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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.
#KERBAL SPACE PROGRAM STAGE RECOVERY 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
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3 Key Bindings for QWERTY keyboard layoutīecause KSP can run on different operating systems the modifier key ( Mod) differs between them.
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