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thirstyemu

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Everything posted by thirstyemu

  1. It's this documentary from 2006 if anyones interested. Not the best quality, but the best one i could find. http://www.youtube.com/watch?v=Zuu_M1xbRBY EDIT: Orrr, it might be this one instead... they've stupidly listed both titles on their site... morons, either way though, more tv! http://www.youtube.com/watch?v=76R4C1sdwLA
  2. Feel free to use it for whatever, i'll give the craft a shot tomorrow when i've got a bit more free time.
  3. Just a brief mockup of the RedBull air race logo, changed in obvious aspects.
  4. It's not at all, further to that, it's actually quite simple math: Step 1: Add up all the bits as per binary instruction - 1+2+4+8+16+32+...+536870912+1073741824+2147483648 = 4294967295 Step 2: Divide by 1024 to get to KB - 4294967295/1024 = 4194304 Step 3: Repeat Step 2 to convert to MB - 4194304/1024 = 4096 (look familiar yet?) Doing this again nets you 4GB of accessible data. Not an imposed limitation, a general software limitation imposed by all systems running in 32-bit processes running on fixed point binary systems. The only way around this is to implement PAE systems, which on most home systems, slow them down by far too much as your CPU would then need to calculate the differences in page directories (the first 2^10 bits for 4GB which starts to become a huge amount of cycles to impose on a CPU) hence why this has only been implemented on a few server builds that run hundreds or thousands of cores of processing power. However, nowadays it is just much cheaper, faster and simpler to implement 64-bit structures which as you say, can access up to 2TB in un-molested form.
  5. A normaliser is essentially the same as an audio compressor. What it tries to achieve is to make quieter sounds louder, and at the same time, any really loud sounds a bit quieter. This 'should' give you a more consistent audio level while playing instead of, for example, really quiet rocket sounds and then suddenly and immensely loud bang. The threshold is when it will start becoming active on a particular sound. Il have to check this, but i assume its working as a compressor threshold i.e. bigger value means quieter overall sounds. Although it could also be acting as a gain ratio... Il check this in a bit. The responsiveness is just that, how fast it will react to a change in sound, a smaller value should make it act less harshly with a larger setting making it only react for prolonged sounds or those with excessive energy. Just note, the two here are a rather crude way of normalisation. From an audio engineers perspective you would normally have many more variables so... I'm kinda guessing at which way the sliders work based on the assumption that responsiveness is done in ms (i.e. 16ms from your screenshot) and the normalisation as a compression ratio, as stated above. Hope this helps.
  6. Downloaded update, loaded a .20 craft, useless.. Re-created it in .21, perfect. plus a much better improvement overall in handling with the new S.A.S. Also, on another point, tweaks to the general space plane aspect of the game follow much closer to how real planes are expected to behave. They're not quite there yet but its a damn good improvement in my opinion.
  7. i've been loving this scenario, although haven't been anywhere near decent enough to post a time, but, point is... i hope this gets re-done for .21 because if anyone hasn't seen yet, the new mountains near KSC are absolutely nuts and look perfect for this challenge. again, props to the OP for one of the best challenges i've done in a long time!
  8. In my opinion, the limitations of the unity engine (little multi-core and dual-gpu support) make top end gaming rigs not worth the extra money you have to spend on them. My MacBook Pro runs KSP on the same settings, just as well as my Mac Pro and my friends gaming pc. Although granted, the specs of mine are a little out of the price range: 2.8GHz quad-core Intel Core i7 16GB 1600MHz memory 768TB flash storage NVIDIA GeForce GT 650M with 1GB of GDDR5 memory A decent 2.5+ CPU, fast memory and a decent 512mb graphics card are going to give you enjoyable playback. However, bear in mind monster 1000+ part ships etc will be well out of reach on a laptop. Do bear in mind people, the cost of buying a gaming PC for home and then a competent laptop that can handle you workload will probably end up being much more expensive than a high powered laptop anyway and only for a few tiny tiny gains. My piece on it anyway, hope it helps.
  9. I have two macbook pros, one with a 330m and the other with a 650mx, but both have the same CPU (quad-core i7). Apart from things like being able to ramp up the video settings themselves - like AA and scatter densities etc - it makes literally no difference as far as part counts go, you get to 1500 or 1600 and your screwed with either setup. In fact, its unlikely to change massively until either the .20 update with all the ongoing streamlining or when the unity engine provides support for proper multi-threading as thats where the current bottleneck occurs.
  10. also, why can't there be minimum field requirements, or moderation for the first 2/3 posts like on the forums? the amount of mods/crafts on there with the description 'set of expansion parts' (or something just as useless or vague) is ridiculous, as is the amount of tags people put on for download farming. finally, with the whole move to steam I don't get why workshop hasn't been implemented, I get that they want to use spaceport and carry on with that, but its only viable if the thing actually works. Although on a side note the whole steam move seemed kinda rushed but thats a moot point anyway.
  11. It's actually a 5 minute deadline to the 500m/s cruising speed, should give you a bit more leeway with takeoff!
  12. didn't take me too many to land on mun, my problem was transferring and gaining a new orbit, got there eventually though!
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