If another instance is already running then launching it again with -single-instance will just focus the existing one.Įmbeds Windows Standalone application into another application, you have to pass parent application’s window handle to Windows Standalone application. Example usage would be: /path/to/myGame -screen-quality Beautifulįorces the screen selector dialog to be shown.Īllow only one instance of the game to run at the time. This must be an integer from a supported resolution. Possible options are: exclusive, borderless. Overrides the default behavior of the Fullscreen Mode setting. The window will be created as a a pop-up window (without a frame). Normally output_log.txt is written in the *_Data folder next to the game executable, where Debug.Log output is printed. This makes it possible to run your automated workflows on machines that don’t even have a GPU.ĭo not produce output log. When running in batch mode, do not initialize graphics device at all.
Used together with -force-glcoreXY, but it prevents checking for additional OpenGL extensions allowing to run between platforms with the same code paths Similar to -force-glcore but request a specific OpenGL context version. If the platform isn’t supported, Direct3D is used. The editor tries to use on the best OpenGL version available and all OpenGL extensions exposed by the OpenGL drivers. Make the editor use OpenGL core profile for rendering. Make the game use Direct3D 11 for rendering.įorce DirectX 11.0 to be created without D3D11_CREATE_DEVICE_SINGLETHREADED flag. This is mostly useful for building automated test suites, where you want to ensure rendering is exactly the same no matter what graphics card is being used. The DirectX SDK has to be installed for this to work.
Make the game run using Direct3D’s “Reference” software renderer. Normally the graphics API depends on player settings (typically defaults to D3D11). Make the game use Direct3D 9 for rendering. This is mostly useful for running servers for networked games. The game will not display anything or accept user input. On cards that support multi-head (they can drive multiple monitors from a single card) each “head” may be its own adapter. In most cases there is a one-to-one relationship between adapters and video cards. The N maps to a Direct3D display adaptor. Standalone players built with Unity also understand some command line arguments:Īllows the game to run full-screen on another display. Unity Standalone Player command line arguments Standalone Unity commands, these can work on any platform, not just Windows. The Unit圓D game engine which is used to make KSP has a lot of command line arguments which can help get KSP running on Linux/OSX, and allow players to force KSP onto a specific monitor in multi-monitor setups.
If you're still on 1.1.1 you need to update KSP.Ĭlaw has made many small fixes for these issues which you can find here. I will add the issue to the repository, this makes it both easier to find in the future, and will help reduce repeated issue reportsĪlso please check the developer articles, as many new changes may seem like a bug at first when compared to earlier versions, but are intended. Issues new to the 1.1.2 release (and one or two old ones), and their workarounds if any, can be found here, so if you find something please check here first and PM me if you don't see your issue. Steam will update normally, but pre-release players will need to opt out of the pre-release (select NONE in the Steam client).
GOG customers will have to update via the GOG patch when available, or the full GOG installer.Īmazon customers should see an update version on their Amazon accounts, if KSP fails to update on Amazon please contact Squad support at Please use the patches from your Squad store accounts download page to update KSP if available for your platform, or use the installer or full game zip. The KSP patcher, which is downloaded with old versions of the KSP launcher, is no longer maintained or supported.