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Blackstar

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  1. It's likely. ATI had a long track record of terrible OpenGL support in their drivers. It's gotten a little better under AMD, but not much. I always recommend nvidia cards to people who make heavy use of OpenGL as they've always had pretty good support for it.
  2. Both the mission time counter and TAC life support units use Earth time. Kerbin's rotational period is 6 hours, but "1 day" of life support means 24 hours.
  3. That's what the reactors in the Interstellar mod do. Attach an electric turbine to one end, and a thermal rocket nozzle to the other, and the heat generated by the reactor can be used by either. Throttling up lessens the rate of electric power generation, though the Megajoule -> Electric Charge conversion rate is so high that you effectively have unlimited power to any stock instruments even at full throttle.
  4. If it's a manned mission, transmitting anything but crew/eva reports is almost always a bad idea, unless you are stranded and unable to make it back to Kerbin. Now that you can move science around on EVA in 0.23, just take it out of your experiments and store it all in the capsule before you jettison them, so you can get 100% value for everything.
  5. Either add more parachutes so the experiments survive, or EVA and move the science into the capsule. Surface samples and Science Jr. reports from Mun or Minmus are a big chunk of science each. Land in different places to get more, but remember that you can only use a Science Jr. or Goo Canister once per mission. Resetting it erases it, so you don't get the science points. Take multiple if you're planning to make more than one stop.
  6. You already edited your post, but yeah. The big difference on a 64-bit OS is that all the kernel code runs in 64-bit mode anyway, so it doesn't need to be 32-bit addressable. The user application can get the whole lower 4GB range to itself (minus a small stub for interfacing). Executables that aren't marked as large address aware just aren't allowed to touch the upper 2GB no matter the OS. I'd have to check but I think LAA is the default on newer versions of MSVC. I don't think /3GB is even a valid startup flag on 64-bit Windows, or if it is, it doesn't do anything.
  7. Well, you can just turn it on by editing the PE header. It's usually safe to do so, unless the application uses tricks like stealing the high bit of a pointer to store a flag, but those are very rare, especially outside of low-level system programming. You don't need to for KSP, though. I just checked its binary and it is already marked large address aware. That's consistent with my observations (typically see 2-3GB memory usage on my setup). It should work -- since KSP is large address aware it can use the extra 1GB of user address space if you're running the OS with /3GB. I'd only do that if you're stuck on 32-bit and are desperate though -- in nearly all cases you'd be better off just upgrading to a 64-bit OS. In the past there have been occasional driver incompatibilities with /3GB, most often video drivers.
  8. Abandon ship and and try to circularize on EVA? I don't remember how much deltaV an EVA pack has, but with an apoapsis of 1000km, you might just have enough. If you can get him into a stable orbit, then you can take as much time as you need to get a rescue ship to rendezvous.
  9. I would be sad to see "Target active vessel" go away, as it's quite handy if you know what you're doing with it. Is hiding it behind an advanced mode setting instead of removing it completely an option? The only legitimate problems I've encountered with RT2 so far (that haven't been fixed): 1. Vessels that are unloaded from the active scene do not correctly act as relays. This is easiest to see with an example. Mothership M has a big dish and an omni antenna. The dish is pointed at the home satellite network. Probe P, which has only an omni antenna, decouples. It's fine, so long as it stays in physics range of mothership M. As soon as it gets past 2.5k and the mothership unloads, P loses its connection and can no longer be controlled, even though it's still well within the range of M's omni antenna. Quicksave and reload is the easiest way to fix that problem, but it's still annoying, especially if the probe is in the middle of a circularization burn, or worse, already in an atmosphere. 2. Sometimes RCS stops working after undocking. I haven't yet done scientific testing to prove that this is a RemoteTech bug, but it seems to only bite me when I have RT2 installed so I'm about 75% sure. The symptom is that you simply can't turn RCS on, even though you otherwise have control of the craft. Again, quicksave and load fixes it.
  10. I'd be perfectly fine with automatic targeting of vessels if (1) Power to any inactive vessel that particular transmitter was supplying cut out, shutting down background processing for refineries, science labs, and even life support if there's no local power available. It may already do this, I honestly haven't tried it since I'd consider it cheating to take advantage of if it doesn't. (2) Power to the new target only kicked in after appropriate signal delay as required by distance / speed of light. Though given how much people hated it from a gameplay standpoint with Remote Tech, I really doubt (2) would ever be implemented.
  11. OTOH, as someone who's actually worked with real life seismic data before, I can say that 6500 packets is downright tiny for it.
  12. Microwave power seems more OP to me than the Vista. Beaming gigawatts through space with a beam tightly focused enough not to dissipate over interplanetary distances, pinpoint accuracy, and automagic targeting of the active vessel? Needs some downsides, like instantly cooking any Kerbal who goes on EVA while the ship is receiving that much power.
  13. Just happened to notice a new parody video:
  14. I tend to go with a combination of a mission registry and a name. Registry numbers are usually three letter acronyms based on the class of the vessel (i.e. which file in the VAB/SPH it's launched from) followed by a mission number that increments for each vessel of that class to be launched. OTV=Orbital Transport Vehicle, IEP = Interplanetary Exploration Probe, etc. After starting a new save, I traditionally name my first 3 real (non-experimental) workhorse tugs OTV-101 Grissom, OTV-102 Chaffee, and OTV-103 White. Those three ships have different specialties and do most of the orbital assembly of whatever big mission I'm planning. If I do a Mun mission, the ship to land there will often be named Collins, just because. After that, it's whatever random thing I feel like at the moment. Oh, and I tend to create a big space station called Kerbin One even though I rarely use it for anything. The design varies wildly from one game version to the next depending on which mods I'm playing with, but it typically has plenty of habitation space, docking ports, and sometimes fuel reserves.
  15. The career mode surface samples from Minmus indicate that it is unfortunately NOT a delicious dessert. At least the surface. But maybe dust from meteor impacts has settled at the top layer... we should dig deeper and see if there is delicious dessert just under the surface!
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