For certain games it is very useful to set the keyboard background colors based on their function in the game. You can group keys by color to find them easier during game play.
Create the effect
The effect contains the color of each key or key group.
Open the ARMOURY CRATE preinstalled application
On the Aura Sync page select the Aura effects tab, and click the Aura Creator button
Click the Device button, hold the CTRL key and select the keys to cerate a group, and click the Set as layer button
Right-click the name of the layer and select Rename
Enter the new name and hit Enter
Drag down the Static effect to the timeline
Make sure all layers have the same length, and start at the beginning of the timeline, otherwise a lightshow is created.
In the upper right corner click the color indicator
Select the color and click OK
Drag the layers to order them, the top layer will cover the lower layers. This way you can create a base layer with a single color for all keys (press CTRL-A to select all keys) and build the rest on top of it
When all layers have been created click the Save & apply button in the upper right corner
Enter the name of the effect and click the Save button
Assign the effect to the application
Return to the Armoury Crate application
Select the Game Library page
Select Create Scenario Profile
To select another, or add more application to the scenario, click the See Options button
Scroll down for more selections, or click the Cannot find app link to browse for the application
Click Aura Sync
Select the effect
Click the Save button in the lower right corner
Update the effect
While playing the game, you can switch back to the Aura Creator and update the effect
Click the Save & apply button to update the effect. The change will apply immediately.
There are mods for Kerbal Space Program 2 which make space flight much easier. We will not use “cheats”, these mods display the necessary information for easier maneuver node configuration, manual burn execution, and docking. We recommend the following mods:
Maneuver Node Controller
Docking Alignment
Micro Engineer
Launch to orbit around Kerbin
Mun
As the Mun’s orbital plane is parallel to the equator of Kerbin, launch the vessel Due East (90°) with 0 ° inclination.
Match the target planet’s inclination
While still in Kerbin orbit, match the plane of the target planet’s orbit.
We will stretch our orbit to reach the Mun’s sphere of influence.
Set the control point
As the lander is attached to the command module, make sure you use the command module’s engine, and control the joined spacecraft from the command module. If the lander can is set as the “Control From” location, the burn will slow down the combined space craft and it will crash into Kerbin, instead of speeding it up towards the Mun (been there, done that).
Right-click the pod of the command module and select Control From Here
Create the injection burn
Click the orbital path and select Create a Maneuver Plan
Click the Mun and select Focus to keep the Mun in the center of the screen
Right-click the Mun Periapsis to keep the value displayed
Using the prograde vector and moving the maneuver, plan an orbit to set the Mun Periapsis to around 10 – 15 km
The planning is done at the current Mun location, but the real encounter will happen at another location further down the orbital path of Mun.
Start the burn and stop early before your orbit reaches the orbit of the Mun. Delete the maneuver to see the real values on the map. Continue the burn with the low throttle, and when the Mun periapsis node appears on the map, stop the slow burn, and right-click it to keep the value displayed.
Continue the low throttle burn to fine-tune the orbit, and watch the number of the Mun periapsis to stop at the planned value.
Capture orbit
Create a maneuver at the periapsis, and use the retrograde vector to slow down, and bring the apoapsis closer to the Mun for a circular orbit.
Warp ahead to the maneuver and execute the burn. Fine-tune it to reach the planned apoapsis.
Landing on the Mun
To land on the Mun, create a maneuver with a negative periapsis to hit the surface a few kms further away, so you can slow down and start a steeper approach to avoid hills.
Place the lander in a 15 km circular orbit
Create a maneuver with a retrograde burn to set a -60 km periapsis
Move the maneuver to hit the ground a few miles further downrange with three clicks on the right side maneuver time mover button
Adjust the latitude with the Normal and Antinormal vectors
After the deorbiting burn, set the SAS to retrograde to be able to slow down the craft with the main engines. If the throttle is too sensitive, set the Thrust limiter to a lower number
Orient the space craft
During landing and takeoff it is very important to know which way the lander faces. Unfortunately, if the Lander Can window faces upwards during deorbit and forward when the craft is in vertical direction, as during the real Apollo missions, the WSAD controls tilt the craft in the opposite direction as expected. If we want our kerbonauts to be able to use the window, we need to adjust to this. We can rotate the lander 180 degrees to make maneuvering easier, but we need to remember which way we landed. To be able to rendezvous with the command module, we need to take off in the same direction as we landed.
Land the space craft
Use the altitude above ground to avoid hitting hills and highlands
Click the altitude gauge of the Nav Ball to switch to ground altitude
or
Activate the Micro Engineer mod and open the Surface panel
Landing
At the time of touch down keep the vertical speed below 12 m/s to protect the landing legs.
EVA on the Mun
The Kerbonaut jetpack is very powerful, to be able to lift the Kerbal in a high gravity environment. It is too powerful in the low gravity of the Mun. To be able to make slow, precise movements, right-click the Kerbonaut, and set the Jetpack trust to 50%.
Take off from the Mun
Take off
As we already mentioned above, to be able to rendezvous with the command module, we need to take off in the same direction as we landed.
Hover above the Command Module with the mouse to check the altitude of the command module orbit
When the Command Module is almost overhead, take off and tilt the craft forward in the same direction as it landed
Burn the main engine until the apoapsis reaches the Command Module orbit altitude. MAke sure to keep the correct direction.
Circularize the orbit
As we already did it in Kerbin orbit, create a new maneuver in the apoapsis to bring the periapsis to the same altitude.
Before you undock the lander transfer the crew and resources to the Command Module
Transfer the crew
Use the Kerbal Manager to transfer the crew
Transfer the resources
Use the Resource Manager to transfer the remaining resources from the lander
Expand the Monopropellant section to transfer the RCS fuel and electric charge
Select the OUT button on the lander and IN button on the Command Module storage, and click START
Expand the Methalox section
Select the OUT button on the lander and IN button on the Command Module storages, and click START
Going home
To escape the Mun’s sphere of influence, and return to Kerbin, we need to increase the apoapsis retrograde relative to Kerbin.
Create a maneuver on the prograde side of the Mun, to increase the apoapsis with a prograde burn until Mun Escape is displayed.
At this point the Kerbin periapsis is usually still too high for re-entry.
Right-click the Kerbin Periapsis to keep it displayed, adjust the time of the maneuver to minimize the Kerbin periapsis, and adjust the prograde vector to set the periapsis to around 35 km.
During the burn, the actual Kerbin periapsis will appear and display the changing value. With low throttle continue the burn until the Kerbin periapsis reaches 35 km height.
To attach parts to spacecraft in orbit you can transport the parts in the cargo hold of your vessel, dock to it and do the upgrade.
Take a ladder
Besides the part, take a mobility enhancer (ladder), so the Kerbal has something to hold on to, and a junior docking port with you to temporarily dock the vessel.
Crew
For construction in orbit, you need an engineer on board.
EVA
Make sure the astronaut only has the necessary equipment in their inventory. By default they have a parachute and an EVA pack in this order. If you take them outside for an EVA they take the parachute, and if they let go the hatch, lost forever. For EVA gave them only the EVA pack.
Right-click the module the astronaut is in
Move the EVA pack to the first place in the inventory
The astronaut has access to inventories in closeby vessels, so keep both vessels close to each other.
You can practice orbital construction on the launch pad and the runway.
Make sure the Kerbal in EVA is in a stable position, preferably grabbing one of the vessels, as during construction you cannot control them, and they can drift away.
Click the Build icon on the toolbar on the left side.
Grab a part from the inventory and place it on the target vessel.
Rotate the parts with the A S D Q W E buttons, use the left Shift for fine rotation. Hold Alt to snap to nodes on the vessel.
As we learn to use our Ooni pizza oven we would like to share our findings to help other pizza lovers in the process. I am sure these tips apply to other ovens too.
The dough preparation matters
As the pizza is baked on the hot pizza stone in the oven, you cannot easily remove the stone during baking. You need dough that does not stick to the pizza peel and the stone. If it sticks, you cannot put it in the oven, or you cannot remove it from the oven. If parts of the pizza stay in the hot oven it starts to burn with a considerable flame. During the dough preparation, you can take some steps to make it easier to work with it, so it slides off the peel, and you can remove it from the oven to rotate it after 20 seconds.
If you make more than one pizza, use a scale and measure the dough portions to create similar size pizzas, so you don’t end up with a big one that does not fit in the oven.
Roll up the dough into small balls by tightening one surface (the tight surface will slide easier)
Let the ball sit on the table for a few minutes (this will create a light crust that slides better)
Put flour in a bowl and cover the smooth surface with flour to slide better
Place the dough with the smooth surface down on the board when you put the sauce on it (it slides better)
Baking
Pizza is baked in a very hot oven, but you don’t want to burn it.
Pre-heat the stone to 752 °F ( 400 °C) on the high gas flame,
Reduce the gas flame to the minimum before you put the pizza into the oven to avoid burning it,
Rotate the pizza every 20-30 seconds to bake it evenly. You can pull it out with the pizza peel rotate it and slide it back, or you can use a turning peel to rotate it in the oven.
175 ml (3/4 bögre) langyos (40-43 °C) víz ( körülbelül 20 másodpercig melegítsük a mikróban )
1/4 teáskanál cukor
1 teáskanál por élesztő ( 1/2 csomag )
310 g (2 bögre) finomliszt elosztva 270 g (1-3/4 bögre) és 39 g (1/4 bögre)
1/2 teáskanál só
2 vastag nagy pizzához
350 ml (1-1/2 bögre) langyos (40-43 °C) víz ( körülbelül 30 másodpercig melegítsük a mikróban )
1/2 teáskanál cukor
2 teáskanál por élesztő ( 1 csomag )
620 g (4 bögre) finomliszt elosztva 540 g (3-1/2 bögre) és 77 g ( 1/2 bögre)
1 teáskanál só
Elkészítés
Keverjük össze a langyos vizet, cukrot és élesztőt egy kicsi edényben. Várjunk 10 percet, vagy amíg felhabzik.
A dagasztógép edényében 3-5 percig keverjük össze a nagyobb rész lisztet ( a kis rész lisztből akkor adunk hozzá, ha a tészta túl ragacsos), sót és az élesztő keveréket a dagasztó hurokkal. A tészta kész, amikor lágy és rugalmas, és tisztán lejön az edény faláról.
Ha vékony pizzát készítünk, kelesztés nélkül azonnal dolgozhatunk vele.
Ha vastag pizzát készítünk, vagy aznap később akarunk pizzát készíteni, formázzunk gömböt a tésztából és tegyük egy kiolajozott edénybe. Olajozzuk be a tésszta gömböt is és takarjuk le az edényt fóliával vagy fedéllel.
Ha vastag pizzát készítünk, kelesszük 30 percig, vagy tegyük be a hőtőbe amíg dolgozni kezdünk vele.
Ha nem akarunk aznap pizzát sütni, fagyasszuk le a a tésztát.
Baking
Melegítsük elő a sütőt a legmagasabb lehetséges hőmérsékletre.
Ha 290 °C-on sütünk, a pizza 8 – 10 perc alatt elkészül.
3/4 cup (6 fl oz) warm (105-110 °F) water ( around 20 seconds in the microwave )
1/4 teaspoon sugar
1 teaspoon active dry yeast ( 1/2 package )
2 cups all-purpose flour divided to 1-3/4 cups and 1/4 cups
1/2 teaspoon salt
For 2 large thick-crust pizzas
1-1/2 cup (12 fl oz) warm (105-110 °F) water ( around 30 seconds in the microwave )
1/2 teaspoon sugar
2 teaspoons active dry yeast ( 1 package )
4 cups all-purpose flour divided to 4-1/2 cups and 1/2 cups
1 teaspoon salt
Instructions
In a small bowl whisk the water, sugar, and yeast together, Let it sit for about 10 minutes or until it froths up.
In the bowl of the mixer mix together the larger portion of the flour, (add some flour from the small portion if the dough is too sticky), salt, and yeast mixture with the dough hook for about 3-5 minutes or until the dough is soft and elastic. It is done when it comes clean down from the side.
To make thin crust pizza, use the dough without proofing.
For thick crust pizza, or to use it later the same day, shape the dough into a ball and put it into an oiled bowl. Also, rub the dough with oil and cover it with a foil wrap or a lid.
For thick crust pizza proof it for 30 minutes.
To use it on another day freeze the dough.
Baking
Preheat the oven to the highest temperature it can provide.
If we bake on 550 °F, the pizza is done in 8 – 10 minutes.
Move the downloaded file into the Kerbal Space Program game folder
Create a shortcut to the file and place it in the Desktop, Start Menu or the Taskbar
Double-click the executable to start it
Allow the program to create a handler for CKAN URLS
Right-click the CKAN icon in the Taskbar and select Pin the taskbar
Usage
Select the mod in the list
Click the Apply changes button
CKAN displays the list of dependencies to be also installed
In the lower right corner click the Apply button to start the installation
Import manually installed mods into CKAN
If the mod in the list has AD in front of the line, it was manually installed in the Gamedata folder of the game. If you “Upgrade” those mods in CKAN, CKAN can check the compatibility, install updates, uninstall the mod. To have CKAN manage the manually installed mods
Display the upgradeable mods
In the upper right click the arrow at the end of the search field
In the lower left select Upgradeable
Upgrade the mods
Select the existing mods and click the Apply changes button
The Docking Port Alignment Indicator is designed to help you dock manually, by presenting target alignment and relative position in a clean and intuitive manner.
Transfer Window Planner – Fork (This version of the original mod shows the required parking orbit plane for more efficient ejection burn.)
Lets you visualize planetary transfer efficiency in-game. Using it you can select your planet of Origin and planet of Destination and it will present you with details about the required Delta-V to travel from Origin to Destination.
Parallax(2.0) completely reimagines the surfaces of planets. It combines a tessellation and displacement shader as well as vastly improves the terrain detail
Parallax was developed alongside Scatterer, so it is recommended for the best results to use them both together.
Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you’re interested in seeing what it’s like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater.
Some of the most signfiicant changes include:
Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage.
Pods are as large as their real-life counterparts and weigh what they should.
Propellant tanks have correct dry mass ratios.
Solar panels don’t produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren’t magically powerful anymore (though they still don’t require momentum dumping).
What KSP-RO installs
Kerbal Space Program Realism Overhaul adds the following folders
GameData\EngineGroupController
GameData\RealismOverhaul
Ships (adds realistic ships to the selection)
Currently, it does not overwrite any files, so deleting the GameData\EngineGroupController and GameData\RealismOverhaul you can restore the game to the original state. The added ships do not change the gameplay.
Copy the contents into the Kerbal Space Program main directory, usually “C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program” (where the KSP_x64.exe file is located).
We can save reusable modules as subassemblies in the Kerbal Space Program Vehicle Assembly Building (VAB) and the Spaceplane Hangar (SPH).
Misleading assembly list display
This is a very dangerous feature. Every subassembly is listed in the main folder, subfolders are just for display purposes to list fewer items. So DO NOT clean up subassemblies from the main folder thinking those are duplicates, as those will disappear from the subfolder too.
Setting a new root
Every subassembly can be attached by the root point. It is the first part placed in the editor during construction. If you want to attach the subassembly by another part when you use it use the re-root tool.
Load the subassembly
Click the Re-root tool in the upper left corner. The toolbar disappears when you click the “New” button and loading a subassembly does not display it again. If this toolbar is not displayed, exit the building and return.
When the prompt “Select a set of two or more parts to Re-root” and you are working on a vessel this step selects the entire craft or a portion of it. If you work with a subassembly, select the part to set as the new root.