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  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 9 5900x | GPU: AMD RX 5950xt | RAM: 32Gb I use a non-standard keyboard layout called Colemak. So I re-bind keys in every single game I play. My WASD is WARS, Q and E are instead Q and F. When keys are re-bound from Qwerty and the game is restarted, the key bindings do not apply until you open the Input menu. Only tested in Exploration mode. Repro steps: Re-map keys (only tested with pitch, yaw, roll) Save input changes, test changes on a craft, save and quit the game Launch KSP2 again Load save file, launch a craft (do not open settings menu) Expected: key mappings should apply as bound in step 1. Actual: keys mapped in step 1 do not apply, Qwerty appears to be the default. Resolution: Open Settings > Input menu, then close it again. No key-bind changes are necessary. Return to the game, keys mapped in step 1 now apply Included Attachments: 2023-12-2120-00-34.mkv
  2. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 7 5800X | GPU: AMD Radeon RX5700XT 8GB | RAM: 16GB 3200 MHz Severity: Medium (feature not working as expected) Frequency: Always Azerty keyboards are translated like qwerty keyboards. Some default keybinds (and also the hidden ones like Ctrl-A in the VAB) are therefore placed somewhere else and resetting it in the settings just print the qwerty key instead of the one pressed on the keyboard. Example: [M] is the default keybind for Map View. On azerty keyboards, [M] don't work and you have to press [,]. Example: While resetting Map View keybind in the settings, pressing [M] on the azerty keyboard register [;]. Same for pitch, pressing [Z S] register [W S] The screenshot given below shows Toggle Map View bind to [;], while I pressed [M] on the keyboard Suggestion: Disable [Phyiscal Keys] option in Unity's input manager, if enabled. Included Attachments:
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB When attempting to change a key binding in the input settings menu, the game pops up a spurious warning that the key currently assigned to that binding conflicts with that same binding. For example, when "]" is assigned to Focus Next Vessel (as is the default), clicking the Focus Next Vessel option triggers the following popup: The following is already assigned: Focus Next Vessel : ] Proceeding will result in both actions being assigned to the same key. Do you wish to proceed? I believe this is a partial regression from 0.2.0, in which (by my recollection) the popup instead read, "Are you sure you want to change this binding?" - a seemingly unnecessary but at least correct message. Severity: Medium Steps to reproduce: Open the input settings menu. Click on the key binding field for the Focus Next Vessel action, and observe the game's behavior. Expected behavior: The game prompts the user to press the new key for the Focus Next Vessel command. Observed behavior: The game displays a warning suggesting that the key currently bound to Focus Next Vessel conflicts with that same action (Focus Next Vessel). Included Attachments:
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i5-9300H | GPU: nVidia GTX 1660 Ti | RAM: 16 GB Description: The "Input" settings menu lets you rebind most of the hotkeys usable in the VAB, including several camera controls. However, the key which enables vertical scrolling (default MMB) is missing, and can't be rebound. This makes construction significantly less enjoyable when playing with a mouse whose middle button is uncomfortable or inconvenient to use frequently. Severity: Low (has workaround: Rebind the key at OS level using a 3rd party tool) Frequency: High (for players this applies to. This is probably not an issue at all for most players)
  5. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 9 5950X | GPU: AMD Radeon RX6700 10GB | RAM: 32GB Corsair Vengeance RGB DDR4 3200mhz As the title states, I'm unable to bind E on any keybinds. I would like to set it to yaw rather than roll. However whether I try to bind it "E" just acts like an "Accept" or "Enter" keybind, even when trying to rebind the keys. KSP and KSP2 are backwards with the roll and yaw default keybinds in comparison to every other flight game I have ever played where Q/E are typically yaw and A/D are typically roll. Specs: Win11 CPU: Ryzen 9 5950X GPU: AMD Radeon RX 6700 10GB RAM: 32GB DDR4 3200rpm cooling: H100i Capellix AIO liquid cooler PSU: Corsair C750M mobo: ASUS ROG B550F Peripherals: Corsair Scimitar Pro RGB mouse Razer Blackwidow keyboard Logitech G432 headset Stream Deck MK2 Power A Xbox Series S Controller Thrustmaster T-flight HoTaS 4 (I felt it necessary to include peripherals due to potential conflicts, but if this is the case I have never experienced conflicts with them or their respective software together in the past) This topic was previously brought up in this post: Post is claimed to be resolved as of v0.1.3 but I am on v0.1.5.0.28833 Included Attachments:
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: i7-13700k | GPU: GTX 1080 Ti | RAM: 32GB Due to parts within a fairing nearly exploding when ascending from the KSC, I disabled Heat for the duration of Kerbin ascent. I re-enabled "Heat" once I was in LKO. However, when I arrived at my mission destination, Jool, and undocked a Jool probe, I sent it down. Eventually I passed the 40K mark, and then the 30K, etc etc. I ended up crashing on Jools "Surface". Before viewing: The video is my second descent. After this is taken, I return to a prior quicksave and enabled "unbreakable joints" - The top half of the probe exploded, the rest did not. After the cut, that is showing a craft I teleported down there via the "rendezous" cheat, and the half of the probe that survived on my 3rd descent. I disabled 'Heat' so as to return to to spot and mark it with a flag. I then re-enabled Heat, which strangely enough caused everything to explode. It is strange because Heat was enabled prior, but the setting did not go into effect. I guess returning to KSC did something. I cut the video down to 1:10 instead of nearly 17 minutes to only show the important first part, and the intriguing second part. Included Attachments:
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i5-13600KF | GPU: RTX 4070 | RAM: 32GB Hey! Something that's breaking my joy of playing KSP2 is the fact that I'm forced to play the game with a keyboard configuration that I don't like. So keybinds are not editable and always active, such as (but probably not limited to) in-flight camera translation bound to the arrow keys, in-flight camera reset bound to Home (rebindable in VAB but to flight, why?), and possibly many more that I didn't take time to investigate. Please fix this, KSP1 didn't have this issue, I'm still blown away that this is the case here. Love you guys!
  8. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: AMD Ryzen 7 5800H | GPU: rtx 3070 | RAM: 32 Well, since first EA release there is no option to select 16:10 resolutions like 2560 x 1600 or 1920x1200. I have to go and edit cfg to get it. C'mon it's 1h job to fix this. Legion 5 Pro - Mobile RTX3070 and AMD Ryzen 7 5800H Latest Nvidia drivers. Same on desktop with i7 4090 and 2070 Best,
  9. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz 4.00 GHz | GPU: NVIDIA GeForce RTX 2070 | RAM: 32 GB On multiple occasions now I've set the settings for things like borderless window mode or unbreakable parts, only to have the settings apparently not saved when I quit and re-launch the game. .ipsImage { width: 900px !important; }
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i9 9900K | GPU: NVIDIA GeForce RTX 2080 Super | RAM: 32GB So I changed the science and mission rewards after doing some missions. Both have been set to 50% from the in-game menu. I did another mission and then noticed my science is now -347. I assume this value has been calculated based on the disparity between my prior science rewards being halved and the amount spent on the tech tree up to this point. Included Attachments:
  11. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Issue: Auto-hide Navball in Mapview set to On, turns it Off. Auto-hide Navball in Mapview set to Off, turns it On. Video Evidence: https://youtu.be/r7evCgU2X1I (31 Seconds) Credit for putting Jeb behind Bars in the Video: @Suppise
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Wine 9.0-rc3 on Linux | CPU: AMD Ryzen 7 | GPU: NVIDIA 3060 Ti | RAM: 32GB The R&D facility scene does not appear to respect the v-sync option, creating much more GPU load than expected given the simplicity of the scene. Steps to reproduce: (assuming a test system with a sufficiently powerful GPU relative to monitor frame rate) Ensure that the V-Sync option in Settings/Graphics is set to "off". Go to the title screen, and observe (such as by checking GPU power consumption) that GPU usage is high. Change the V-Sync setting to "on". Go to the title screen, and observe that GPU usage is lower than in step 2. Create or load an Exploration campaign. Enter the R&D facility. Observe GPU usage. Open the Settings menu and change the V-Sync setting to "off". Observe GPU usage. Expected behavior: GPU usage remains low in step 7 due to the low complexity of the scene, then increases in step 9 when V-Sync is disabled. Observed behavior: GPU usage increases significantly in step 7 and does not change significantly in step 9. .ipsImage { width: 900px !important; }
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5700X | GPU: RTX 3050 | RAM: 32GB Grandparent mode is objectively superior over root mode in very large vehicles. For some reason the game resets that settings to root mode, either on purpose, or the setting is just not getting saved/loaded from PlayerPrefs. I keep forgetting to change it back, so I load into a game where all of my new launches keep combusting until I remember that I need to go to main menu and change the setting again. Included Attachments:
  14. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home 22H2 | CPU: AMD Ryzen 7 7800X3D | GPU: MSI Gaming GeForce RTX 4080 16GB GDDR6X PCI Express 4.0 | RAM: 128 GB DDR5-6000 To reproduce: Configure desktop to a higher resolution than you configure the game, which will be set to Full Screen mode so you can have a lower resolution setting without a shrunken window. Play the game and while in map mode, alt tab back and fourth to an app in your desktop. At some point, you'll notice the map markers having text, like Ap/Pe and CB names go from the larger size to the tiny text as a result of the game reverting to the higher resolution used by your desktop. This may have happened after reloading from a quick save or reverting to launch or VAB. Expected result: Game should not change resolution on you regardless of alt-tabbing to desktop or even turning off your display.
  15. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 3700X | GPU: RTX 3070 | RAM: 32 Accessing the "ESC menu" by pressing Esc on the keyboard instead of clicking the icon on the top right causes Fullscreen to stop working and allows the mouse to move to second screen. Clicking in the other screen causes the game to minimize. Clicking inside the game window won't fix it, Alt+tab or re opening the game after it gets minimized fixes the issue Will happen every time the menu is accessed by pressing Esc instead of clicking on the icon. Included Attachments: Kerbal Space Program 2 2023-12-25 14-38-23.mp4
  16. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Issue 1: BORDERLESS Not Working. Issue 2: Setting to BORDERLESS and Restarting KSP2 is Forced to be FULLSCREEN. Other Bug Reports Relating to this:
  17. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux / T2 EndeavourOS | CPU: i5-1038NG7 | GPU: Mesa Intel® Iris® Plus Graphics | RAM: 16 GB Severity: Low Frequency: High (every time I open the launchpad) Description: When I start a new save file with the option "include stock vessels" disabled, they appear nonetheless when I open the launchpad. It doesn't really matter because I can just use the button "hide stock" from the launchpad menu, but I wanted to bring the bug to your attention anyway since it's probably not how you intended the "Include stock vessels" option to behave. Steps to reproduce: 1) Start a new savefile with the option "Include stock vessels" disabled. 2) Open the launchpad 3) The launchpad menu will suggest all the stock vessels despite the above-mentioned setting Tested on 0.2.0.0.30291 run on Linux with Proton Experimental
  18. Reported Version: v0.2.0 (latest) | Mods: BepInEx, Maneuver Node Controller, Node Manager, SpaceWarp, UITK for KSP 2 | Can replicate without mods? Yes OS: Windows 10 64-bit | CPU: Ryzen 9 3950x | GPU: Asus ROG Strix RTX3080 | RAM: 128GB DDR4 3600 In the Input settings, the default keybinds show "W S" for pitch, with a description of "Pitch Forwards and Backwards" (implying W forward and S backward, which is the default) When remapping, it first prompts for a key to pitch up. This diverges from the description's language (backwards, not up) and order (forward/down, not up): Next it prompts for a key to pitch down. This again diverges from description's language (forwards, not down) and order (backwards/up, not down): I selected S for the pitch up prompt and W for the pitch down prompt (aligning with defaults), resulting in it now showing as "S W", the opposite of the defaults, and which from the description would imply S is now pitch forward/down and W is pitch backwards/up, the opposite of the default mapping and what I entered: In flight, it aligns with what you'd expect from that last image, despite choosing S for pitch up, it instead pitches down, and W pitches up. I checked Yaw and Roll and they do not have any discrepancies. SUMMARY There is inconsistency in the language and order of entering keybinds for Pitch, which results in a user inputting the opposite of their desired mapping. Yaw and Roll appear correct, but no other two-key binds were checked. SUGGESTED RESOLUTION The simplest solution would be to update the single text field of the description to match what the prompts say and the order they say it. Original text: "Pitch Forwards and Backwards" Suggested new text: "Pitch Up and Down This has the benefit of changing the fewest numbers of fields, and omits any code/logic changes. It also uses the same terms in both prompt and description, and matches the order they're presented in the prompts, and needed by current code to display them in proper order once mapped MODS All mods were installed via CKAN. Maneuver Node Editor was installed explicitly, the others were auto-installed as prerequisites for it. I do not believe they'll be relevant, as none modify or use the default keybindings, or the text in the settings screen. This appears to very simply be an issue with the description string not aligning with the language and order of the prompts the keybind function calls. Included Attachments: .ipsImage { width: 900px !important; }
  19. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i7-10700K | GPU: GeForce RTX 3070 Ti | RAM: 32GB I primarily use ESDF instead of WASD, and trying to bind the E key to any of the dual functions (e.g. pitch, yaw, roll) will exit the key input window without any changes being saved. If E is used as the first input (e.g. pitch up) it will exit the window and not even allow input of the second function (e.g. pitch down). If a different key is selected for the first function, that one will save correctly, but then trying to use E for the second function will exit the window and not save.
  20. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i5-9600K | GPU: NVIDIA RTX3080 | RAM: 16 GB I try to re-bind the yaw controls to "D" (left) and "G" Right. This works correctly for the control surfaces, but not for the landing gear: If I press D the landing gear turns right (when it should turn left). If I press G the landing gear doesn't move at all (when it should turn right). replicate: Launch a plane to the runway Bind the yaw controls to D (left) and G (right) Press D and notice how the control surfaces are moving correctly, but the nose wheel turns right Press G and notice how the control surfaces are moving correctly, but the nose wheel doesn't move.
  21. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i5-9600K | GPU: NVIDIA RTX3080 | RAM: 16 GB It is not possible to re-bind the controls to activate the motors on rover wheels (default W-S) I am not sure which setting should affect this but I tried: Walk forward/backwards (EVA) Pitch (Flight)
  22. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz 2.81 GHz | GPU: NVIDIA GeForce GTX 1060 6GB | RAM: 16 GB when i change my keybinds (switched yaw and roll if that matters) and then close and start the game again the keybinds change back but they are saved in settings and apply when i look at keybinds in settings Included Attachments:
  23. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7-1065G7 | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: When switching between Low and High graphics presets, some of the terrain graphics settings are sometimes unnafected Steps to Replicate: Set graphics presets to Low. ensure all settings are set to he lowest option switch graphics preset to high. note that some settings are still on low set every setting to the highest option switch graphics preset to low. note that some settings are still on high Note: The Environment Prop Density option will sometimes change when switching from high to low, but not always Images:
  24. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: I710700K | GPU: Rtx2060 | RAM: 32gb Repro steps: -have a craft with RCS -head to input settings and change the rcs control for something else (in my case it is numpad, as it's more convenient) -it should work on the craft from the go. -close and restart the game and straight up load the craft. Try the new input, it doesn't work -head to input settings again, it's saved, once you do that, it should work again. It bothers me immensely.
  25. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: i7 9700 | GPU: RTX 2070S | RAM: 32Gb Every time the game loads it uses default input settings and fails to load custom input settings, including reversed pitch and other commands like numpad / for staging instead of space bar. I can get it to load all custom settings by tweaking one of them, I usually reenter pitch. Expected behaviour would be to remember and load custom input settings at game start, like KSP1 did... pls! EDIT to say this is still happening in the For Science! update. v0.2.0.0.30291
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