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Windows 64 bit community workaround


WWEdeadman

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when i update KSP like i just did from 1.0.2 to 1.0.4 i do it manually like this:

- open the zip file

- overwrite Ships dir

- delete saves/scenarios and saves/training then extract new ones

- delete Launcher_Data then extract

- overwrite KSP_Data then overwrite the 4 files i told you to again

- delete GameData/Squad then extract it

- finally extract and overwrite root files then overwrite KSP.exe with 64bit one

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I just did it, in the past it worked (in 0.9) but now, i can´t even start ksp. https://www.dropbox.com/s/2gbr78n1483hq7e/output_log.txt?dl=0

1st it complaining about a corrupted file:

Failed to read file 'F:/KSP 1.0 x64/Kerbal Space Program/KSP_Data/Resources/unity default resources' because it is corrupted.

And the complaining about trying to run on wrong version of KSP/Unity:

The file can not be loaded because it was created for another build target that is not compatible with this platform.

Please make sure to build asset bundles using the build target platform that it is used by.

File's Build target is: -2

What KPS version do you have? What version of Unity are you using?

@AstroGamer

Upload you log file. Might give a clue about what's wrong.

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@Migueltriny

The file "unity default resources" under "KSP_Data\Resources\" is corrupted, so copy the one from your working KSP 32bit (The original installation of KSP) and replace it. If you are on Steam better do a file check *Right click KSP in Steam and select Options, go to the "Local Files" tab and select "Verify Integrity og Game Cache", just to be sure KSP is 100% oki.*

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That's because you have taken then 64bits file from Unity "win64_development" directory and that's the wrong one, you need to use the files from the "win64_nondevelopment" directory.

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I used the workaround the way I always have with 1.04 and it worked right off the bat. However, I'm having a problem with a decoupler that randomly explodes on warp. Physics warp usually, but I've had it go on rails-warp as well. I'm just checking in to see if anyone else has had this with x64 in the 1.04, or if anyone has seen this reported just with vanilla 1.04. Curious if its a version bug and if we'll see 1.05 tomorrow or if its a 64bit workaround issue. Hoping for the former, because I don't think I can go back to 32 bit. I've been spoiled.

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Thank you so much! It works wonderfully with KSP 1.0.2!

I've played with 6G.b RAM used, no any crash. Only bug is buildings appearing fully upgraded as mentions above page #1. This is my mod list:

  • Adjustable Landing Gear (AdjustableLandingGear v1.2.0)
  • Alcubierre Warp Drive (Stand-alone) (AlcubierreStandalone 0.2.1)
  • Alternate Resource Panel (AlternateResourcePanel 2.7.1.0)
  • Animate Emissive Module (ModuleAnimateEmissive v1.3)
  • Astronomer's Pack - Clouds - High (AstronomersPack-Clouds-High Interstellar.V2)
  • Astronomer's Pack - PlanetShine configuration (AstronomersPack-PlanetShine Interstellar.V2)
  • Astronomer's Pack: Atmospheric Scattering (AstronomersPack-AtmosphericScattering Interstellar.V2)
  • Astronomer's Pack: Auroras - 4K (recommended) (AstronomersPack-Auroras-4K Interstellar.V2)
  • Astronomer's Pack: Clouds for Eve & Jool - 4K (recommended) (AstronomersPack-Eve-Jool-Clouds-4K Interstellar.V2)
  • Astronomer's Pack: Lightning (AstronomersPack-Lightning Interstellar.V2)
  • Astronomer's Pack: Sandstorms and Surface Dust (AstronomersPack-Sandstorms Interstellar.V2)
  • Astronomer's Pack: Snow (AstronomersPack-Snow Interstellar.V2)
  • Astronomer's Pack: Surface Glow (AstronomersPack-SurfaceGlow Interstellar.V2)
  • Atmospheric Sound Enhancement (AtmosphericSoundEnhancement 2.2)
  • Bahamuto Dynamics (Parts pack) (BahamutoDynamicsPartsPack v1.2.0)
  • BahamutoD Animation Modules (BDAnimationModules v0.6.1)
  • Better Buoyancy (BetterBuoyancy v1.2)
  • CactEye 2 Orbital Telescope (CactEye2 BETA_5.2)
  • CapCom - Mission Control On The Go (CapCom 1.1)
  • Chatterer (Chatterer 0.9.5)
  • Collision FX (CollisionFX 3.2)
  • Community Resource Pack (CommunityResourcePack 0.4.2)
  • Community Tech Tree (CommunityTechTree 2.1)
  • Contract Window + (ContractsWindowPlus 5.2)
  • Crew Manifest (CrewManifest 0.6.0)
  • Critical temperature gauge (CriticalTemperatureGauge 1.0.2-f)
  • Crossfeed Enabler (CrossFeedEnabler v3.3)
  • Crowd Sourced Science (CrowdSourcedScience v3.0)
  • DMagic Orbital Science (DMagicOrbitalScience 1.0.4)
  • Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2)
  • Enhanced Navball (EnhancedNavBall 1.3.6.0)
  • Environmental Visual Enhancements (EnvironmentalVisualEnhancements 7-4)
  • EVAManager (EVAManager 6)
  • FASA Launch Clamps and Towers (FASALaunchClamps 5.34)
  • Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 2.2.2)
  • Filter Extensions - Plugin (FilterExtensions 2.2.2)
  • Firespitter Core (FirespitterCore v7.1.3)
  • Habitat Pack (PorkjetHabitats 0.41)
  • HeatControl (HeatControl 0.1.2)
  • HeatControl Core (HeatControl-Core 0.1.2)
  • HotRockets (HotRockets 1.0.2)
  • HotRockets - Community Configs (HotRocketsCommunityConfigs 7.25)
  • Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 1.11)
  • KAS Portable Science Container (PortableScienceContainer 1.3.0)
  • Kerbal Alarm Clock (KerbalAlarmClock v3.3.2.1)
  • Kerbal Attachment System (KAS 0.5.2)
  • Kerbal Engineer Redux (KerbalEngineerRedux 1.0.16.6)
  • Kerbal Inventory System (KIS 1.1.5)
  • Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4)
  • KerboKatz - SmallUtilities (KerboKatzSmallUtilities 1.2.0)
  • KerboKatzUtilities (KerboKatzUtilities 1.2.9)
  • KSP AVC (KSP-AVC 1.1.5.0)
  • KW Rocketry (KWRocketry 2.7)
  • Layered Animations (LayeredAnimations 1.1)
  • MechJeb 2 (MechJeb2 2.5.1)
  • MechJeb and Engineer for all! (MechJebForAll 1.2.0.0)
  • Mk 2 Essentials (Mk2Essentials 5)
  • Module Manager (ModuleManager 2.6.5)
  • ModuleRCSFX (ModuleRCSFX v4.1)
  • Near Future Construction (NearFutureConstruction 0.5.3)
  • Near Future Electrical (NearFutureElectrical 0.5.1)
  • Near Future Electrical Core (NearFutureElectrical-Core 0.5.1)
  • Near Future Electrical Extras: Decaying RTGs Patch (NearFutureElectrical-DecayingRTGs 0.5.1)
  • Near Future IVA Props (NearFutureProps 0.4.2)
  • Near Future Propulsion (NearFuturePropulsion 0.5.1)
  • Near Future Solar (NearFutureSolar 0.5.21)
  • Near Future Spacecraft Parts (NearFutureSpacecraft 0.4.2)
  • Outer Planets Mod (OuterPlanetsMod 1.7_Beta_2.repackaged0)
  • PlanetShine (PlanetShine 0.2.3.1)
  • Procedural Fairings (ProceduralFairings v3.14)
  • RasterPropMonitor (RasterPropMonitor v0.19.4)
  • RasterPropMonitor Core (RasterPropMonitor-Core v0.19.4)
  • RCS Build Aid (RCSBuildAid 0.7.2)
  • RemoteTech (RemoteTech 1.6.6)
  • Rover Wheel Sounds (RoverWheelSounds 1.2)
  • ScienceAlert (ScienceAlert 1.8.7)
  • SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.3)
  • StageRecovery (StageRecovery 1.5.6)
  • Station Science (StationScience 1.5)
  • Stock Bug Fix Modules (StockBugFixModules v1.0.2e.3)
  • Stockalike Station Parts Expansion (StationPartsExpansion 0.3.3)
  • TAC Fuel Balancer (TacFuelBalancer v2.5.1)
  • TAC Life Support (TACLS v0.11.1.20)
  • TAC Life Support (TACLS) - stock config (TACLS-Config-Stock v0.11.1.20)
  • TextureReplacer (TextureReplacer 2.4.6)
  • TMS TAC Life Support Retexture (TMSTACLSRetexture 2.2.1)
  • Toolbar (Toolbar 1.7.9)
  • Trajectories (Trajectories v1.3.0a)
  • Transfer Window Planner (TransferWindowPlanner v1.3.0.1)
  • TweakScale - Rescale Everything! (TweakScale v2.1)
  • Universal Storage (UniversalStorage 1.1.0.4)
  • Water Sounds (WaterSounds 1.1)

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I used the workaround the way I always have with 1.04 and it worked right off the bat. However, I'm having a problem with a decoupler that randomly explodes on warp. Physics warp usually, but I've had it go on rails-warp as well. I'm just checking in to see if anyone else has had this with x64 in the 1.04, or if anyone has seen this reported just with vanilla 1.04. Curious if its a version bug and if we'll see 1.05 tomorrow or if its a 64bit workaround issue. Hoping for the former, because I don't think I can go back to 32 bit. I've been spoiled.

Hey pawn,

So, I tested around a bit, but I couldn't get any decouplers to randomly explode in physics warp or time warp. (on x64 1.0.4) Which decoupler is it anyway? Maybe someone else can try to replicate the problems.

The only thing that happened for me was that Distant Object Enhancements spammed the log with errors of not finding stuff (Config nodes for parts. See below for example.) and making this happen:

ffec72bb1b.jpg

That happened after physics warping. Every time I physics warp it would spam the log with the errors.

This just a few lines of the errors:

[ERR 11:30:08.858] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part SnubOtron

[ERR 11:30:08.864] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part fuelTank1-5

[ERR 11:30:08.866] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part OscarDtank

[ERR 11:30:08.868] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part OscarEtank

[ERR 11:30:08.881] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part RadialLF

[ERR 11:30:08.883] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part RadialLFO

[ERR 11:30:08.885] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part RadialMonoMini

[ERR 11:30:08.887] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part RadialLFLong

[ERR 11:30:08.889] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part RadialLFOLong

[ERR 11:30:08.907] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part Angledpanel

[ERR 11:30:08.910] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part strutCubeSmall

[ERR 11:30:08.912] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part strutCubeMedium

[ERR 11:30:08.914] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part strutCubeLarge

[ERR 11:30:08.921] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part smallRadialDecoupler

[ERR 11:30:08.925] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part shortDecoupler1-2

[ERR 11:30:08.931] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part MedLadder

[ERR 11:30:08.933] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part LongLadder

[ERR 11:30:08.935] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part MedLadderUtility

[ERR 11:30:08.937] Distant Object Enhancement v1.5.5 -- Could not find ConfigNode for part SMLadderUtility

I guess those are all parts from mods, so distant object enhancement doesn't know what to do with them? Haven't had anything like that happen before though.

Edited by WWEdeadman
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It looks like Squad has fixed some large memory leak in the last update. In version 1.0.2 my KSP with Astronomers pack consumed over 8 GB of RAM. And in new version it takes less than 6 GB.

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I've made a small utility that can patch the game (unity files) AND all the mod DLLs that disable themselves when they detect a 64-bit version on Windows (FAR, etc.)

Please do NOT report mod bugs you encounter after using this tool. This is very important, modders that disable their mods on 64-bits windows do so for a good reason : they don't want to hear from 64-bit bugs, and don't provide support for that. Do not report these bugs to them, unless you can reproduce the bug on a 32 bit version first (and in this case, don't even mention you also have the bug on a 64-bit version, they don't care). And of course, in any case, don't expect they'll fix the bug anyway, it's a hobby, they don't owe you anything.

Instructions :

- download the tool here

- unzip the zip file in your game folder, so that you have the KSPWin64 folder next to your KSP.exe file

- double-click on "enable_win64.bat" in the KSPWin64 folder

What the tool does :

- replace your KSP.exe and mono.dll by the 64-bit version of Unity

- patch DLLs that have methods "IsWin64", "SixtyFourBitsMustDie" or "IsABadIdea" so that these methods don't detect the 64-bit version anymore.

Keep in mind all this is a very big hack and might not work at all. It does work fine for me on KSP 1.0.2 with Realism Overhaul and Real Solar System (inlcuding FAR).

All files are baked up before replacing, but restoring them in case of problem is not automated in this version, you have to do it by hand if needed (look for files with extension .bak001).

This is an early pre-release, but after checking if I'm allowed to redistribute individual files from Unity, I'll publish the source code on github and the zip on KerbalStuff.

Edited by Youen
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I've made a small utility that can patch the game (unity files) AND all the mod DLLs that disable themselves when they detect a 64-bit version on Windows (FAR, etc.)

Please do NOT report mod bugs you encounter after using this tool. This is very important, modders that disable their mods on 64-bits windows do so for a good reason : they don't want to hear from 64-bit bugs, and don't provide support for that. Do not report these bugs to them, unless you can reproduce the bug on a 32 bit version first (and in this case, don't even mention you also have the bug on a 64-bit version, they don't care). And of course, in any case, don't expect they'll fix the bug anyway, it's a hobby, they don't owe you anything.

Instructions :

- download the tool here

- unzip the zip file in your game folder, so that you have the KSPWin64 folder next to your KSP.exe file

- double-click on "enable_win64.bat" in the KSPWin64 folder

What the tool does :

- replace your KSP.exe and mono.dll by the 64-bit version of Unity

- patch DLLs that have methods "IsWin64", "SixtyFourBitsMustDie" or "IsABadIdea" so that these methods don't detect the 64-bit version anymore.

Keep in mind all this is a very big hack and might not work at all. It does work fine for me on KSP 1.0.2 with Realism Overhaul and Real Solar System (inlcuding FAR).

All files are baked up before replacing, but restoring them in case of problem is not automated in this version, you have to do it by hand if needed (look for files with extension .bak001).

This is an early pre-release, but after checking if I'm allowed to redistribute individual files from Unity, I'll publish the source code on github and the zip on KerbalStuff.

From my knowledge, redistrubing files from unity is not allowed. Better safe than sorry.

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So, how do you distribute a Unity game ? (with the free license)

You can distribute a game, but individual files cannot be redistributed. One must download the whole engine to get the two need files to run 64x bit.

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Laws exist to make abuse actionable. When no one is injured and no one complains the law is content to rest.

Is it illegal? Yes.

Does Unity care? And is it ultimately actionable at law? [non-rhetorical question]

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I guess the relevant portion of the license is "[unity grants you a license] to distribute the runtime portion of the Software, on a royalty-free basis, solely as embedded or incorporated into Licensee Content and solely to third parties to whom you license or sell Licensee Content" (Unity EULA).

So, assuming my "Licensee Content" is the 64-bit mod, I would be allowed to distribute Unity runtime along with it? (the personal license limitations do not apply here since the mod is free of charge).

"Licensee Content" is defined as "games, applications, software or other content that you develop with the Software". I must admit it doesn't precisely match this mod. This part is unclear for me.

Also, they don't explicitely state wether one can distribute new content, shipped with new runtime, that is meant to work with a game developped by someone else. Maybe that part is covered by Squad license though (as I believe my tool can be considered a game mod).

Anyone with more knowledge could tell wether this redistribution is allowed or not (with explained citations)? Maybe I'm not even looking at the right document?

Laws exist to make abuse actionable. When no one is injured and no one complains the law is content to rest.

Is it illegal? Yes.

Does Unity care? And is it ultimately actionable at law? [non-rhetorical question]

I totally agree with that ; I don't see any moral issue with the 64-bit mod, there is no prejudice to anyone that I would be aware of (quite the opposite actually, as it avoids useless 1GB downloads). But I'd be more comfortable knowing that it's not illegal (even if near the border).

Edited by Youen
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Got problem when switching the ships. Game stop responding in any way.

I can play with one ship for hours, enter vab etc. But as soon as I change ship game change focus on planet or sun sometimes on empty place ( though I can push buttons like staging, docking, orbit map some others(exit does not work)

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  • 2 weeks later...

@Youen. Your utility made it really simple to go 64bit. Worked perfectly.

I do see some glitches in 64bit. The space center building glitches. And after a while (hours) the mouse click stops working, both left and right. And then a crash to desktop. But I managed to see that KSP was using almost 12Gb ram. There must be a memory leak, because I start out with just under 3Gb used. How can I adress that leak?

My 32 bit crashes every 20 min or so. Much better in 64bit.

Edited by kludermor
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