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Een vertaalprobleem melden
none the less, i think you under-estimate the majority of PC users which have multiple monitor setup these days.
@jazz-man: this is more a seperation of informational multi monitor request, this doesnt so much consider those who span their game across multiple monitors rather the want to say put the orbital map on one screen, your ship view on another, and have a third with all the instrument panels. if your saying this is already doable, then consider this thread Closed! ;)
@hobbs: Exactly what im tryin to say here. sheesh is this so far beyond the human comprehension, are we the only 2 people in existence who understand this obviously exotic idea...lol
@VoY: YAY. woot, up to 3 ppl understanding the idea. now just another 10000 to go...hehehe ;)
I have two monitors, one is used for videos and music, the is used for gaming and making games. Sometimes ill throw mono over to the other screen but that is rare.
Yes, you can have 6 monitors, i had to work compat on an eyefinity setup once...not fun. The way that works is that it merges the entire desktop into a single pane, something that ksp would be able to handle. What it wouldn't be able to handle would be the eyefinity standards, ensuring that gui only display in certain screens, so you dont have bars through them, though eyefinity also takes the width of the screen borders into account too.
What you are wanting though is not the same, you want two screens that operate inderpendantly of one another, and as far as i know, only one game supports that.
Fact is though, ksp doesn't have enough ui to warrent it. It is only when mechjeb is so badly designed that it's gui fills every avliable space that space becomes an issue. Maybe then, if the authors of mechjeb insist on doing that they should work on second monitor support.
Right now though, is it needed? Not really.
@ragequit: YAY, any chance you have like 9000 friends, im sure with a list that long squad would have to pay some attention. ;) ill settle for 1000 though...LOL welcome aboard :D
@coding/Ivan: again, this arguement which involves describing a potiential "Key Feature" as unwarrented due to game "core" development, or lack of nessecity kinda erks me. with that logic nothing new would ever come to light. i understand at this point its not like we should storm squad headquarters and demand multi-monitor setup. however i believe you dont give its future features potiential as much credit as it probably would warrent. i can think of multiple mods already in distribution inwhich the allowance of a secondary and/or more monitor(s) would greatly improve game immersion. not to mention the more feature ideas which multiple monitor support would make otherwise impossible actions now possible. like imagin actively controling two ships(mission craft) simultaneously. if anything that would greatly improve both immersion aswell as complex docking/alignment/landing/multi-landing clustering, etc.
@coding again: im not exactly sure what the monitor setup im refering to is technically called. i just know when i had multiple monitors(secondary just blew out 3-4days ago) :( it was as if i had basically 2 desktops which were in sync, yet not depentent upon each other, at any point in time, via any program, i could drag any windows based window from one monitor to the other. even program specific windows like setup/config windows could exist on seperate monitor then its parent program resided on. now if squad could adapt the ingame GUI features to allow such a conversion(best example of this would be photoshops multiple toolbox windows) then the hud would be more dynamic, and configurable to user desire. this is not just a mechjeb window fix. I see massive potiential for future gameplay essentially impossible without a dynamic multiple monitor system.
@Condor/ishanda: i wouldnt exactly say screams, as above posts do have a point, especially now its really a fluff addition. however the gameplay/future features possibilities behind multiple monitors setup, and with a dynamic GUI to go with this feature, it definately screams potiential.
i cant believe that squad couldnt pull this off quite quickily, just a matter in my opinion of not doing so cause theres no signs of a demand for such a feature.
There is that word, game immersion. Now, i play ksp in a window at 1440x900. I use the second monitor for itunes etc. With the limited ui that is currently in the game, and the lengths that squad have gone to to ensure that all the information you need is on the screen but can also be reduced (fuel per stage for example), do we need a 2nd monitor? I can certainly see everything i need to, and while protractor does take up a large portion of the screen, it can be toggled.
As far as i am aware, only supreme commander has pulled off the multiple screens thing. The difference between the games is that you are never doing anything on ksp that requires you to view two things at the same time. The only time that might change is if you could have a camera on a docking port and control your ship in, but with the way the game is currently coded, that is unlikely to be possible.
If however the argument for mutliple monitors is simply that mechjeb fills the screen, then that is an issue that the authors of mechjeb need to look at. Maybe they need a redesigned ui to allow for the reduction of unneeded information.
And having this 'externality' (yes, that's a word, atleast now it is;) would mean we could freely move those programs around other screens. Many racing sims do this already, where you can have your race info and car telemetry on a secondary screen to keep the 'driving-screen' as clean and immersive as possible. And it's damn brilliant, and I would very much like being able to do the same in KSP.
*disclaimer: they DO NOT say they are working on it nor do they promise it will be included.
as of current, the GUI does NOT display alot of crucial data required for a strategic approach to this game. for example, AP/PE is not visable unless your viewing map and mouse hovered over their respective points, that right there is the most fundimentally important information required to operate any mission within this game. in addition, add the fact that this game could really use the displaying of target information aswell, were now talking about information space being doubled.
the question isnt, does this game "require" this form of update feature. its merely suggesting that with its implementation, the limitations of a single screen and screen space management would be nullified. additionally there is far more to just simply GUI informational displays. this would also open the window to say "multi-ship control" monitoring multiple missions, and operating those missions at the same time.
@rage: thats not exactly what im going for here, however that would open the window to a third party work around. however thats kinda already being done. the term "externalise" screams to me that they are not doing it themselves with the games already included GUI, more so openning the door for third party modders to seemlessly stream data, im more going towards the GUI itself being moveable onscreen, and the multiple monitors would just be a bonus which the then moveable GUI would be able to be placed across different monitors. so kinda the same, but at the same time, not.
@patronv: never seen supreme commander on PC, i know the xbox version simply had a zoom function which would seemlessly go from action overhead view, all the way up to a satelite GPS view, and anywhere in between...which i agree was an awesome inclusion for the RTS style game. still, sounds like your getting the basic idea here.
Oh...also, maybe you should read this before continuing: http://answers.unity3d.com/questions/14720/dual-monitor-support.html
Chances are it wouldn't be possible without making it a hack job.