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Memory management in KSP 1.0?


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I've had only one crash in many hours of play since 1.0. I'm using a lightly modded install: mostly utilities like KER, KAC, and no big parts mods. KSP seems much more stable to me.

Do saved ships add significantly to RAM usage? Do they add to scene-loading time for the VAB/SPH? Should I be routinely pruning my list of ships?

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Even with aggressive ATM, I still have over 3gb memory use with mods at initial load up. Over the time it goes to 4gb. I have to use the 64bit work around to play it in that state. If you want a stable game, forget about most extra part or visual mods.

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wanted to do a SETI + FAR + Remote Tech + Life Support Iron Man Game

Playing in 64bit Linux steam OS with about 40-50 mods. about 20-30 hours total, No crashes ever. It's free and really easy to install. The only semi-advanced part is finding your kerbal install folder and changing permissions so you can install + launch with mods.

OS switching is annoying to me though...and I'm too lazy to compile CKAN for linux (steam OS is missing too many dependancies to compile, having trouble updating repos), also the state of Mods is annoying right now. Installed a new one that broke all my other mods (Linux folder merging is weird compared to windows). Also no directX shader effects.

I think I'm going to take a break until the unity 5 switch and all the mods are updated. Hopefully 64 bit windows will be fixed.

oh, FWIW SETI + FAR + Remote Tech + Life Support Iron Man Game is a lot of fun, but contracts are still boring, go for science sandbox :)

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Even with aggressive ATM, I still have over 3gb memory use with mods at initial load up. Over the time it goes to 4gb. I have to use the 64bit work around to play it in that state. If you want a stable game, forget about most extra part or visual mods.

Dual boot linux and stop whining about features that are not officially supported not working.

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wanted to do a SETI + FAR + Remote Tech + Life Support Iron Man Game

Playing in 64bit Linux steam OS with about 40-50 mods. about 20-30 hours total, No crashes ever. It's free and really easy to install. The only semi-advanced part is finding your kerbal install folder and changing permissions so you can install + launch with mods.

OS switching is annoying to me though...and I'm too lazy to compile CKAN for linux (steam OS is missing too many dependancies to compile, having trouble updating repos), also the state of Mods is annoying right now. Installed a new one that broke all my other mods (Linux folder merging is weird compared to windows). Also no directX shader effects.

I think I'm going to take a break until the unity 5 switch and all the mods are updated. Hopefully 64 bit windows will be fixed.

oh, FWIW SETI + FAR + Remote Tech + Life Support Iron Man Game is a lot of fun, but contracts are still boring, go for science sandbox :)

What you describe is exactly why I don't want to mess with Linux. Sure the install can be easy, but configuration can be a headache and even if it goes well, there can still be issues due to lack of hardware drivers / support.

BTW, I play a SETI, FAR, DRE, Remote Tech, TACLS, Engine Igniter, KCT Iron Man - style setup. I've been thinking that I might also add Test Flight in on the next save to make it even more difficult, though I'm not sure how that will fit in with the economic system due to the fact that this would mean you'd have to fly a ship 3-4 times before sending it on a real mission just to make sure it doesn't break down on the way.

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