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#Sprint layout wiki windows
Open multiple info windows for fuel transfer (right-click on two fuel tanks)
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Lock current stage (very useful before you accidentally hit the spacebar) Toggle camera view (auto/free/orbital/chase)įorced time warp increase (Physical time warp)įorced time warp decrease (Physical time warp) Load saved game state dialogue box (hidden feature, looks in KSP/saves/scenarios/) Toggle ship labels - this includes docking target/distance indicators Key Bindings for QWERTY keyboard layout Key
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Using this, in combination with lock staging Mod+ L, will help avoid mishaps due to operator error. Now you've completed your contract, and haven't wasted any useful stages. After activation, manually shut down the it tested engine (you'll need to manually re-enable/activate it later). This can be handy for contracts that require an engine to be tested through staging, but you don't want to discard the usable stage before it: Kill thrust with X, move the engine to be tested to the next stage, then activate the engine through staging. You can disable engines via control groups, or by right clicking on the engine to manually shut it down or activate it. This will prevent accidental engine activation from a mistyped key. It is advisable to shutdown your engines if you don't plan on activating them, such as before resource transfers, or if maneuvers have been completed. For example, Macs and some Linux devices such as ThinkPad, require Fn+ F5. Some keyboards also require to press a Fn key to access some special keys like F5.
#Sprint layout wiki mod
The key combinations in brackets show an example of the respective operating system's key combination: just swap Mod with the operating system's designated modifier. Īs an example, Mod+ L locks the current stage. Right-Shift+ L) Don't confuse this with Left-Shift, which will fire your engines! KSP 1.0.5 and earlier uses a different key, which can cause issues in some window managers when playing in windowed mode. "MODIFIER_KEY" section of the settings.cfg file): In the table below, the default Mod key is mapped to the following keys (to use a different key, edit the entry in the 3 Key Bindings for QWERTY keyboard layoutīecause KSP can run on different operating systems the modifier key ( Mod) differs between them.With only 7 Active Ability keys non-keyboard controllers are possible Razer Nostromo(tm) and Xbox(tm) Controllers were successfully used in Beta. For example the ability casting keys are given preference over the movement keys, and it is obviously designed by a right hander who uses touch typing home positions rather than WASD (it was actually based on a Razer Nostromo(tm) but with macro keys like Attack Stance + Sprint separated for clarity) As keyboard layout and use are subjective this is "A" layout not "The" layout. Control-Shift-Tab Target Previous FriendĪn example of a useable customisation is given below.Control-F Assist Target of Hostile Target (Friendly is F).This may not be the most ergonomic layout for you, so the defaults should be treated as an opportunity to customise, not a rigid set-in-stone standard. Like all modern computer games they are based on WASD movement keys, with other functions assigned to memorable keys based on their first Letter (e.g. Default Key Bindings are accessed from the Controls Menu.