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Windows 64 bit community workaround


WWEdeadman

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Try run the KSP.exe with administrator rights *Right click the KSP.exe and use the "Run as administrator"*.

*Edit: This might be the problem

Info from here http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29

Yea thats a major DERP moment on me, thanks! I was about to try it myself but checked back here first.

Edited by houndazs
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I doubted that I could ever run Astronomer's Pack again. But here we go!

Runs smoothly, thank you.

Oh: RealCute does seem to load, but doesn't function (as expected). In fact, it fails to create the seperate parachute folder for VAB/SPH so you won't have no chutes at all (not even stock)...

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Can someone confirm this for me... Kerbal Joint Reinforcement doesn't work with this 64bit method.

Confirmed. The mod disables itself upon detecting 64-bit. Came to the forum looking for a workaround, and imagine it'd involve a recompile of the dll and disabling that line of code. Dunno how to do this myself.

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Confirmed. The mod disables itself upon detecting 64-bit. Came to the forum looking for a workaround, and imagine it'd involve a recompile of the dll and disabling that line of code. Dunno how to do this myself.

https://github.com/ferram4/Kerbal-Joint-Reinforcement/blob/master/KerbalJointReinforcement/KerbalJointReinforcement/CompatibilityChecker.cs#L192

That IsWin64() function needs to be adjusted to return false at all times.

To preserve Ferram's sanity (and the sanity of every other modder that uses CC), I'm not going to give you any more detailed instructions than that. If you can figure the rest out, you're probably smart enough to figure out that you can't then go asking for support for a custom-compiled mod.

Edited by technicalfool
Return false, not return true. IR SO SMRT.
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Confirmed. The mod disables itself upon detecting 64-bit. Came to the forum looking for a workaround, and imagine it'd involve a recompile of the dll and disabling that line of code. Dunno how to do this myself.

Somebody already made it 64bit ready, from post #46 http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround?p=1935270&viewfull=1#post1935270 :)

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Tested it a bit with 110+ mods and 6GB of memory usage. No crashes yet.

By the way, if you want to use FAR or certain other mods with this but don't want to edit those mods yourself, try this:

http://forum.kerbalspaceprogram.com/threads/113069-KSP-x64-Total-Unfixer

Just don't go complaining or reporting bugs to mod authors - they disable 64-bit windows support because they aren't supporting it.

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Has anyone had some strange things happen when loading an existing savegame? I installed this hack, and loaded up a copy of my usual career game. Went to check up on a couple satellites and the instant they came on the screen all the solar panels exploded! They literally blew up right off the satellites. Each one did this.

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Hmm, you know what, I experienced once a bug with my to be Eve exploration vehicle. With it being huge, with lots of parts, and the game sitting on 3.7GB at load time, I experienced in one version of it a bug with camera, which suddenly upon loading the game shifted within the "rover" and pretty much tore my entire save game apart. However, after manually deleting the vehicle file in save games, I was able to load the game again. I'm not sure what caused it, but it really never happened again, so it might be some mods conflicting with each other, since after that I reinstalled all the bunch of mods again.

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Has anyone had some strange things happen when loading an existing savegame? I installed this hack, and loaded up a copy of my usual career game. Went to check up on a couple satellites and the instant they came on the screen all the solar panels exploded! They literally blew up right off the satellites. Each one did this.

Using KJR? (KerbalJointReinforcement)

If you do it might be the problem with the save, KJR will not run on a 64bit KSP.

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Using KJR? (KerbalJointReinforcement)

If you do it might be the problem with the save, KJR will not run on a 64bit KSP.

Yes actually, I am using KJR. I'm wondering what other mods won't run on x64.

Actually, REMOVING that mod doesn't fix the problem. My existing satellite solars still explode.

Not only that, but the Mk1 command pod also explodes for new rockets put on the launch pad. (will try and narrow down the culprit mod)

[uPDATE] Okay, actually Kerbal Joint Reinforcement wasn't the problem at all. It was Deadly Reentry! Sadly, having that mod installed will NOT work with x64. I removed it and now my solar panels and command pods are fine. Will continue to test, maybe with a brand new career save, and see what problems I find. I'm a bit disappointed to have to nix DR because honestly reentry is SO forgiving in vanilla it's kind of crazy.

Bugs I've noticed:

1. My KSC buildings all look upgraded, and the game thinks they are upgraded but they really aren't. This means I can't actually upgrade them in career mode. Could be a problem.

Though... I noticed they revert to their unupgraded state after exiting the VAB, so maybe this is okay.

2. RealChutes doesn't work. Also, since its parachute part category is missing, the Mk16 parachute is also missing and you have to uninstall RealChutes to get it.

In addition, I'm not sure why, but my Mk16 parachute didn't open in time to save Jeb from a fiery death just from the very first rocket launch "capsule on top of the RT-5 Flea SRB". This propelled him up past Mach 1.5 in a few seconds and topped out above 15km in altitude. The descent was so fast the parachute had no time to act. I tried angling it out for a more shallow ascent but that didn't help either. The terminal velocity seems to be a whole lot higher for me now.

These are the mods I'm using. If anything on this list is known to NOT work, please let me know.

Of course, I plan on adding a bunch of mods since... that's the whole point of x64 right? ^_^

Does anyone have a quick list of the best mods to add which are usually too high in memory use to be worth it in 32 bit?

KSPMods.jpg

Edited by Recon777
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Bugs I've noticed:

My KSC buildings all look upgraded, and the game thinks they are upgraded but they really aren't. This means I can't actually upgrade them in career mode. Could be a problem.

What I do to reset that is by going in to SPH or VAB and back out, gets reset every time I do that.

And about the mods, then I know that FAR, KJR and Realchute is not working in 64bit

- - - Updated - - -

I'm having the same issue houndazs had, same error. Reinstalled Unity, all parts, ran the exe as administrator, same error. What am I doing wrong?

What Unity version are you using? Unity needs to be version 4.6.4.

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Tried this x64 workaround today, runs pretty stable after a 5h long session (~7GB RAM at the end) :)

All my installed mods seem to run fine, although I didn't try every single item. Only experienced the known bugs (right click, upgraded buildings), which is manageable.

current mods for reference (only FAR missing):


KSCPRC
http://forum.kerbalspaceprogram.com/threads/76972-0-90-KSPRC-Renaissance-Compilation-artworks-remake-V-0-2-%2818-04-15%29

PlanetShine
http://forum.kerbalspaceprogram.com/threads/96497-0-25-1-0-2-PlanetShine-v0-2-3-1

TextureReplacer
http://forum.kerbalspaceprogram.com/threads/107471-0-90-TextureReplacer-2-1-2-new-thread-the-old-one-is-broken

AVC
http://forum.kerbalspaceprogram.com/threads/79745-1-0-2-KSP-AVC-Add-on-Version-Checker-Plugin-1-1-5-MiniAVC-KSP-AVC-Online

Engine Lighting
http://forum.kerbalspaceprogram.com/threads/121987-1-0-2-Engine-Lighting-%281-0%29

Collision FX
http://forum.kerbalspaceprogram.com/threads/101496-1-0-x-Collision-FX-v3-2-%282015-05-14%29-Now-with-EVA-kerbal-sound-effects!

Outer Planets
http://forum.kerbalspaceprogram.com/threads/104280-1-0-2-Outer-Planets-Mod-%281-7-Beta-2%29-Wal-playable-atmospheres-balanced-and-much-more-17-May

Distant Object Enhancement
http://forum.kerbalspaceprogram.com/threads/98943-1-0-2-Distant-Object-Enhancement-bis-v1-5-5-%282-May-2015%29

Heat Control
http://forum.kerbalspaceprogram.com/threads/124391-1-02-Heat-Control-Manage-your-ship-s-heat!

Temperature Gauge Killer
http://forum.kerbalspaceprogram.com/threads/120731-1-0-2-Temperature-Gauge-Killer

Interstellar Fuel Switch
http://forum.kerbalspaceprogram.com/threads/117932-1-0-Interstellar-Fuel-Switch-0-2

Blizzy's Toolbar
http://forum.kerbalspaceprogram.com/threads/60863-1-0-2-Toolbar-1-7-9-Common-API-for-draggable-resizable-buttons-toolbar

KER
http://forum.kerbalspaceprogram.com/threads/18230

KIS
http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-0

KAS
http://forum.kerbalspaceprogram.com/threads/92514-1-0-2-Kerbal-Attachment-System-%28KAS%29-0-5-0

SCANsat
http://forum.kerbalspaceprogram.com/threads/80369-1-0-2-SCANsat-v12-1-Real-Scanning-Real-Science-at-Warp-Speed!-May-30

Contracts Window +
http://forum.kerbalspaceprogram.com/threads/91034-1-0-2-Contracts-Window-v5-1-5-1-2015

Community Tech Tree
http://forum.kerbalspaceprogram.com/threads/100385-1-02-Community-Tech-Tree-2-1-last-updated-06-05-15

Trajectories
http://forum.kerbalspaceprogram.com/threads/104694

Science Alert
http://forum.kerbalspaceprogram.com/threads/76793-1-0-2-ScienceAlert-1-8-7-Experiment-availability-feedback-%28May-4%29

TAC LS
http://forum.kerbalspaceprogram.com/threads/40667-1-0-2-TAC-Life-Support-v0-11-1-20-5Apr

TAC Fuel Balancer
http://forum.kerbalspaceprogram.com/threads/25823-1-0-2-TAC-Fuel-Balancer-v2-5-1-2May

Alternate Resource Monitor
http://forum.kerbalspaceprogram.com/threads/60227-1-0-x-KSP-Alternate-Resource-Panel-v2-7-1-0-%28May-4%29

FAR (need to recompile)
http://forum.kerbalspaceprogram.com/threads/20451-1-0-2-Ferram-Aerospace-Research-v0-15-2-Ferri-5-20-15

SelectRoot
http://forum.kerbalspaceprogram.com/threads/43208-1-0-2-May17-SelectRoot2-Fixing-stock-awkwardness

Module Manager
http://forum.kerbalspaceprogram.com/threads/55219-1-0-x-Module-Manager-2-6-5-%28May-24%29-With-more-nyan

Kerbal Joint Reinforcement
http://forum.kerbalspaceprogram.com/threads/55657-1-0-2-Kerbal-Joint-Reinforcement-v3-1-3-4-27-15

Infernal Robotics
http://forum.kerbalspaceprogram.com/threads/116064-0-90-Magic-Smoke-Industries-Infernal-Robotics-0-20-0

Docking Port Alignment Indicator
http://forum.kerbalspaceprogram.com/threads/43901-0-90-Docking-Port-Alignment-Indicator-%28Version-5-0-Updated-01-09-2015%29

Kerbal Alarm Clock
http://forum.kerbalspaceprogram.com/threads/24786-1-0-x-Kerbal-Alarm-Clock-v3-3-2-1-%28May-21%29

Procedural Parts
http://forum.kerbalspaceprogram.com/threads/106975-0-90-Procedural-Parts-Parts-the-way-you-want-em-v1-0-Jan-11

RemoteTech
http://forum.kerbalspaceprogram.com/threads/83305-1-0-2-RemoteTech-v1-6-5-2015-05-18

RCS Build Aid
http://forum.kerbalspaceprogram.com/threads/35996-1-0-2-RCS-Build-Aid-v0-7

KW Rocketry
http://forum.kerbalspaceprogram.com/threads/51037-0-22-KW-Rocketry-v2-5-5-Avaliable-New-Sounds-New-Parts-11-11-2013

Stage Recovery
http://forum.kerbalspaceprogram.com/threads/86677-1-0-2-StageRecovery-Recover-Funds-from-Dropped-Stages-v1-5-6-%285-15-15%29mail

CrossFeedEnabler
http://forum.kerbalspaceprogram.com/threads/76499-1-0-CrossFeedEnabler-v3-3-May-11

TweakScale
http://forum.kerbalspaceprogram.com/threads/112693

Near Future Technologies
http://forum.kerbalspaceprogram.com/threads/52042

USI MKS/OKS/Karbonite
http://bobpalmer.github.io/UmbraSpaceIndustries/

USI LS
http://forum.kerbalspaceprogram.com/threads/116790-1-0-USI-Life-Support-ALPHA-0-1-0-2015-04-27

Transfer Window Planner
http://forum.kerbalspaceprogram.com/threads/93115-1-0-x-Transfer-Window-Planner-v1-3-0-1-%28May-5%29

Universal Storage
http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-1-1-0-2-%28For-KSP-1-0%29-1st-May-2015?highlight=kis

Ship Manifest
http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-2-1-1-14-May-15

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I don't think so. I don't have a Mac, so I can't check, but as far as I remember from back in 0.23.5 we didn't find a similar workaround for Mac.

From the Unity v4.6.4 installation I have installed, there is 3 version's of Mac standalone support, 32bit, 64bit and a Universal build, but I don't have Mac so can't say if it's as simple as Windows.

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