Lilleman
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KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
@5thHorseman: You should try a different install folder ("ksp64" instead of "KSP_64" for example) and check if nothing is read-only. You can also try the files from the link a few post above, just to be sure you used the right ones. @Ravyne: Logitech keyboard/mouse? I also have this problem, a right click anywhere and everything's back to normal. Also, I'm asking for the first page because I won't be able to check the thread until NEXT sunday. -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
I know, it's really not a big deal but I want to let you know my opinion about it. Also, last call if there is something that needs to be added in front page, or make a new poll? -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
Even I think this is a good thing to have just those files (it's painful to download a 1Gb archive just for 15MB of files there), it's just a legal thing: I don't want this thread to be closed because it cause people to redistribute files without Unity consentment. Can we avoid links on this thread? Even I appreciate the attention. Also, some people complain about the first page instructions being "vague". Does it need some editing? Remember, I won't be able to edit the first page this week. -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
@CluckingMad: Thanks! Also, I have those two mods working together with my KSP install, with a LOT of bugs tracked in KSP.log. In game it seems to work anyway. So this is not a conflict between those two mods in particular. @FenrirWolf: No benefits, only glitch and framerate drop for now apparently. Better stick with the Directx9 (default) version. I won't be able to check this forum for a while (until next Sunday, actually), taking a vacation. Is there anything I've forgot that should be put on the first page? Should I change the Poll? -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
I'm adding this to the front page, it might be useful. Thanks! -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
Yep, that's how I found out. I see the "don't work/crash" ratio is going up, but the OpenGL one has not moved an inch in 24H. I didn't expect that. Maybe this need a new poll to be more specific about what's wrong for people who can't run it. -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
About the earlier versions of KSP: I don't think this will work with those files. As I said, if you don't use the correct version of the Unity player don't expect anything to work at all. To check the version of Unity you'll need to download, right-click on your original KSP.exe file and check the version number. Then download the adequate version on the Unity site. No idea if this will work with 0.23, but you can give it a try. -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
Updated the first page to add a recap. Thanks for your testing and for sharing the results everyone! -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
This tricks works in very mysterious ways. I really can't tell where those specific problems come from. It seems that the best thing to do is to start from a clean installation of KSP without mods. Then re-install all mods with standard or HD textures, one at a time, without redux pack or texture management. I know this looks very long and annoying, and the results may vary. As I said, it is gonna be a "trials and errors" process to get thing to work nicely. ... I understand why the devs don't take the chance of releasing a 64-bits version yet. Edit: Also noticed the small "flashing Astronaut Complex" thing. I will make a recap on the first page later (it's 3.30AM here) to list what's working, what's not working and some "Minor glitchs/bugs" you might expect. -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
@RobotEngineer: I really don't think this trick will work on MacOS. There is only one MacOS release for the Unity player, and this is most likely the one the devs already use. @Cooly568: I can't really tell what cause those errors. There will be a lot of trials and errors and I think most people will encounter these kind of bugs. I can only recommend to try a "clean" installation of KSP, do the 64-bits thingy, and test all mods one by one. About the RAM consumption: From my experience so far, it seems that the program somehow use the paging file of windows, this should run fine even with 8GB of RAM. Can someone confirm ? I Somehow didn't managed to crash it yet with 8GB of RAM and a ton of mods(reaching 7.5GB). The goal now is to see if we can make it crash with a memory exception. For Science! Edit, thinking about it: The actual limitation come from the 32-bits memory addresses. With this, even PCs with 4GB of RAM or less could enjoy more mods. Until confirmed, there's my position about 64-bits with 4GB of RAM: try this, you should be able to run more mods, as the Windows Paging file can take care of it. -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
@Robotengineer: I've checked in my Unity installations files, it seems like there is only one Unity player build for Mac. I don't know if it's already 64-bits. @Raven: The poll would be a good idea, I'd like to know too what's the problem with the DirectX's memory leak. What do you think of: 1-It worked with no or minor glitches/bugs with DirectX 2-It worked with no or minor glitches/bugs with OpenGL 3-None, it crashed/caused major game breaking/is unplayable. ? Edit: done! -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
I don't really know if it's stable yet. I will not count too much on that, but for now things a running pretty well on my computer, with no "64-bits specific" crashes. I encountered a problem with the DirectX version with olds nVidia drivers. The OpenGL version was really stable, except when switching from fullscreen/windowed. Once the drivers were updated, the DirectX version was running just fine. The access violation happened in a 32-bits version? This is when a program try to read or write in a wrong memory location (RAM? VRAM?). This is the only kind of error that could be fixed by this version. For the dual-screen thing, it sounds more like a software problem (drivers). -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
Have you tried to update your drivers or switching to OpenGL? I had the same kind of error before posting here (write in wrong memory location). -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
What is to expect: -The game will not run faster, but it will run at about the same speed in the DirectX version than the 32-bits version. -The OpenGL version of Unity can be used as a "safe-mode", but the framerate is not as good, and the antialiasing is not processed the same way. Minor graphical changes. -The transition between High/low altitude terrains textures are smoother. -The opening loading time is longer if you don't use ActiveTextureManager -You can run a whole bunch of mods with HD textures (for me: Novapunch, KW Rocketry, Interstellar, DeadlyReentry, MKS, Visual Enhancements + 8K textures, etc) without ActiveTextureManager What is NOT to expect: -Any game bug fixing (I had the "recovering" bug and a kraken already, nothing unusual) edit: gpisic, can you pm me your error.log file? This makes it a confirmed ratio of 2 working/1 non-working -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
I was quite surprised with the result, otherwise I wouldn't have created a account on the forum just to post this. The only return I have is very positive, that's why I posted this here. Now I need more opinions, and to share the word! -
KSP 64bits on Windows (this time, it's not a request)
Lilleman replied to Lilleman's topic in KSP1 Discussion
Actually, I'm being a little dramatic for the "I decline all responsibilities" stuff. Only bugs I found until now were already in 32-bits KSP, and there's no reason for the game to delete your saves files. I just don't know if this can happen or not. -
Update: As you probably know, the 0.24 version of KSP comes with an official x64 support for Windows, making this thread obsolete. However, in case you still want to use KSP 0.23.5 for a while, I'll let the original post. Just keep in mind this trick works with KSP 0.23.5 only, and is not officially supported by Squad or Unity. Use at your own risk. Original post: -You can uninstall Unity if you want, we don't need it anymore. You now have a 64-bits DirectX version of KSP on windows. It is possible that the game crash when you try to start a game. If this happen, first try to update your video drivers. If it still don't work, you can try to force Unity to use DirectX11 (thanks gpisic) or OpenGL, just add one of those argument to your Steam Launch properties or your KSP shorcut: Let me know if this work for you, and please accept my apologies for every grammatical mistake I've made, feel free to correct if necessary. -------------------------------------------------------------------------------------------------------- RECAP: now we have a bunch of comments, let's see what's are "minor glitches/bugs" you might encounter: -The first and "normal" bug you'll expect is a flashing screen (the astronauts complex) during transitions in the KSC. There is currently no fix for that, but it does not have any impact on the gameplay. -Decouplers ejection force seems to be very low/inexistent. (not game-breaking, but you might want to be aware of that) -Some particular parts can cause the game to crash randomly. Not always the same condition, but the same error in logs (see p45). This bug has been noticed twice, when using an AV-T1 Winglet. (To be confirmed). Only workaround is to not use this part if you encounter crashes with it. -The game can still write in a wrong memory location, causing the same type of crashes as the 32-bits version. This is due to a bug in the way Unity handle DirectX to fix it the first thing is to update your video drivers (and reboot, seriously), test again, and if it still don't work, you can use the OpenGL trick. -The OpenGL version of unity does not look as good as the DirectX one, and the framerate is not as good. In fact, you should expect about the same framerate as the Linux version while using OpenGL. I consider this should be tried last, but the OpenGL thing is a really decent alternative. -The "Could..... not preload global game manager #0 i=0" error is what you get if you don't use the correct version of the Unity Player. To be sure (and to reproduce the operation once the engine will be updated, without waiting for an update here): right click on your original KSP.exe. Go to "details" and check the version. You should be able to see what Unity version you need to download. (launcher.exe and KSP.exe don't use the same version) -No solution yet for MacOS users, I can only advise to use Bootcamp. -Some people report some deformation in their asteroids's grounds, or in their strut's location. I can't help but recommend to start a new game from scratch and see if this happen again. -The 64bits-version does not seems to like Visual Enchancements so much, it might not work on first try. -In general, I would advise of starting from a clean install of KSP, doing this trick and test one mod at a time. -Works with 0.23.5 only. -Can cause some weird mouse behavior when switching to another application. A right-click anywhere on the screen seems to fix it. -Right-click ingame might not be very responsive. Workaround to be confirmed: press escape, then resume game. (will update when sure about this). -Kerbal Attachment System parts are working, but grabbing a part ingame might result by the destruction of your ship and the death of your Kerbal. Don't grab anything that is already attached to a vessel with KAS. (no known workaround). Remember, for the testing purpose, you should start from a CLEAN version of KSP, and load one mod at a time. Please report it non-working only if you had difficulties running a clean version or a very slightly modded version. Mods are not supposed to be compatible yet. (update:you can find some useful informations about mods compatibility with 64-bits here:http://forum.kerbalspaceprogram.com/threads/82869-64-Bit-KSP-Mod-Testing-and-Debugging-Thread)
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