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Found 8 results

  1. This was always an issue, but the new UI scenes in For Science! have made it more evident and infuriating than ever. It's a really simple concept: If I press escape, it's because I want to escape whatever is in my face. That I can press escape and the thing in front of me doesn't disappear is a sin against the basic foundations of how you handle user input. Here's a couple scenarios to serve as an example: SCENARIO 1: I am in the main menu, I open the new game screen but realize I haven't checked my graphics settings. I press escape to leave the new game menu and go back to the main. Nothing happens. This is also the case with any other sub-menu that branches from the main. SCENARIO 2: I'm in the R&D building, looking at the tech tree. I press escape to leave the building go back to the KSC. I'm shown a menu instead. This is also the case on any other building. The problems with that menu and its design have already been pointed out so I'm skipping that, but just know that those same issues makes that menu popping up when I want to exit a building, way less than ideal, and makes the general KSC scene redundant since you expect me to look at a menu and select a building from there. SCENARIO 3: I'm flying my ship and I need time to think about whatever is going to happen. I press escape to escape the gameplay. Instead, I'm shown a menu, but the gameplay is not stopped and now I've lost control of my ship. This also happens in the map screen. Escape pausing the game is 101 stuff, there's no revolutionary UX design concept to try and pass as an excuse here.
  2. So, what I mean by this? For me the most crucial thing is that I cant change the camera span from middle mouse button to another button. It is a preference thing, but I only use the middle mouse for scrolling, I don't like using it for clicking, because of life span reasons. So for me in games the first thing is to change whatever is on the middle mouse button to the side buttons on the mouse or usually LeftAlt. So if anybody has any other thing related to this topic feel free to comment and I hope this will reach the development team someday and gets added to the game.
  3. Hi, when playing the game for 5 times, I encountered the following bug 3 times: After a while of normal gameplay the vessel stops responding to steering via WASD keys or staging via Space. It can still be controlled via SAS directions (Prograde, Radial In etc.) and staged via the green button. The game however still "sees" the keyboard as pressing "B" does turn on the brakes. Reverting to VAB/Launch does not help. Only quitting the game and running it again fixes the issue. UPDATE: The staging with "space" problem also occurs after doing an EVA. KSP Version: 0.1.0.0.20892 OS: Windows 10 Home PC specs: Expected behavior: Vessels can be controlled by using WASD and staged using Space. Observed behavior: Vessels sometimes stop responding to WASD and Space commands after a while of gameplay. They can still be controlled using mouse (SAS directions, green button for staging). Steps to replicate: Launch game and create/load save Build a vessel and launch it Keep flying it Workaround: Quitting the game and restarting it. Reverting to VAB/Launch does not help. UPDATE: Using "Delete" key fixes steering with WASD problem. Problem with staging using "Space" still persists. The only workaround for staging is using mouse and green button. Mods: None Other notes: The game however still "sees" the keyboard as pressing "B" does turn on the brakes.
  4. As the title says. It seems that the Next/Prev function that's assigned to the TAB key can't be changed (maybe the ONLY key that can't be changed). Or Am I blind? (A real possibility even tho I went over the key binds pages over and over again) If you know where it can be altered, a screenshot would be AWESOME! Extra credit for circles and arrows! TIA.
  5. Hey all, So I have a logitech G940 HOTAS I have been trying to set up for days now, google searches and forum searches have revealed no answers. When I launch KSP and go into settings, I can assign pitch and roll to my G940 and click accept. I checked the settings.cfg and it saved properly: But I also have this entry in the settings.cfg file: What should be shown under input devices? I can bind the joystick properly in the settings but in game the joystick does nothing according to the pitch/roll/yaw indicators on the HUD.
  6. If I right click in flight or anywhere, my camera rotates very crazy! With right click I doesn't mean something like "drag'n drop", noooooo, I mean a normal right click! And the rotation comes before the real "right-click" is executed, that means, "righ-click -> rotate -> click to open part gui". Can any body help me? OS: Windows 10 64-bit KSP: v1.2.2.1622-64-bit (unmodded)
  7. So, if you have a MonoBehaviour, it can ask Unity to inform it about all keyboard events, and when you are told about a keyboard event you can choose to: ignore it, or do something with it, and consume it, or do something with it, and don't consume it so it can still be passed on to other parts of the game What is the best way to tell Unity I'd like to be lastmost in the key processing order, such that I want to give all other mods (and stock) "first dibs" on consuming the key event so I won't be told about it if they consume it? This is so I can make it possible for people using kOS to catch any keypress that occurs "outside" the terminal window UNLESS that keypress is used by something else first. (i.e. it can't read "W" because "W" will be consumed by stock, making it pitch down the vessel.) Thus people could make a kOS script that triggers a bit of code based on a key you can hit during flight without having to shift focus to the terminal window first to do it. (But I don't want to be rude to other mods and steal keypresses away from them).
  8. Dear Moddingcommunity, Ive been following the KSP-Moddingcommunity from the quietside and decided to go live now! My prefered Playstyle is "fly everything from IVA - Feel like a real Kerbonaut". For this I use the great mods out there like RPM, ASET IVA improvements, ALCOR etc etc etc It also happens to be that Im a so called "VR-enthusiast", having a Dk2 and that VR-fanboy stuff like a razer hydra etc etc As I got VR partly working now with KSP and hopefully Implementation will even get better with the unity 5 upgrade incoming I decided to blow of the dust from my Hydras and to mess around with ksp props in unity. This resultet in the following video (I know what Im talki9ng about is a bit unrealistic, but please let me dream a little bit...): https://youtu.be/gSP6-PmJfVA I sadly have no idea about coding or modding and Im making my way right now throug basic tutorials. But I have yet no Idea where to start or what to do in general to get the above shown input to work. So my Question is: Is there some experienced guys beneath you who could give me hints about what to do, where to start or even work with me together on this? Hoping for many answers; Poldor
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