Vim Razz

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  1. Stage recovery takes extra time that I'd generally prefer spending on the fun parts of the mission, so cheap & disposable it is.
  2. The links got broken as a result of a major forum update back in late 2016 or early 2017 or thereabouts. The OP stopped updating the index back in 2014. It's still a nice thread to browse through for inspiration at times, though.
  3. I spent a few weeks derping about with Panthers to see what I could do with them. These are some highlights from that:
  4. The most annoying thing is when orbital lines of nearby ships fade out when you zoom in on map view, making early game rescue missions (from, say, misaligned Minmus returns before 1st radar upgrade) really obnoxious. Making final course corrections requires zooming out and back in again constantly in order see how close your trajectories are aligned. Also, I sometimes want to throttle whoever switched the positions of the LV-T30 and the LV-T45 on the tech tree (version 1.1 or 1.2, if I remember right). It makes starting up 10% science games far more tedious because the LV-T45 can't manage Munar flybys, and it seems impossible to get a part test contract for the LV-T30.
  5. This bug is still around? There's an old solution here, but I can't vouch for it being up to date:
  6. All of them, depending on what kind of mood I happen to be in lately.
  7. I don't know that that's the case. The i7 machine I use at work crunches drawings a lot faster than my gaming/toy i5 rig at home. The time saved over the course of a year more than pays for the extra cost of the chip, and you don't need to understand anything about how or why it works to benefit from it in that regard. At home, though, it would be a lot of money to spend on a very marginal improvement for the stuff I use this computer for.
  8. Well put. It's worth noting here that you're using a more technical (and more precise) definition of the term "rescheduling" then I did. I can certainly see how the vagueries of vernacular usage could ruffle the feathers of those familiar with the jargon, and probably should have chosen a better term, but I didn't think of it at the time. So thank you for that clarification. So, how to best communicate the consequences of that to people who's entire understanding of hyperthreading may be that the salesguy told them "it makes 4 cores behave like 8 cores" -- a statement that may-or-may-not be true depending on the nature of the load? I suppose I'm still at a loss of that front. Game threads generally need to stay synchronized with each other and with the user. If you're waiting for one to stall out before running another, then your entire game is stalled and you've not gained much by having the additional thread.
  9. It's but no means a complete description, but if you can describe the core function more effectively in a few brief statements then that would be great. I'm not exactly sure what you're taking an objection to, though, tbh. Rescheduling tasks on the processors to maximize load efficiency is quite literally what hyperthreading is intended to do.
  10. Oh, well troll'd, @regex. It got me as well. Given the amount of general confusion regarding hyperthreading and games, though, it may be worth taking a moment to note what hyperthreading is: It reschedules processing threads to get more of them done within a fixed amount of time. This is awesome for bulk data processing, because you don't really care when each individual thread runs or finishes. You just want the end result when all of them are done. It's less useful for games, because game threads generally need to stay synchronized with each other so that they can be interacted with in real time. Rescheduling them changes the timing and breaks that. You can get a small benefit to games from system background tasks being rescheduled, though.
  11. tbh... It doesn't make a huge difference. At a certain point, "getting payload X to location Y' becomes more of a chore than a challenge. The fun thing about this thread is that the truck itself is such an amazing build, not the technical elements of moving it from one place to another.
  12. This isn't a vanilla contract condition (stock contracts are not tied to individual ships), so you might have the best luck asking in thread of the relevant mod.
  13. A little trick I picked up from someone on the forums here (I've forgotten who) for figuring out when to travel from one planet to another (without using external tools or resources) is to pitch a small probe just outside of Kerbin's SOI so it orbits the sun in an orbit very similar to Kerbin's. Then you can use that probe's orbit to plan out maneuver nodes, and compare how much it's going to cost to travel from various departure times in Kerbin's orbit.
  14. In this case, they're the old version of the Structural Fuselage. If you like the look of the old fuselage model better than the current model, then I think there are mods that can add those part again. Both the old and new models are passable in stock or with Connected Living Spaces installed, though at the time that particular base was built their use was purely decorative. (It uses Temestar's old modular base building kit from a few years ago.)