

Columbo
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KSP2 Release Notes
Everything posted by Columbo
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Rocket noodling? Oh gods, not again...
Columbo replied to Jarin's topic in Prelaunch KSP2 Discussion
Auto-Strut seems like such a basic function of KSP 1 at this point that i can't believe its not part of EA from day 1. This and reentry heating. Those 2 things are deal breakers for me. I won't buy into EA until those are in the game. -
RP-1 Realistic Progression One for KSP 1.12.3
Columbo replied to pap1723's topic in KSP1 Mod Releases
I found an issue with built in Avionics of Upper Stages like Titan 2. The RP-1 config file gives them appropriate Avionics but requires Tech unlocks that don't exist in RP1. Maybe that's an left over from an old Tech tree? Deleting those Tech requirements solved the issue. -
d3d11: failed to create 2D texture shader
Columbo replied to Qwarkk's topic in KSP1 Technical Support (PC, modded installs)
I resorted to completely starting over with a clean install and adding all the mods, never more than 2 or 3 at a time, and testing the startup. Took me hours but now i have all the same mods and the game starts normal. (at least it did yesterday, who knows what happens a day later ). I don't know why it works now, but i guess something must have gone wrong before. -
d3d11: failed to create 2D texture shader
Columbo replied to Qwarkk's topic in KSP1 Technical Support (PC, modded installs)
I am having the exact same issue, same messages in the log file, same point of freeze. Looking at my task manager during startup i see that at the last black loading screen before the Main Menu, my GPU memory goes all the way up to 7.8/8gb. I am playing with RSS without RO on 1.8.1 and never had this issue with ma JNSQ playthrough (also in 1.8.1 with a similar mod loadout). If you find a solution, please let me know -
Help can’t recover vessel
Columbo replied to Kostas23's topic in KSP1 Technical Support (PC, modded installs)
I had this very Problem back before 1.8.1 with Planet Packs. What solved the Problem was installing the Modlet "Making less History" by DMagic. It has something to do with the Making History DLC. Haven't had it since 1.8.1 though. -
Looks like they took a lot of inspiration from Interstellar mod I am very curious how the future tech will be implemented. I saw ships with tons of radiators and i believe a Daedalus Engine. Looks promising.
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Hi, I just wanted to say that i enjoy the new science System you implemented. It took a little getting used to, but i think its a great system. I did however tweak the science output for RSS. It would be quite the grind otherwise.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Columbo replied to tomek.piotrowski's topic in KSP1 Mod Releases
Thanks for keeping this Mod up to date. It is much appreciated. I really hope you'll find a way to work around it. I really like RT and i also like the idea of the new surface science. It would be sad if i have to choose between the two. -
With KJR-continued i had terrible stuttering (1-2sec. freezes every 3-5seconds). KJR-Next runs super smooth with no stuttering or hickups. Thanks mate.
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Columbo replied to Gameslinx's topic in KSP1 Mod Releases
Thank you good sir, i was running into this issue since 1.4.x with various Planet Packs but it was never so regularly then with this one.- 1,665 replies
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Yes, i did only 3 Parts i think, but i don't have it anymore since i deleted that install because i rather use TAC-LS. How you modify a part in-game should not mess with the habitation stats you set in the patch file because they are just fixed numbers. You would just set the patch file to what ever you feel like is balanced. It's not that hard if you look at other mod's patch files (like the before mentioned station parts mod).
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You can reverse engineer a patch file by looking at the Stockalike Station Parts mods Patch files. This mod has its own centrifuge in a similar size. That's what i did when i tried out USI.
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Columbo replied to Gameslinx's topic in KSP1 Mod Releases
Rhode now has a black sky (clouds are working) after updating both BH and Scatterer (0.54). Does anybody else have the same issue?- 1,665 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Columbo replied to Gameslinx's topic in KSP1 Mod Releases
I am playing on 3.2x scaling with SD an Rescale. Works fine.- 1,665 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Columbo replied to Gameslinx's topic in KSP1 Mod Releases
Great planet pack! You really know how to make beautiful planets! One question, will it work with sigma dimensions and rescale? i like to play the game scaled up- 1,665 replies
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It's not really a big deal. The panels have their normal output, which is ok. It's not like the higher Power output is essential. I just saw that the stock panels and those of near future and probes plus all seem to get their higher output. But this is something not many people will encounter since it's just one of the many planet packs. I did check the SSTU in my 2.5x scaled stock system and the generated power seems to work fine with the scaling so it's probably an issue specific to After Kerbin.
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Hi, I had my eye on this Mod for some time now and i thought i try it out since there has been a Bugfix and recompile for 1.6. I am quite frankly amazed by what you have created. The amount of work you must have put into it must be innumerable. Thank you for your work. I've got a question about the Solar cells: I am currently playing a career in the After Kerbin Planet Pack. In case you are not familiar with this mod, it starts billions of years after the stock game. The sun is coming to an end and is much stronger than the stock sun resulting in a much higher power output. I did however see, that the sstu cells seem to not reflect that. So far i have only tried the first ones you get in the tech tree. So are they supposed to be rather weak or is this an compatibility issue?