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Found 18 results

  1. This mod adds keyboard lighting functionality to Kerbal Space Program. Talking about it really doesn't do it much good. Take a look at this awesome video from GameInstructor, who tested the mod and explains it very comprehensively: Features Function keys 1 to 0 are only lit, if the underlying action group actually does anything. The keys are displayed in two different colors, depending on whether the action group is toggled or not. The keys for SAS, RCS, Gears, Lights and the Brakes are lit up in different colors, indicating if the respective system was activa
  2. This add-on is a fork of Kaeltis' KSP Logitech RGB Control that has been updated to work with KSP 1.4.1. The add-on allows Kerbal Space Program to modify the lighting on your Logitech RGB Keyboard. A full feature summary and source code is available on GitHub - https://github.com/battlemoose/ksp-logirgb Downloads are also available on GitHub - https://github.com/battlemoose/ksp-logirgb/releases New features: Add-on is compatible with KSP 1.4.* Added support for staging key Major contributions and new features, including multiple keyboard layout support from @R
  3. This is the official development thread for KeyShine. This thread will only serve the purpose of discussing current progress and suggestions, all official releases will only be on release thread linked above. Currently looking for testers with a Corsair keyboard Suggestions are also welcome, this mod is driven by what you want! This work is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation - https://www.gnu.org/licenses/gpl-3.0.html
  4. So, my QWER and UIOP (had to be those damn keys) stopped working, and now I need to rebind the keys for something better, but I can't find anything. The best I found was SZXCAD to replace WASDQE, but I will need to rebind other keys for that so basically, I need some keybindings that work well to replace the other ones
  5. After buying KSP on the Xbox one (when my PC started giving me too many problems), I found the game to be nearly unplayable (compared to the PC version) and was intently waiting for Microsoft to allow developers implementation of mouse and keyboard support on Xbox One. Now that Microsoft has confirmed developers will be able to update their games with this feature on a case by case basis, It seems this would be an expected update to KSP enhanced edition. Do the developers even plan on supporting the XBox One playerbase in this way? Or are we out of luck and just have to deal with the difficult
  6. It's been a long time coming, but Microsoft has delivered the promise of giving Xbox One owners the ability to use mouse and keyboard controls for a variety of games on the home console. Phil Spencer publicly revealed in September that Mouse & Keyboard support was coming In the November 2018 console update. Major Nelson later confirmed after the update went live in November 2018, in his blog, that keyboard and mouse support is now enabled for the Xbox One. This gave both developers and players more choice on how they want to play, gifting the user the choice to use a keybo
  7. Have the XBOX One Enhanced version. I enjoy building flying, failing and flailing about... however... the controller controls seem to pale in comparison to the, uh, other versions that I'm seeing the original engineers. I can plug one of their fancy multi-button keyboard doohickies into my control console and use my other applications with it, but KSP doesn't seem to pay attention to it. Even when asking for just names, I can't enter them with the multi-key controller and have to use my hand-fitting ergonomic multi-stick controller to do it. Any chance I'm just missing something and I
  8. Not sure if it is already posted,but i'm using a corsair K55 French AZERTY keyboard,i used the change layout function to switch all my keys instantly to that perfect layout (very handy feature!) problem is it still thinks its a QWERTY keyboard,i tried changing them manually too but nope ZSQD stays WASD ... Please help...
  9. ANSWER: Ensure Keyboard Layout matches your physical keyboard from KSP1.4 onwards (ie, 101-key, 105-key, etc) UPDATED ANSWER: Ensure you only have a single keyboard layout available! Having multiple layouts (eg, to switch between different languages) breaks KSP1.4 onwards. ---- So I re-downloaded a brand-new fresh install of KSP 1.4.3 for Linux using Steam. No changes to settings, no mods. Double checked and the keyboard layout matches my OS layout; changing this has no effect. No errors in the log file. Debian GNU/Linux 9 with KDE desktop. Launch the game, start
  10. hi all i ve downloaded 1.4 and tried to play without mods: i have a problem with the defaut keys, for example the well known WSADQE keys for flight control added with Z full throttle and X zero throttle... before i had the 1.2.2 version of ksp and everything was fine with WSADQE + Z + X working just fine. now the keyboard reacts as he was a QWERTY keyboard but I still have an AZERTY keyboard (French standard) ! I need to cheat the cpu making him believe I have a QWERTY keyboard and then i recover the former location of usual keys, but pressing on where QWERTY's W and X would be
  11. We know the Ps4 does have the ability to connect a keyboard and mouse so what's stopping Squad from implementing those controls? I get the argument that at that point you might as well buy a PC but i would like to enjoy KSP with easier controls. I understand if implementing is harder in practice than in concept. I would just like to hear an official response on it.
  12. KSP Logitech RGB Control Allows Kerbal Space Program to modify the lighting on your Logitech RGB Keyboard (only tested with the Logitech G910). Lights up your keyboard to make playing Kerbal Space Program a lot easier. This is a fork of cguckes awesome ksp-chroma plugin - if you have a Razer keyboard, check it out: https://github.com/cguckes/ksp-chroma The mod is still very beta, so let me know if you experience any difficulties when using it. Features Function keys 1 to 0 are only lit, if the underlying action group actually does anything. The keys are displayed in tw
  13. Done some searching around but can't find anything on this... I'd like to assign "unset target" to a key in the keyboard setup, but it's not something that's available on the existing config screen. Is there a config change, lite mod or module manager tweak that would allow this? I'd like to skip the step of going to Map Mode and clicking and then returning to flight mode if possible. If not possible, it's something I've lived with so far. But if I had my druthers, I'd have a keyboard shortcut for it.
  14. I've searched forums, but I'm not sure I've seen this issue. Does anyone know why occasionally when loading into the Launch Pad from the VAB, the mouse & keyboard will become completely non-response for basic UI functions? I can still click on Unity-specific things like MechJeb or the toolbar. But the Pause Menu doesn't come up, Staging (from SPACE) does nothing. Changing between Launch Pad & Space Center or Map, etc. does not resolve. The only resolution I've found is to CTRL-ALT-DEL the game. Help!
  15. Enjoying 1.2 so far, seem to have found a bug. When I attempt to go EVA, my kerbal appears outside the craft, but then my keyboard is no responsive in game. Still works in windows/other programs, just freezes and does not respond in game. Have to restart the game to get it working again. Mods ------------------ mechjeb, kw rocketry, EVE
  16. So I just recently got BD Armory on my computer, and I love it (I have 1.1.2 and I know that BD Armory isn’t compatible yet) but there seems to be a problem. I’ll be doing a battle with one of my tanks or AA batteries and the game will slow waaaaaaayyy down, which normally, I can cope with (I launched many rockets with several thousand parts regularly with 1.0.5 on a laptop, so I’m used to that) but then the game stops responding to my keyboard at all. The mouse still works, and can fire the guns, switch weapons, etc., but only at 1 fps or so. Also at this point, my computer is so hot that it
  17. 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
  18. Does anyone have an updated keyboard map for the mac version? I'm having trouble with several commands - esp. one's that use (F)unctio keys. Macs treat F-keys differently, we also don't have an <INS> key on our keyboard. Thanks.
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