Lumaan
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Everything posted by Lumaan
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Crash switching to space center
Lumaan replied to Mapoko's topic in KSP1 Technical Support (PC, modded installs)
You are running in to KSP going over MAX RAM it can handle. Either run with "-force-opengl" or run 64bit http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround -
wrong VRAM size detected
Lumaan replied to scavenger's topic in KSP1 Technical Support (PC, modded installs)
32bit KSP (Unity) can only see 3Gb of VRAM. And VRAM is not the same as System RAM, where 32bit KSP (Unity) can only use up to 4GB. GCmonitor show the use of RAM (System) and GPU-Z show the use of VRAM (Graphics card). -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
Lumaan replied to jrodriguez's topic in KSP1 Tools and Applications
Think it's ModuleManager that does it, but it's more a warning that 64bit is not 100% stable. -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
Lumaan replied to jrodriguez's topic in KSP1 Tools and Applications
Kind of, just 2 files from the Unity 3d Dev installation you can get from Unity. The 64bit exe and mono.dll More info here http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround Why it's unofficial -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
Lumaan replied to jrodriguez's topic in KSP1 Tools and Applications
The only mods that are giving me problems are the ones blocking there run on the 64bit unofficial KSP. I tried the other 64bit that Squad provided and never got it to run, but with unofficial KSP v1.0.2 64bit (i.e. Unity v4.6.4 64bit) I can run 70+ mods and RAM use around 8-8.5Gb, and I play for like 1-3 hours every session. Only had 2 crash in like 25-30 hours play time on this 64bit without any error (CTD). -
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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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 - - - What Unity version are you using? Unity needs to be version 4.6.4.
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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.
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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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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
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Either you not using 64bit Exe or Dll Get the exe file from "..\Unity\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_nondevelopment\" player_win.exe, and move it to your KSP Dir. "..\Kerbal Space Program\" where you rename it to KSP.exe, and overwrite the file that already is there. Then goto "..\Unity\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_nondevelopment\Data\Mono\" and get the Mono.dll, and move it to the KSP Dir to. "..\Kerbal Space Program\KSP_Data\Mono\" and overwrite the file there. And it is the right Unity version.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Lumaan replied to tajampi's topic in KSP1 Mod Releases
Please make the update note on the OP, not fun having to look through all the replies to find them. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Lumaan replied to sirkut's topic in KSP1 Mod Releases
I'm getting this errors in the log: -
I use Mechjeb on every flight and never crashed. But then I use the latest dev build from here http://jenkins.mumech.com/job/MechJeb2/
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Just done a 3 hours play without crash, my KSP have 70-75 mods installed. After loading to menu it use around 5.5Gb of RAM, and before I stop playing I look again and it was using around 8.4Gb of RAM. Only "problems" I have it little lag some times, loading screen can look weird and the KSC after mission report (90% of the times it's why) look full upgraded *I get around it by loading up SPH or VAB and exit back to KSC*
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KSP 1.0: The x64 Report!
Lumaan replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
No need to do that, just load up SPH or VAB and exit back to KSC. Works for me every time. -
If you run the 64bit exe file without the 64bit dll you'll get that error *Just did it to check*, same error if you try to run the 32bit exe with the 64bit dll.
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KSP 1.0: The x64 Report!
Lumaan replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Thanks. Didn't know. -
KSP 1.0: The x64 Report!
Lumaan replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
So nice to have 64bit KSP (unofficial), runs stable with a few hiccups (KSC is looking upgraded after a recover briefing, but it's recoverable by going into VAB/SPH and out to KSC) but no crashes (only when I install a mods that don't like 64bit and out of 60+ mods only a few, so I'm happy) -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Lumaan replied to FreeThinker's topic in KSP1 Mod Releases
Please FreeThinker, put the update notes on the OP. Makes it easier to check what change you make.- 1,187 replies
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- fuel tanks
- fuel switching
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(and 2 more)
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KSP 1.0: The x64 Report!
Lumaan replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Nope, never used it. -
KSP 1.0: The x64 Report!
Lumaan replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
The only problem I have that gets to me is KSC sometimes don't load the level my buildings are and just show as full upgraded, but it get reset if I got into SPH/VAB and out to KSC again. (Career mode) -
KSP 1.0: The x64 Report!
Lumaan replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Have to say that the Unity 4.6.4 64bit is XXX times better the what have been tried before. Few mods that don't like it, but been playing for a few hours with 65 mods installed and I cant get it to use more then 5Gb of my 16Gb of RAM.