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FAR Disable 64bit workaround


KGEI

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7 hours ago, RoverDude said:

erm, no.  Ubuntu is not 'far better' than windows, sorry.  And this is coming from an OS polyglot with an assortment of Linux, Windows, and OSX devices in the house (though I think at the moment Linux flavors are the most common).   Linux is excellent. as is OSX, and as is Windows.  But in each you get to choose which particular set of warts you're comfortable living with.  Some just prefer their warts in different places than others.

I was over exaggerating about that, all for your opinion. I just like most Linux distress than I do Windows 8/10 but now's not the time (or thread!) to discuss this.

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On 27/12/2015 at 4:24 AM, Sandworm said:

Put native linux at the top of that list.  You don't hear much from the linux users on these forums precisely because KSP's linux build is rock-stable.  Really.  It is more stable than most of the office applications I use.

Waiting for KSP 1.1 is a fool's errand.  Having lived with the KSP development process for a few years now, you cannot place hope in future patches.  Work with the game as it is today.  We have absolutely no idea what 1.1 will bring to windows stability-wise ... neither does Squad imho given their record.

I've been using Linux as my main OS for over a decade and of course greatly appreciate KSP supporting it so well. But for someone who isn't already using Linux, installing a whole OS just to play one game is a big step. You could argue it should be preferable to waiting for 1.1, depending on when and what you expect out of 1.1, but for a Windows or OSX user I think they're better off sticking with their current operating system. Even if someone gets Linux running great for KSP, it's still a nuisance to reboot just to play it, just like for me I'm less likely to play a Windows-only game because I don't want to stop what I'm doing in Linux and reboot.

And I definitely stand by my claim that for memory-challenged Windows users, DX11 and OGL modes should be the first thing they try.

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13 hours ago, Sequinox said:

I don't understand why it's such a touchy subject. There are many people who just want to use 64 bit and don't want to switch to Linux, such as myself.

There's a long and gory history behind this, best to let sleeping dogs lie. If you want to use the unsupported Win64 hack, go nuts. Just don't ask for support, particularly from those modders that have clearly stated they want nothing to do with it.

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15 hours ago, RoverDude said:

Actually, KSP runs extremely well on Windows, no issues.  You are confusing 'running well on stock' and 'running well with lots of stuff created by random people on the internet, and generally added into said game until it explodes' ;)

That is not exactly true.  Even the unmodded game has a rather serous memory leak. Also Claw's Stock Bug Fix has not been obsoleted as of yet. KSP does run fairly well on Windows, but extremely well would be an overstatement.

But then again maybe these are issues plaguing the game across platforms.

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2 hours ago, mcirish3 said:

That is not exactly true.  Even the unmodded game has a rather serous memory leak. Also Claw's Stock Bug Fix has not been obsoleted as of yet. KSP does run fairly well on Windows, but extremely well would be an overstatement.

But then again maybe these are issues plaguing the game across platforms.

The stock bug fix has as much to do with memory overhead as ham does with hamsters.  I doubt very much that people are rushing to load Linux or (in this instance) move to the unsupported Win64 build because it will allow them to uninstall the stock bug fix module on their (otherwise) 100% vanilla install, vs. just wanting to dog pile on a ton of mods, yes?

And I in all honesty cannot recall the last time I had a non-mod related crash playing KSP (on any of the supported OS's).   But that being said, memory leaks will persist regardless of platform (and if anything, would be worse on something not supported/tested - i.e. Win64 - which Squad had the good sense to take out back and put down until such time as all of it's issues could be resolved.

Now.  What you do on your own install is your own thing, but let's be honest here, this is all about loading up more stuff, and going outside of the bounds of just the stuff that comes in the tin, not about magically fixing limitations on your purely vanilla install.  

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5 hours ago, steve_v said:

There's a long and gory history behind this, best to let sleeping dogs lie. If you want to use the unsupported Win64 hack, go nuts. Just don't ask for support, particularly from those modders that have clearly stated they want nothing to do with it.

I never ask for support on 64 bit. Some people are ridiculously stupid and do ask for support, however.

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The "memory leak" excuse is often used in context that have nothing to do with any memory leak. And the current KSP version don't leak much if any (the only one I know of is the tweakable slider and it will go with the UI refresh). 

This community has a bad habit of forgetting that bugs ARE fixed in new version, even more so since 1.x

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Played KSP on Linux for 6 months. I will not be going back. The memory cap was nice yes, but after awhile the 30% performance reduction was worse.

Op all you have to do is Google "KSP 64bit hack" and you'll find all the information you need along with how to run certain nods on the 64bit client.

Edited by Motokid600
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If you guys really want to prove a memory leak exists, go hunt down the Windows Performance Analyzer (or one of the other Windows profiling tools from Microsoft like xperf - i think), profile KSP when the leak occurs, then bring the data back here.

Until you show data, and your analysis can be verified, no one is going to take the claim of a memory leak seriously.

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On 12/31/2015 at 9:44 AM, sarbian said:

The "memory leak" excuse is often used in context that have nothing to do with any memory leak. And the current KSP version don't leak much if any (the only one I know of is the tweakable slider and it will go with the UI refresh). 

This community has a bad habit of forgetting that bugs ARE fixed in new version, even more so since 1.x

Fair enough.  I have not confirmed a memory leak on a  unmodded install of 1.0.5.  The last time I verified one was 1.0.  I have not heard that it has been fixed and I have always run the program in a way that maximizes my available RAM since i have always operated under the assumption that I will be slowly losing memory the longer I play the game without restarting.  That said I will try and see if I can find the time to replicate it in 1.0.5.

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