Jump to content

Oracle

Members
  • Posts

    12
  • Joined

  • Last visited

Everything posted by Oracle

  1. I keep seeing people mention OpenGL but when I did the path change to force it to boot into OpenGL on windows on my current mod pack for testing and it seems very fickle (Running EVGA video card so may be part of the problem). For example if I try to go into settings on the OpenGL booted game it just endlessly attempts to load eventually locking up. Am I overlooking something?
  2. On your test build with all the high recommend/recommend about how much RAM do you sit at on boot? Also what OS are you running this test build in, Windows or Linux?
  3. Arachnidek do you use all the mods listed on your list in your test game? If so about how much RAM is ate up by the system? Also another question; do we HAVE to use all of the highly recommended mods? I see a few I am not huge on using so curious what are some of the side effects of opting out of using a few of them.
  4. Please do add a extremely close potential Low-Orbit Kerbol object. Ideally a scorched rock of insane gravity due its core. Just some ideas. Any body you add should be fun though.
  5. That sounds like a resource hog to no tomorrow. Certainly fun idea but not sure how it would handle with players running OPM, this, and other mods. I personally think a extremely close Kerbol body would be a fun challenge.
  6. On 1.5.00 of the GUI client whenever I attempt to download SOunding Rockets 0.1.0 it errors out and fails the download killing the entire download process.
  7. I saw in the opening post that Tweakscale must be downloaded separately. Does that mean that to use Infernal Robotics that one must use Tweakscale or did I simply misread the opening post?
  8. RoverDude since you are dropping support for RealChutes is there any mods that attempt to address the annoying issue of time accelerating when chutes deploy and result in them tearing off? I Have mainly used it strictly for that feature alone and if something much less intrusive exist I would adore using it since your mods are much more critical to me then Realchutes. Also do you ever rest? XD You keep releasing more and more needed mods (Looking at you Alcubierre Warp Drive) Lastly thank you for all the mods and support which you provide.
  9. Sadly not. I tested to ensure that G-sync was working in Elder Scrolls V and it kicked on smoothly so I do know it is kicking on with my GTX 660.
  10. Ok so plugged in the -adapter 0,1 & 2 into the Set Launch Options and never manually switched it to the 1920x1200 screen, always booted into the 1440p one. I can still pull the mouse off and click onto the second screen but when I do it now it does mememize the game but music still plays and G-sync is still sadly not kicking in.
  11. Just launched from within the game directory and still borderless full screen mode at main menu as well as ingame. Now I do have two monitors. One running at 2560x1440 and the other at 1920x1200 not sure if that affects it.
  12. Hello I have a new G-sync enabled monitor and to enable it one has to run a game in true full screen. When I enabled the full screen in the graphics tab of KSP it simply sets it borderless full screen. Is there a way to force it to lock into proper true full screen rather it be a INI edit or some option I have simply overlooked? Thank you in advance for any assistance's. Google sadly didn't return any situation quite like what I have.
×
×
  • Create New...