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Found 5 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 activated or not. The amount of resources in the current stage is displayed on your keypad and the keys to the left of it (PrtScr, ScrLk, ..., PageDown) The color of W, A, S, D, E and Q varies slightly depending on whether you're in precision or normal steering mode The keys for timewarp control are lit either red for physics timewarp or green for normal timewarp Full list of game effects Stylized Kerbal Space Program logo that fades in on every scene that does not contain any noteworthy keyboard interaction (pressing Escape to go to the menu not being noteworthy enough to light up the key) In the vessel editor, different kinds of keysets are lit up according to the current editor mode. Control keys and toggleable function keys are lit up in different colors, showing whether the function is switched on or off during flight. Reduced keyset lit for EVA mode Resource gauges displayed on the keypad and the keys above the UpDownLeftRight keys. Power failure animation on vessels that need power to be controllable Crash animation that triggers when crashing a vessel's root part Splashdown animation that triggers, when landing on water. Vessel electricity status displayed on any Razer mouse and mousepad connected Vessel heat displayed in three colors (blue = cool, red = warm/hot, yellow = you're in trouble), uses the scrollwheel and logo on mice and the bottom LEDs on the mousepad, as well as the keyboard logo. "Dear GF, please don't disturb me now" feature on the headset. The device is colored red, when you can't quicksave right now. Turns green once quicksave is allowed again. Vessel height above ground displayed on F1 to F4 keys (F1 = 10m, F2 = 50m, F3 = 100m, F4 = 1000m). The intensity changes, e.g. if F1 is fully lit and F2 is half lit, you are 30 meters above ground. Installation Unzip the release archive and place the KSPChromaControl folder in your KSP GameData directory. Start KSP and witness the awesomeness of highlighted function keys while kerbaling through space (optional) Move the file ChromaAppInfo.xml from the mod folder into the KSP folder, to allow Synapse to recognize the game properly. Download: https://github.com/cguckes/ksp-chroma/releases http://mods.curse.com/ksp-mods/kerbal/244127-ksp-chroma-control License: GPLv3 Enjoy!
  2. 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
  3. 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 hurts to touch it. I think that may be my computer, but after I force-quit KSP, it cools right down. Is this because BD Armory isn’t yet compatible, or something else? Does anyone else have this problem? If it is the mod, can I fix it, and if so, how? Oh, I also have Kerbal Engineer Redux.
  4. 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).
  5. I have a problem in that for some reason, the game doesn't register my use of the "Alt" key, neither for bringing up the Debug menu or to duplicate parts in the editor. I have checked, and the key works fine on my other pc or when I'm out of the game. The functions of that key don't seem to be listed in the rebind section of the options menu, so I don't know how to rebind it. I'm running the linux version on SteamOS. Please let me know what to do here