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Mod count in 64 vs 32 versions?


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Hi

before i ask my question i want to mention that i totally understand ksp dropping 64 version because of the problems regarding the unity engine, although unity is a very good engine but for us, developers of games, it's not as open as we would like it to be.

that being said, i have a question, i have x64 windows with 16 GB of ram, i didn't play ksp for long time and last time i was playing it i had a laptop with only GB of ram on it, so the question is, if we want to compare the 64 and 32 versions of ksp on my computer now, how many mods can i install on each version? i mean, if 1.0 comes out, how many mods should i drop from the list so that i can play the game, having a 64 windows means that my computer will recognize all the 16Gb of ram and at least i will have 8Gb of free ram no matter what, so the 32 ksp will use 4 GB of it when 64 would use all of it? or am i missing something here?

thanks for help.

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I guess someone can come up with somekind of an approximation on this but it will depend on the kind of mods you want. You could have hundreds of mods like kerbal engineer while a few part heavy mods like B9 or basically any mod that adds a lot of textures will quickly bring you to the memory limit.

1.0 might allow you to use a few part mods more if they manage to get rid of the memory leaks.

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A 32-bit application such as KSP can only use a maximum of 4GB, even if run on a 64-bit operating system. Internally, it just can't 'count' high enough to talk about/with any more memory than that.

"How many" mods depends on how big they are though and, since 1.0 is changing the memory-handling along with everything else, how (in)efficiently KSP handles them.

Since we don't know what 1.0's performance is going to be like yet and every mod has a different requirement there's no straightforward answer to the question I'm afraid.

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As I find KSP bland without B9, Novapunch,KW and extra planet mods I have had to switch to the linux version. And thats come with problems of its own as Linux does not like my Graphics card......

Im disapointed with Squad. This is 2015. 32-bit is stone age tec.

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Well, when i was referring to how many mods, i was more thinking about mods that add parts, also, didn't know that ksp had memory leaks, but if they can manage fixing it in 1.0 then it should boost things up. last time i played, just to be able to have b9, remote tech, ferram, and few others, i had to reduce the size of textures by the pack given into community. as i said, that laptop had total of 4GB, and windows was using near 1.3 GB of it, so hopefully, it should still be nice to have 4Gb of ram for play after 1.0 comes out, because honestly, lets face it, ksp is more about having eye candy parts and making stations, after few launches on different planets, things get repetitive, all remains as fun is those addon parts and the way you can put them together for much more fun play. i don't know, but i can only have a dream of the game with so many parts in it :(

- - - Updated - - -

As I find KSP bland without B9, Novapunch,KW and extra planet mods I have had to switch to the linux version. And thats come with problems of its own as Linux does not like my Graphics card......

Im disapointed with Squad. This is 2015. 32-bit is stone age tec.

as much as i would like to use squad as escape goat to save unity's face, it's not their fault, it's unity and it's short comes, just recently, in unity 5 we got 64 editor, not sure if it's related to it or not, but the matter of fact is, up until unity 5, there was no way of using the engine for precise 64 version, who knows, maybe soon after unity 5 and official 1.0, they can get rid of some of the bigger problems, but i assume if it was that simple, right now they would do it with unity 5, things should be much more complex with a game like this, float precision problem was bad enough to halt the progress, and it looks like they finally got rid of it.

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As much as i would like to use squad as escape goat to save unity's face, it's not their fault, it's unity and it's short comes, just recently, in unity 5 we got 64 editor, not sure if it's related to it or not, but the matter of fact is, up until unity 5, there was no way of using the engine for precise 64 version, who knows, maybe soon after unity 5 and official 1.0, they can get rid of some of the bigger problems, but i assume if it was that simple, right now they would do it with unity 5, things should be much more complex with a game like this, float precision problem was bad enough to halt the progress, and it looks like they finally got rid of it.

(That is one long sentance!)

KSP is still in unity 4, and will stay that way in 1.0

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I think, there were only very few mods not really supporting 64 bit (the only one I remember was the near future propulsion mod, but even they have 64 bit support now).

and the linux 64 bit version is the living proof for it (do they even offer a 32 bit linux version?)

only the 64 bit windows version is an unstable mess...

for the actual mod-count: if your computer is powerful enough, run ksp in forced openGL-mode. it's much more memory saving than ATM, and you can even run ATM in openGL mode, further lowering your memory footprint.

there was also a mod that only loaded small images (2x2 pixel or so) and loaded the real texture when needed, thus lowering the footprint even further (which was good).

so I guess, there is no real "how many mods maximum".

Edited by Hotblack Desiato
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(That is one long sentance!)

KSP is still in unity 4, and will stay that way in 1.0

i guessed that much but i hope sooner or later they move to 5 with mecanim support, the material change itself would rise the quality of game a lot.

I think, there were only very few mods not really supporting 64 bit (the only one I remember was the near future propulsion mod, but even they have 64 bit support now).

and the linux 64 bit version is the living proof for it (do they even offer a 32 bit linux version?)

only the 64 bit windows version is an unstable mess...

for the actual mod-count: if your computer is powerful enough, run ksp in forced openGL-mode. it's much more memory saving than ATM, and you can even run ATM in openGL mode, further lowering your memory footprint.

there was also a mod that only loaded small images (2x2 pixel or so) and loaded the real texture when needed, thus lowering the footprint even further (which was good).

so I guess, there is no real "how many mods maximum".

1- add real chute and extra planetary launch pad to the list of mods that not support 64

2- forced openGL-mode ? how ?(noob here)

3- can you give me the name of the mod for the textures size?

If you use atm and use KSP settings to only load half res textures you can easily get a modcount akin to what I have (click the Spoiler). Although then of course loading the game can become quite a strain ^^

http://i.imgur.com/Oo9aC9V.png

Actually, that was close to the list of mods i had when reduced the size of textures with the given reduced texture size from community, but i would like to have a lot more, hehe, something like all the mods in the community possible ? (a man can only dream :P)

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