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Puff3r

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Posts posted by Puff3r

  1. 7 hours ago, Loren Pechtel said:

    This mod goes a long way to avoiding needless clicks but I still have to EVA in order to get EVA reports.  I've got the [x] Science! mod installed that shows me what biome I'm over but that still means sitting there like a hawk on the EVA button.  I just got to Mun, I'm in a nearly polar orbit so I'll pass over everything in time.  Twice now I've passed over Polar Lowlands--and both times it's been so fast that I wasn't able to mash the EVA button in time.  And now I lost the Northwest Crater becuase my mouse wasn't right on the EVA button.

    I use ScanSat just for this purpose. Having the body scanned will show you where the biomes are and you can get out just before you get there to ensure you can get the report in time. 

  2. GTX 760 here.

    Though I do think I've read people with AMD's aswell having this problem.

    This only manifested itself after 1.0, atleast for me.

    I'm still able to fire up the game in 1920x1080 using a HDMI cable on 0.9 and older.

    Same here, my older builds still function normally, just 1.0 and up. GTX970 driver version 350.12.

    How many are using multiple monitors? Also, is the game rendering on the main monitor in Windows, or the secondary?

    I am running dual monitors with the primary connected HDMI (1920*1080) and the second by DVI (1600*900). The game is rendering on my main monitor.

  3. Interesting--when it doesn't work, what happens? Does it hang on the end of loading? That's what happened for me.

    As an experiment, I tried setting it to a lower resolution (1680x1050), setting it to be windowed in normal DirectX, then tried running through OpenGL--the window briefly was at the correct size, then reverted to a different resolution (it always goes to that size in my case), and then hung in the same place (checking the last asset before the spinning planet load screen). Weird. Looks like this new Unity version will not run OpenGL on my system, bummer.

    EDIT: Okay, I played around with the settings a bit more, and I got OpenGL working, hurrah! Let's see if it keeps up after I restart though.

    I always crash before the game loads with the unity error: Couldn't switch to the requested monitor resolution.

    What settings did you change?

    I found a funky work around to get OpenGL working on fullscreen windowed borderless. Start the game in 1680x1050 (or lower), once its open, go to task manager and find KSP. Right click it, minimize, then maximize. Puts it into fullscreen windowed borderless.

    Edit: Forgot to mention, the workout is really sub-optimal. You have to go into regedit and manually change the resolution back to 1680x1050 every time you restart KSP.

    What OS are you running? I am in Win 7 Ultimate and I cannot minimize the application through the task manager or the task bar. I tried using the Windows Borderless Gaming app to force the game into fullscreen after lowering the resolution, but it rescales the image and causes the same error as above.

  4. It may be me failing to understand, but this doesn't seemed solved by not going into fullscreen (though no matter what your settings are, at least in my case, it starts loading in windowed mode--then hangs.).

    In my case, it IS resolved by not going into full-screen mode. If I run 1680*1050 or lower windowed, I can use -force-opengl. I load a save game at the space center with my mods and only using 1.5 GB of RAM. If I use full-screen with -force-opengl, no matter the resolution I set I get an error that the resolution can't be set. If I load full-screen with no arguments on the command line, I load with 2.9 GB RAM usage.

  5. I as well have the same issues. My main monitor is a Vizio 32" TV connected via HDMI @ 1080P secondary is a Dell 20" @ 1600*900. My system is as follows: i5 4690k @ 4.5 GHz, 16 GB RAM, MSI GTX 970 (Nvidia drivers 350.12). I can launch in directX mode, with minimal mods due to known issues, at any resolution fullscreen or popup. If I add -force-opengl I cannot launch above 1680*1050. My KSP is from the Kerbal store, not Steam. I generally launch with CKAN, but for testing have tried both command line and CKAN launch settings. The same issue persists either way.

  6. Overclocking the CPU will increase its performance. My 4690K is currently running at 4.5 GHz, a full GHz above its stock speed. While it is true this can shorten the life of the CPU, I have been overclocking CPU's for over a decade and have never had one die to this day. In my opinion, the increase in overall performance is worth 1 GB of VRAM. As for additional cooling, aftermarket coolers are absolutely required when overclocking. I have personally used a CoolerMaster Hyper 212 EVO http://pcpartpicker.com/part/cooler-master-cpu-cooler-rr212e20pkr2 to run a 4690K at 4.5 GHz with idle temps from 30 C to 35 C and Prime95 pushing up to 70 C. I now use a Corsair H90 http://pcpartpicker.com/part/corsair-cpu-cooler-h90 for the same processor and run on average 5 - 7 C cooler.

    There are several PSU calculators on the web and it is my experience that they vary wildly with their recommendations. I have personally always chosen a PSU that is on average 150 watts above the rating of the GPU. If the GPU requires a 550 watt PSU, I would get a minimum 700 watt unit. I'm sure there are better methods to use, but this has never failed me. The different ratings are a measure of the efficiency of the unit. As expected, higher is more efficient. It basically breaks down to how much power the unit will lose to heat generation as I understand it. Either way, as all of your components depend on this one piece of hardware, and from someone that has seen a PSU throw sparks and kill a mobo/CPU combo, never skimp here.

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