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Everything posted by Michael Kim
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新春快ä¹Âï¼Â心想事æˆÂï¼Â
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I'm currently not interested in maintaining HydroTech mods, until the game is in a more complete state, let's say, beta. This is not a promise though that I will come back when KSP beta comes out. However, I would still like to hold all rights of these mods in case I will. If anyone is interested in maintaining HydroTech mods during this time, please contact me via PM.
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[0.21.1] HydroTech RCS Autopilot v0.5.1 (2013.8.28)
Michael Kim replied to Michael Kim's topic in KSP1 Mod Releases
I'm currently not interested in maintaining HydroTech mods, until the game is in a more complete state, let's say, beta. This is not a promise though that I will come back when KSP beta comes out. However, I would still like to hold all rights of these mods in case I will. If anyone is interested in maintaining HydroTech mods during this time, please contact me via PM. -
That I don't like...
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I don't see a reason for that. My account is region-specific, only the IP where I log into Steam Store is
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I've been using Steam and enjoying its service a lot. However, there's one thing that annoys me from time to time. Some really good games from big publishers are not listed in my region, or have a higher price than in US. I've been fine with that - just didn't buy them, they are expensive anyway. But since Steam is on its Winter Sale, some games are going really low price. So I'm looking for someone living in the US to help me buy games. That is, buy the games I want, gift to me, and I pay you with Paypal. The KSP community has been warm and helpful so I think someone will help if I give it a shot here. Hopefully you awesome guys won't let me down. Thanks a lot!
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Improved Autosave/Quicksave.
Michael Kim replied to Ironwatsas's topic in KSP1 Suggestions & Development Discussion
I said "add", OK? F9 is still a QUICK load. What OP wanted is a way to load the autosave manually, apart from terminating the exe with Alt+F4 and restart the game -
Improved Autosave/Quicksave.
Michael Kim replied to Ironwatsas's topic in KSP1 Suggestions & Development Discussion
Or maybe add a save/load system that allows multiple saves instead of just one "persistent" and one "quicksave" -
So "slightly" is what you use for a 50% difference? EDIT: And it could not be exchange rate things because they just charge in USD, ok?
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WOO, how much do you know about China? Well it could not be exchange rate. Items in the Chinese store on Steam are listed in USD, although we pay in RMB. So that's 29.99USD. And it's nothing to blame Chinese polices because it's also 29.99USD in South Korea (cc=ko). Btw I feel really sorry for people in Europe
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好久没æ¥了= = 还è¦Â至少10个å—………………
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I just happened to discover that the game Spore on Steam is listed with different prices in different regions. There may be more games that does the same thing. Well, there must be a reason for it, but I don't understand
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Come on... Those three Chinese characters are pronounced San Zu Niao instead of San Zu Wu
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It's just a file sharing website. Any you wanna hit the blue button on the left.
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First of all, since you are dealing with a loaded vessel, there is nothing to do with the .cfg file, so make sure you understand that first. foreach (Part p in FlightGlobals.ActiveVessel.Parts) foreach (PartModule pm in p.Modules) if (pm is ModuleEngines) { bool locked = ((ModuleEngines)pm).throttleLocked; // stuff }
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Action Group Activation
Michael Kim replied to KerbOrbiter's topic in KSP1 C# Plugin Development Help and Support
Perhaps you can do some maths with the orbit. Never tried myself, so don't ask me how to do it, but I think you may find the source code of HyperEdit interesting -
There's already a filter in the tracking station that goes by vessel types, which is great. It's not really useful for me however because I tend to remember things by "where they are" instead of "what they are", so it could be helpful if another filter, going by celestial bodies, is added. I know I can just switch to the body where I want to find my vessel, but still it can save me some time.
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Action Group Activation
Michael Kim replied to KerbOrbiter's topic in KSP1 C# Plugin Development Help and Support
Oh man... I wrote "Vessel" because it's the class name. You need to use the object. Should be "vessel" here Same with FlightIntegrator, it is a class. The object should be (haven't tried) vessel.flightIntegrator I would suggest you learn more about C# before writing a plugin. And get an English version of C# compiler so that you know what happens when you get an error. -
Overheating engines consuming more fuel?
Michael Kim replied to Securus's topic in KSP1 Gameplay Questions and Tutorials
I have two same engines with different overheating situations -
American Imperialism: Crash Course US History
Michael Kim replied to czokletmuss's topic in The Lounge
Oh we've got two Americans here. May I ask a question How do you think of the wars US got involved in this century? (Afghanistan, Iraq, Libya [not directly involved, but behind NATO] and Syria [about to start]) How do you distinguish US from imperialism on starting these wars? I know there are things like terrorism, democracy, liberty, humanism, chemical weapons, etc. The list can go on, but they are all excuses. After all what US did was putting people of other countries into misery for US's own national interest. -
Overheating engines consuming more fuel?
Michael Kim replied to Securus's topic in KSP1 Gameplay Questions and Tutorials
I think it does, if you look at the specific impulse -
American Imperialism: Crash Course US History
Michael Kim replied to czokletmuss's topic in The Lounge
I would say this is a good video. Just learned some US history. rpayne88, I don't think this video, or czokletmuss who posted the video here, wanted to suggest anything. You seem too sensitive -
rover throttle control?
Michael Kim replied to innovine's topic in KSP1 Gameplay Questions and Tutorials
Any pictures? -
Action Group Activation
Michael Kim replied to KerbOrbiter's topic in KSP1 C# Plugin Development Help and Support
I'm not sure but I don't think there's a method specifically doing that, since lighting of a part is handled directly to the part model instead of the part as a whole. I don't have a good idea how to do what you want - it would require some knowledge on Unity Engine - but I did find something that might be helpful: http://docs.unity3d.com/Documentation/ScriptReference/Light.html