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settings.cfg
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settings.cfg
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KISConfig
{
name = KISConfig
Global
{
// If "true", then extar debugging options will be shown in the EVA inventory.
itemDebug = false
// If "false" then the hint texts over the KIS cursor will not be shown.
showHintText = true
// When this key is depressed, the hint text and cursor will be hidden.
hideHintKey = G // KeyCode type
// You can totally disable inventory hotkeys or re-assign/disable a specific
// slot.
slotHotkeysEnabled = true
// Set None value do disable a hotkey for a specific slot. E.g.:
//slotHotkey1 = None
// If no configuration set then default mapping is used: keys 1-9 are bound to
// slots 1-9.
slotHotkey1 = Alpha1
slotHotkey2 = Alpha2
slotHotkey3 = Alpha3
slotHotkey4 = Alpha4
slotHotkey5 = Alpha5
slotHotkey6 = Alpha6
slotHotkey7 = Alpha7
slotHotkey8 = Alpha8
}
Debug
{
partAlignToolKey = // Put a keyboard event to enable (e.g. "&K" - Alt+K).
}
Compatibility
{
forbiddenPart = DeployedCentralStation
forbiddenPart = DeployedGoExOb
forbiddenPart = DeployedIONExp
forbiddenPart = DeployedRTG
forbiddenPart = DeployedSatDish
forbiddenPart = DeployedSeismicSensor
forbiddenPart = DeployedSolarPanel
forbiddenPart = DeployedWeatherStn
}
EquipAliases
{
alias = aliasLeftPalm,**/bn_l_mid_a01
alias = aliasLeftElbow,**/bn_l_elbow_a01
alias = aliasRightPalm,**/bn_r_mid_a01
alias = aliasRightElbow,**/bn_r_elbow_a01
alias = aliasJetpack,**/bn_jetpack01
alias = aliasHelmet,**/bn_helmet01
alias = aliasHead,**/bn_upperJaw01
}
Editor
{
// Defines a mouse/keyboard combination to start parts dragging in the editor.
// Even thiough you can set own modifiers, the mopuse button must always be LMB.
// Usual KeyboardEvent modifiers are allowed: #, $, %, and &.
editorPartGrabAction = mouse0
//editorPartGrabAction = &mouse0 // Alt+LMB
//editorPartGrabAction = &#mouse0 // Alt+Shift+LMB
// Specifies default settings of every new inventory created in
// the editor.
PodInventory
{
// Specifies items to add to every pod's seat. To add
// more items add more lines.
//addToAllSeats = KIS.evapropellant
// Specifies items to add to the first pod's seat only.
//addToTheFirstSeatOnly = KIS.electricScrewdriver
}
}
EvaInventory
{
inventoryKey = tab
rightHandKey = x
helmetKey = //j - J conflicts with Breaking Ground DLC.
slotsX = 2
slotsY = 4
slotSize = 50
itemIconResolution = 128
selfIconResolution = 128
maxVolume = 110
openSndPath = KIS/Sounds/inventoryOpen
closeSndPath = KIS/Sounds/inventoryClose
}
EvaPickup
{
grabKey = g
attachKey = h
redockKey = y
allowPartAttach = false
allowStaticAttach = false
allowPartStack = false
maxDistance = 3
grabMaxMass = 1
dropSndPath = KIS/Sounds/drop
attachPartSndPath = KIS/Sounds/attachPart
detachPartSndPath = KIS/Sounds/detachPart
attachStaticSndPath= KIS/Sounds/attachStatic
detachStaticSndPath = KIS/Sounds/detachStatic
draggedIconResolution = 64
}
StackableModule
{
moduleName = ModuleActiveRadiator // stock radiator panels
moduleName = ModuleLight // stock lights
moduleName = ModuleDockingNode // stock docking ports
moduleName = ModuleDecouple // stock docking ports and decouplers
moduleName = ModuleToggleCrossfeed // stock docking ports and decouplers
moduleName = ModuleEngines // stock, will touch only engines without shrouds
moduleName = ModuleEnginesFX // stock, will touch only engines without shrouds
moduleName = FXModuleAnimateThrottle // stock, engines
moduleName = ModuleGimbal // stock
moduleName = ModuleSurfaceFX // stock, engine animation
moduleName = ModuleAlternator // stock engine
moduleName = ModuleTestSubject // stock parts
moduleName = ModuleAeroSurface // stock aero parts
moduleName = ModuleLiftingSurface // stock aero parts
moduleName = ModuleDragModifier // stock aero override
moduleName = FXModuleLookAtConstraint // stock animated parts e.g. airbarkes, control surfaces
moduleName = ModuleControlSurface // stock control surfaces
moduleName = ModuleDeployableAntenna // stock comms
moduleName = ModuleDataTransmitter // stock comms
moduleName = ModuleAnimateHeat // stock heat animation
moduleName = ModuleKerbNetAccess // stock, Kerbnet parts
moduleName = ModuleAnimateGeneric // stock, animated parts
moduleName = ModuleSAS // stock
moduleName = ModuleRCS // stock RCS
moduleName = ModuleRCSFX //stock RCS vernor module
moduleName = ModuleGenerator //stock, does not touch overheatable parts
moduleName = ModuleResourceConverter //stock, does not touch overheatable parts
moduleName = RetractableLadder // stock
moduleName = ModuleDeployableSolarPanel // lets you repair panels by stacking them
moduleName = ModuleDeployableRadiator
moduleName = ModuleLandingLeg // lets you repair legs by stacking
moduleName = ModuleJettison // stock, engine fairings
moduleName = ModuleCargoPart
// KAS //
moduleName = KASModuleStrut
moduleName = KASModulePort
moduleName = KASModuleMagnet
moduleName = KASModuleHarpoon
moduleName = KASModuleGrab
moduleName = KASModuleAnchor
moduleName = KASModuleContainer
// Other mods //
moduleName = USI_ModuleRecycleablePart // mod, USI Kolonization
moduleName = ModuleWeldablePort // mod, Konstruction
moduleName = ModuleDockingNodeNamed // mod, DockingPortAlignmentIndicator
moduleName = CollisionFX // mod
moduleName = SyncModuleControlSurface //mod, Atmosphere Autopilot
moduleName = DPSoundFX // mod, Docking Port Sound FX
moduleName = TweakScale // mod
moduleName = TCAEngineInfo // Throttle Controlled Avionics
}
StackableItemOverride
{
partName = addWhatYouWantHere1
partName = addWhatYouWantHere2
}
MainScreenTweaker
{
// Set it to false if you don't want your main menu changed.
enabled = true
// Set to true to see all object paths in the logs.
logAllObjects = false
// The main screen shown on the initial game load (Kerbin orbit).
modelTweak
{
tweakName = OnOrbitRightKerbal
modelNamePattern = OrbitScene/Kerbals/maleEVA_inverted
itemName = KIS.bomb1
itemName = KIS.Container1
}
modelTweak
{
tweakName = OnOrbitLeftKerbal
modelNamePattern = OrbitScene/Kerbals/maleEVA_side
itemName = ScienceBox
}
modelTweak
{
tweakName = OnOrbitMiddleKerbal
modelNamePattern = OrbitScene/Kerbals/maleEVA_center
itemName = KIS.electricScrewdriver
}
modelTweak
{
tweakName = OnOrbitFemaleKerbal
modelNamePattern = OrbitScene/Kerbals/femaleEVA
itemName = KIS.wrench
itemName = KIS.guide
}
// The main screen shown when exiting a game session (Mun surface).
modelTweak
{
tweakName = OnMunLoneKerbal
modelNamePattern = MunScene/Kerbals/maleEVA
matchMeshesBySuffix = false
itemName = KIS.electricScrewdriver
itemName = KIS.Container1
}
}
}