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  1. Lately I have been getting some questions after posting some super ultra widescreen screenshots. So I thought I’d write a tutorial so everybody can benefit, it’s not that hard to accomplish, and it doesn’t have to be expensive either. I’ve tried to make this as fool proof as I can, but if there are questions or things that need clarification, just drop a line, it’s still a WIP. Everybody knows that KSP can display so many informational windows, not to mention windows from mods like KER and xScience, that visibility can get cramped quickly and you often have to choose wisely to keep it playable. I had some old monitors that I took home from work many years ago because they were replaced by bigger ones, hooked them up and started goofing around, with very satisfying results! KSP scales beatifull! Off course you can fork out for a brand new Ultawide monitor, but then again, you can do this on a budget! Under 50 dollars easily! Superb Immersion guaranteed. 1. What do you need? -First of all, Deskspace. Don’t underestimate how much space you might need, the simplest setup when you already own a 24” 16:9 primary monitor will span about 4,5 ft. -A moderate gaming graphics card with at least 3 monitor outputs. Outputs can be mixed, but you either need the appropriate cable or converter(s). When needing converters to convert from HDMI of DisplayPort, make sure you get 'active' converters instead of 'passive' ones. Furthermore I recommend at least 2GB of VRAM. -Multi monitor software, this is needed if you want your middle monitor to remain your primary monitor and can be either a freeware or paid solution, more on that later. -A few bucks to score some cheap second hand monitors and appropriate cables or 'active' converters. -For some most, a forgiving spous, either for accepting that you are about to ruin the estatics of the living room, or accepting that you’ll spend a fair share of time away in a separate computer room. 2. Selecting the right monitor size and resolution You need to find out the specifications of your current monitor, if you haven’t got the manual than Google is your friend. The needed specifications are: -Screen size -Aspect ratio -Resolution -Dot pitch (how big is each individual pixel) When you have these numbers it’s time to figure out what size monitors would complement your main monitor, a really handy website to figure this out is http://www.displaywars.com On that website you can compare monitor sizes and aspect ratio’s against each other. What you need to put your main focus on when comparing is the screen height, ensure that the probable monitor is equal or a bit smaller in height than your main monitor. I’ve found the ideal (when on a budget) size to accompany a 24” 16:9 FHD main monitor are 17” 5:4 monitors with a resolution of 1280x1024. If you have a different size or resolution main monitor, then you have to fiddle some more to get the right sizes for your setup. 3. Buying 2 second hand monitors You could get lucky here, small 'squared' monitors are getting dumped for bigger 16:9 monitors, second hand websites are full of them and very often they are sold in vast numbers. Buying in pairs shouldn't cause to much trouble. Prices are peanuts because nobody want small monitors anymore. If you are really realy lucky, you could find these monitors on the side of the road. A few pointers: -Google the specifications of the offered monitors, ensure that the “Dot pitch” are equal or at least very close to your primary monitor, this ensures that the picture across the monitors will align and the picture won’t deform. -Get them by the pair, 3 different monitors will look bad. -The smaller the screen bezel, the better -Pay attention to the monitor inputs and try to negotiate the appropriate cables with the monitors. -If you need to covert the graphic card outputs, make sure you get 'active' converters instead of passive ones. 4. Aligning monitors Again this will take some fiddling, because of KSP having user interfaces on all sides I suggest physically aligning the monitors on the top (or bottom) compared to the main monitor. Don’t forget to align the monitors in Windows as well (in the monitor configuration panel, you can drag and drop the monitors to align, and you can sort the monitors into the right configuration here as well) After you’ve done that, you should definitely try to go into the monitors setup menu’s to get the color temperature, brightness, contrast and gamma as close to each other as possible. 5. Creating a custom ‘virtual’ resolution Now this is where the fun begins, If you have an ATI graphics card, you should be able to use ‘Eyefinity’ to mold the three monitors into one virtual monitor. Even if you are running 3 monitors with different sizes and resolutions. Unfortunately I have not got any experience with that because I don’t have an ATI card at the moment. It does get a bit more difficult when you have an NVidia card, NVidia does have ‘NVidia Surround’ like ATI has ‘Eyefinity’, but the downside is that it does not accept molding the three monitors into one if they have different resolutions. But off course there are workarounds to this issue, for this workaround I suggest you watch this youtube video, the first 5 minutes are most relevant. What custom resolution should you make? For the width you just have to add up the total of the three monitors, In my case it’s 1280 + 1920 + 1280 = 4440. For the height you take the lowest the monitors, which is 1024 for me. Resulting in an custom resolution of 4440 x 1024 6. Setting up multi monitor software If you want the most left monitor to be your ‘primary monitor’ for everything, you don’t need this, but then you are basically running all games from the left monitor, which isn’t really ideal unless you are going to run all games in the super widescreen resolution. So what we need is a ‘hotkey’ key combination to move games from the primary monitor to the left monitor when running. There are a multiple softwaretools that you could install to configure such a hotkey key combination. I use the paid version of DisplayFusion https://www.displayfusion.com/ (Mainly because it has more functions like rotating backgrounds with bezel correction and such. But there are open source freeware tools like ‘Dual Monitor Tool’ http://dualmonitortool.sourceforge.net/index.html and many more like that, http:// http://www.topbestalternatives.com/dual-monitor-tools/ has a good summary of alternatives. So it’s all about preference here, all you need is to configure a keycombination that lets you move active windows to an other (or previous) monitor. Extra NOTE: There was a good suggestion by Foxter that Windows itself has a Keycombination to move App's to other monitors, The hotkey is WinKey+Shift+arrow key, Unfortunately I have not been very succesfull with that after some testing http://forum.kerbalspaceprogram.com/index.php?/topic/160906-multi-monitor-ksp-on-a-budget/&do=findComment&comment=3064975 But you could be lucky that it will work out for you, If that is the case, I'd love to hear the experiences. 7. Setting up and running KSP What we need KSP to do is to run in ‘Windowed borderless mode’ so that we lose the top bar and borders, this is easily achieved by giving the KSP shortcut or Steam start button the extra startup commandline ‘-popupwindow’ like in the pictures below. After that you start the game as normal and go to ‘settings’ and ‘graphical’, where you change the resolution to the magical virtual resolution you made at step 5 and uncheck the ‘Full Screen’ setting. Press ‘apply’ and ‘save’ and last but not least, press the hotkey key combination you configured at step 6 to move KSP to the left monitor. And there you go, KSP spans across all monitors and you can enjoy KSP at its finest. But there is more… 8. UI Scaling, FOV and Camera aim KSP is very good in undocumented keypresses and combinations which can be used in game, I keep learning new ones frequently, here are a few that come in real handy, especially when running wide screen: UI Scaling: When in flight, press Escape and go into settings, here you can scale just about everything in the UI to your own desired likings, move the Navball etc. this is really handy. FOV: The default Field of View is pretty fisheyed when running widescreened, but if you hold ‘ALT’ and scroll your mousewheel, you can change the FOV from fisheyed to wide angle in very small steps Camera aim: The default aim of the camera is the COM, but when you turn on ‘advanced tweakables’ in the settings of KSP, you can put center your aim at any given part by right clicking the part and select ‘Aim Camera’ Last but not least: When you press your middle mouse button and move the mouse, you can move the camera aim to anywhere on the center screen (within reason) 9. FAQ *Is there a way to get bezel correction in game? ATI’s Eyefinity should be capable of that, Nvidia’s Surround can do that only when all monitors have the same resolution, other than that I have not found anything that is capable of doing so (in game) *Does this work for other games? Pretty much, I think all Unity based games can use the command line ‘-popupwindow’, but I’m not certain on that. There are other ways to run games ‘borderless windowed’, maybe you need a little googling for that. *The middle monitor does not run fullscreen, I see a bit of Windows? You’ll have to live with that, in KSP you need to see all borders, if you create a bigger custom resolution, you’ll have problems with reaching everything in the user interface. There are however games that don’t have that problem, you could create an extra ‘virtual’ resolution for those games. *??? 10. Happy Launchings!!! This tutorial is written from my own experiences, so if it could use some refinement, if you have any tips, recommendations, better workarounds, better clarifications, please don’t hesitate to drop a line in reply or in a personal message, also, if you have experiences with ATI’s software, which this tutorial can profit from, don’t hesitate to share them, I’ll link them off course!
  2. I'm currently looking for a way to read information from KSP (ingame) on my main pc and use a Raspberry Pi 3 to display the information. My main pc will play the game and I want to use my raspberry pi with 7-Segment display. I just need a way to transfer data from my pc to the pi or even simpler just aquire the data, from there I can code the Pi 3 & 7-Segment Display by myself. So how can I read information like the height, velocity etc...? I have a good portion of programming expierence in Python, C++ & Web but some to none expierence with C# which is needed for KSP.
  3. I would once again like to request Logitech ARX integration with KSP. Logitech ARX software uses a smartphone/tablet as a second screen for displaying in game data and would be ideal for the likes of a "Kerbal Engineer" type readout of orbital flight information or possibly as a display for KerbNet. It runs via Logitech's gaming sofware for their "G" series of peripherals and connects to your phone over local WiFi. The software is also capable of controlling the lighting effects on RGB keyboards so perhaps that could also be integrated somehow, maybe changing the colour of the keys depending on normal or RCS docking control or having the number keys act as a sort of radar altimeter display where each key lit up represents 10M height and they gradually turn the lights off as you get closer to landing. Logitech ARX Thanks for reading.
  4. Show us your Kerbal Engineer HUD preset! The Kerbal Engineer Redux mod made by @cybutek is a fantastic add-on for KSP, and it has a wast library of data for us, and mods to use and calculate with. So wast even, that one might ask the question: What's the best Heads Up Display setup for my kind of mission? Well, this is the place. If you have a preset that you like, share it with us! The presets are saved in .XML format, and you can find them here: C:\ ... \Kerbal Space Program\GameData\KerbalEngineer\Presets To start off, here's mine: For ascending from a body and orbital maneuvers, I use this one: And for landing, I have this:
  5. Hi, I have a problem switching to 4k resolution, it's very similar to the initial post here: just I have a 4k monitor (now ) and can play other games in 4k resolution. KSP is switching the resolution back to 2560x1440 while the display (hardware) stays in 4k mode. Making screenshots I can confirm that the resolution actually is 2560x1440. I disabled all scaling and whatever overrides I did in the Radeon control center, also in game no anti aliasing and stuff. Modded KSP or freshly downloaded unmodded makes no differnce, 32 bit vs. 64 bit no difference. Windows 10 Game Mode switching also no difference. No difference switching between full screen and windowed. The window however is as big as the screen, wich is odd, since the window only is 2560x1440 but the screen is 4k. Forcing either dx11, dx9 or openGl makes no difference. [EDIT: Ah, I noticed now that the guy had a physical 4k display too. I was thrown off by the later post with the virtual super resolution, so it's actually very much the same problem here.] Windows: Windows 10, 64bit Graphics: MSI Radeon RX480 Gaming X 8G Display: iiyama Gold Phoenix (GB2888UHSU) via display port KSP Version 64bit: [config] build id = 01891 2017.10.05 at 23:08:08 CEST Branch: master language = en-us KSP Version 32bit: [config] build id = 01891 2017.10.05 at 22:01:28 CEST Branch: master language = en-us should be equivalent to 1.3.1. Output log: I just noticed this line: desktop: 3840x2160 59Hz; virtual: 2560x1440 at 0,0 How can the virtual resolution be lower than the actual resolution? Hope that's all and thank you for looking into it. [Giant browser-destroying log snipped by moderator]
  6. Hey everyone. I wasn't entirely sure where to post this, but here it is. I am - like many others - making a physical KSP controller. In my case, with my uncle on the "physical" part (soldering, connecting, wires, etc.). I'm doing all the "digital" parts. I'm using kRPC with python, connected to an Arduino mega, all using lawnmowerlatte's python to Arduino framwork, using a serial connection. Our first prototype is working wonderfully, and we're planning out the full thing (it's going to be big). The aim is to be able to fly a mission with one person being mission control - having the map view. And the other being the pilot - only having an IVA view of a window. Our current prototype: Prototype (how do you embed pictures?) This post serves not only to show you people what we've been working on (as we think it's very cool), but also as a few questions: 1. We'd love to upgrade with another Arduino at one point, running a little screen with a rendering of a navball, similar to this. How should we go about this? Are there any resources available? 2. We're worried that our endless Python loop will be running so many button checks and kRPC calls, that the delay on things like single button presses and 7-segment screen updates will be too much. Will this be a problem and/or how would one work around it? Thank you for reading -FP
  7. Welcome all to the Regional Armed Forces Show! I need you yes YOU to show me your : Tanks Trucks Half Tracks Planes Troop Transport Artillery Literally anything Military The modlist is a bit of a hefty one not going to lie, we've got : NorthKerbinDynamics BDArmoury NAS NeverEnnufDakka I need your crafts to display! More info on the way! (Writing a article on my phone is crap) How this will work is that I will make a article on the said plane, tank or boat via another thread, I just wanna see if this will take up as much heat All are welcome! If you mods decide this is more SCE then just send it on over there
  8. Just installed KSP en-us from steam and added the "KSP Français Patch" (still being developed) and ModuleManager.2.8.0.dll KSP is installed in Program Files (x86) so thst's the 32bit version, I guess. I started the game and my wife needed my help for something. When back, windows had switched the display off. Woken it up and the three kerbals were in EVA there but the usual Menu was gone. Aiming a click at the expected location for the first item succeded and then going back didn't even restore the menu. Screensaver was set to "Black" and password required to unlock. Windows 10 / 4GB / 64b system, NVIDIA 650 GC, what else is relevant ? I repeated the experiment and could reproduce the bug in the stock game, (having moved away the mod and ModuleManager to a directory on the Desktop) I love the game and work with others towards making a good FR language patch / mod. Have a screen capture but cannot see how to join it here.
  9. Whenever the "analog" funds display is shown it is pushed left once by a grey box, this is on all scenes where it is shown. Clean install, no mods, new game, no past saves or crafts. build id = 01586 2016.10.11 at 12:55:15 CEST Branch: master output_log.txt
  10. After re-installing KSP after a while, I noticed a strange bug where all oribts are displayed wrongly: planets are not on their trajectory and AP and PE signs are also off... I only use mechjeb, KIS, KAS and tweakable. Thanks for your help.
  11. This is an update of this this old project. The Pappolo Flite Panel displays in the flight view in a Appolo DSKY style some useful informations only available in map or internal views such as : - Altitude from ground (known as Radar Altitude). - Coordinates on planets, N = Northing for longitude, E = Easting for latitude. - Apoapsis and Periapsis. This panel can be dragged en dropped anywhere, and can be unactivated by clicking on the "P" icon. Position of this icon can be modified by editing config.xml file found in PappoloPanel/Plugins/PluginData/PappoloPanel folder and by changing iconxpos & iconypos values. Dowload on Curse Unzip and install on GameData folder. Source code available soon on GitHub.
  12. Hi everyone! I have a very strange problem: I upgraded to 1.1.3, and many texts don't appear on the screen (you'll see the problem in the screenshots below). I tried both updating from my older version (1.0.4) with all the mods, and also installing from scratch in a new folder. In other words: a fresh, "virgin" installation also fails. This happens both in full-screen and "windowed" mode. I'm posting the details and screen captures below. Can anyone please help? Did anybody have the same problem? Thanks in advance, Tirs KSP Version: Linux 64 bits (purchased, not demo; also, I'm not a Steam user). What Happens: Many texts and graphics are not shown. Mods / Add-Ons: None (fresh installation). Steps to Replicate: Install the game from scratch, run it. Result: Many texts and graphics are not shown. Fixes/Workarounds: None. Other Notes/Pictures/Log Files: OS: Linux 4.4 LinuxMint 18 64bit CPU: AMD FX(tm)-4300 Quad-Core Processor (4) RAM: 15996 GPU: Gallium 0.4 on AMD TURKS (DRM 2.43.0, LLVM 3.8.0) (2048MB) SM: 30 (OpenGL 3.0 [3.0 Mesa 11.2.0]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 You can find the screenshots in the link below: https://www.dropbox.com/sh/s4brw1zjylchcps/AAAgj9PPtPry2ivI5p25GaKHa?dl=0 NOTE: I took the screenshots using my update with all mods and saved games to have more data to show, but the problem is EXACTLY THE SAME with the totally fresh installation. A few comments on the screenshots: 1.- This is the "Settings" menu, accessed directly from the welcome screen. 2.- I put my two saved games in the "saves" folder before starting the game; however, they don't appear. But if you click on the empty space where the savegame should be, you can actually load it (that's how I could go to screenshot #3). 3.- As you can see, some of the texts do appear. For example, in the KSC screen everything looks normal. 4.- At the VAB, the enhanced picture of the selected element is missing. Also, the "More info" text (right mouse button) is also missing. 5.- I cannot see the KSPedia at all. However, there is something over there, because clicking at random places changes the title bar. 6.- The Science Tree is totally empty. Hovering the mouse over it, however, shows the flyover texts, so the tree is actually loaded. You can also click on the nodes (if you find where they are!)
  13. I noticed this as I was operating a plane near the "crashed saucer" anomaly on Kerbin's northen icecap. Here's the plane as it normally appears: ...and here's what it looks like when i get within a few km of the saucer: See those crosses on the wings? They appear to be a part of the landing gear. Now here's the plane landed very near the saucer (not pictured): The crosses attached to the gear are now very opaque. I think they're a collision object that is normally transparent. The reason I think it's a transparency issue is the flag--note the black stripes above and below the red ones; that part of the flag is normally transparent. And yes, if you've been following my comic you may suspect that there is another craft somewhere near the in-game saucer anomaly. No comments other than that its gear is also affected I flew the plane around for a while and note the following: the effect occurs as I approach the area and is repeatable the effect goes away when the plane leaves the area if I leave and come back, the effect returns altitude matters--if I pass high over the saucer the effect doesn't occur. the effect seems to take place in a zone about 7km around the saucer and up to 3km altitude above it Strange stuff! Alien easter egg anomaly... or a display bug? Only graphical mods installed are texture replacer and EVE. Not sure where else on the Forum to talk about bugs, so here it is UPDATE: I started an new sandbox save and re-landed both ships near the saucer. Effect did not occur. @Mad Rocket Scientist,I am running 32.
  14. Greetings SQUAD staff! I, and many others, would love to see native multimonitor support implemented natively. For example, have your normal main game screen, then an orbital map and plugin windows on a second monitor. I envison putting the orbital map, with navball and mechjeb windows in a secondary touch screen. (Really looking at doing a little setup like a slimmed down dragon2 control panel.)
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