possible or not, but you can pretty much create a second copy of KSP on your drive by simply copying the folder elsewhere. I do that myself, the folder's not very big so I have three now. (BTSM / RT2+Keth+FAR / pure vanilla installation) It doesn't appear to use any absolute paths nor registry entries (that's pretty much how my own programs work too..how ALL programs should work), so your savegames will be local to the KSP that you start. You can even have unique settings and such. (note that this works with both the Steam and standalone versions)
  11. I personally like to send up a manned ship with two or three geostationary satellites attached to it, deploy in geosynchronous orbit above KSC, set up antennae, and then have two of the three sats navigate around to make the full network. Once a satellite is in geosync orbit, it takes very little delta-v for them to move into/out of slightly wider or tighter orbits to spread them out. Prior to this design, well, I did manned satellites, hehe. Poor old Jeb got realllly bored as a switchboard operator for probe traffic (This is one of my fave mods, by the way. Thanks Cilph!)
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