If you have multiple monitors, you can connect them to your laptop and set up an immersive gaming environment.
Connect the monitors
Connect one of the monitors with an HDMI cable to the large HDMI port of the laptop
Connect the other monitor with a USB-C to Displayport cable to the USB 3.2 Gen 2 Type-C/Displayport/Power Delivery combo port next to the HDMI port
Configure the monitors
Start the NVIDIA Control Panel application
On the Configure Surround PhysX page select Span displays with Surround, and click the Configure button
To view the keyboard shortcuts click the Keyboard Shortcuts button
Enable the first two shortcuts and click OK
Set the bezel correction to set up the displays for a continuous image
Click the bezel correction button and adjust the offset of the two displays
To enable the Surround configuration click the Enable Surround button
OPTIONAL: If you want seamless experience, but don’t mind to cover a stripe in the middle of the screen, on the Change resolution page set the resolution to the bezel corrected value. This may not work for certain games where the center line contains important information.
Enable all displays
When you set up Surround, PhysX, the laptop built-in display gets disabled. To be able to use all displays
Open Windows Settings
On the Display page select the large, combined display and make it the default display, so games start to run on it
Working with the surround display
In some programs the middle of the screen contains important information, and it can be distracting to be divided by the bezel. There are some tricks we can apply to circumvent it
Kerbal Space Program
Hold the the middle mouse button and pan the screen to move the important object out of the center of the view.
For certain games it is very useful to set the keyboard background colors based on their function in the game. You can group keys by color to find them easier during game play.
Create the effect
The effect contains the color of each key or key group.
Open the ARMOURY CRATE preinstalled application
On the Aura Sync page select the Aura effects tab, and click the Aura Creator button
Click the Device button, hold the CTRL key and select the keys to cerate a group, and click the Set as layer button
Right-click the name of the layer and select Rename
Enter the new name and hit Enter
Drag down the Static effect to the timeline
Make sure all layers have the same length, and start at the beginning of the timeline, otherwise a lightshow is created.
In the upper right corner click the color indicator
Select the color and click OK
Drag the layers to order them, the top layer will cover the lower layers. This way you can create a base layer with a single color for all keys (press CTRL-A to select all keys) and build the rest on top of it
When all layers have been created click the Save & apply button in the upper right corner
Enter the name of the effect and click the Save button
Assign the effect to the application
Return to the Armoury Crate application
Select the Game Library page
Select Create Scenario Profile
To select another, or add more application to the scenario, click the See Options button
Scroll down for more selections, or click the Cannot find app link to browse for the application
Click Aura Sync
Select the effect
Click the Save button in the lower right corner
Update the effect
While playing the game, you can switch back to the Aura Creator and update the effect
Click the Save & apply button to update the effect. The change will apply immediately.
As the Mun’s orbital plane is parallel to the equator of Kerbin, launch the vessel Due East (90°) with 0 ° inclination.
We will stretch our orbit to reach the Mun’s sphere of influence.
Click the Mun and select Focus View to keep the Mun in the center of the screen
Right-click the Mun Periapsis to keep the value displayed
Using the prograde vector and moving the maneuver, plan an orbit to set the Mun Periapsis to around 10 – 15 km
The planning is done at the current Mun location, but the real encounter will happen at another location further down the orbital path of Mun.
Start the burn and stop early before your orbit reaches the orbit of the Mun. Delete the maneuver to see the real values on the map. Continue the burn with the low throttle, and when the Mun periapsis node appears on the map, stop the slow burn, and right-click it to keep the value displayed.
Continue the low throttle burn to fine-tune the orbit, and watch the number of the Mun periapsis to stop at the planned value.
Create a maneuver at the periapsis, and use the retrograde vector to slow down, and bring the apoapsis closer to the Mun for a circular orbit.
Warp ahead to the maneuver and execute the burn. Fine-tune it to reach the planned apoapsis.
To escape the Mun’s sphere of influence, and return to Kerbin, we need to increase the apoapsis retrograde relative to Kerbin.
Create a maneuver on the prograde side of the Mun, to increase the apoapsis with a prograde burn until Mun Escape is displayed.
At this point the Kerbin periapsis is usually still too high for re-entry.
Right-click the Kerbin Periapsis to keep it displayed, adjust the time of the maneuver to minimize the Kerbin periapsis, and adjust the prograde vector to set the periapsis to around 35 km.
During the burn, the actual Kerbin periapsis will appear and display the changing value. With low throttle continue the burn until the Kerbin periapsis reaches 35 km height.