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Ok so I've just about mastered the basics, interplanetary travel, landing, taking off, transfers, rendezvous and all the like, Now I want a challenge, I believe it comes in the form of remote tech, However, my main limiting factor is computer performance, TBH I have a very poor excuse for a laptop which runs up to 200 parts without too much trouble, and will just about run 350, I want to use RT and I know there are a lot of part models, each with lots of new variables, and a lot of line of site calculations to take into account. So how bad is it. How much will it effect the game and will it make it almost unplayable? or are the increased memory demands more modest than I imagine :)

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I honestly do not think that RT will add that much memory overhead. Now it may take up some CPU cycles, but not memory overhead; it's nothing like B9. I run RT and have no performance issues.

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First off there are not lots of part models. There are four, three dishes and one antenna. The rest of the stock antennas also work as part of your RT2 communications network so lots of new parts were not required.

After that it's just a matter of you being able to run the game with enough flights all going at the same time. Depending on how much signal coverage you want for a particular body you may wind up with a dozen or more satellites out doing their RT2 thing.

I say you should try it out. It really doesn't make the game much more resource demanding.

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First off there are not lots of part models. There are four, three dishes and one antenna. The rest of the stock antennas also work as part of your RT2 communications network so lots of new parts were not required.

Ah that's ok then I think I'll give it a go, I'm sure I can spare a few CPU cycles

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You should be fine, but I'd recommend looking into BoulderCo's Active Texture Management. My computer isn't very good, but the aggressive version lets me have more mods than I'll ever use.

http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-7-Active-Memory-Reduction-Mod

This is good advice as well. This mod really helps.

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Freefall, I've been on a similarly pathetic laptop, using RemoteTech no problem for over a year, both the defunct RT1 and the new RT2.

Make sure you download the "community hotfix" when you get RT2.

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Thanks guys, I'm currently using squad texture redux but I'll give that one a go,

Well I installed it last night and it seemed to work just fine, still on low tech stuff so need to get to grips with setting up comms networks.

On that subject what would you guys recommend; either having a geosync network of 3 or 4 satellites or having a low altitude network of 8-10, Also for long distance comms would I be better off having a ground based radar system located on each if kerbins poles or having the whole system in orbit and simply upgrading my existing satellites when the time comes.

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I currently have 5 KSO sats (only need 3 but I didn't like the gap) to cover intra-Kerbin communications, and 4 Long range sats in a 12hr orbit to cover everything else. there is no real need to upgrade individual sats, just the network as a whole.

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My first time through, I did 3 geosynchronous sats as precisely as I could. Partly just for the challenge of it, and partly because I'm lazy and doing it in fewer satellites meant fewer launches.

As far as the tech curve goes, don't worry about it too much. New tech doesn't really obsolete old tech, so if your KSO's are still functional, you just leave them in place. If I decide I need to upgrade a component, usually a direct replacement in orbit with a bigger/better dish and more power sources, I'll usually try to identify some other need. So for example, when I decided to replace my first-gen KSO's with a couple much larger beasts, the first-gens were still functional. They wound up moving out to the Mun to provide full coverage there, not because I was likely to send any more probes there, but just because it pleased me to provide "dark side" communications for my lonely Kerbals.

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