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Mods and 64 bit


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39 minutes ago, Rude_Tune said:

With the change over to 64bit are the mods now incompatible?  How do I know which mods are safe to use?  Thanks in advance.

They pretty much all work.  The change to a new KSP version with new API can break mods (which is why mods often need to be updated when a new KSP version comes out), but that's not anything to do with 64-bit-versus-32-bit.

You'll note that mods typically do not post separate 64-versus-32-bit versions.  It's one of the benefits of being built in managed code on .NET; they don't have to care about the bittedness.  One mod version generally works on both platforms.

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15 hours ago, Rude_Tune said:

With the change over to 64bit are the mods now incompatible?  How do I know which mods are safe to use?  Thanks in advance.

Almost every new versions makes some mods obsolete - after all, if it wasn't changing some underlying systems there wouldn't be much point in the update.  On the other hand, as Snark pointed out, mods for a particular version only have to be written once and don't need to care how many bits the system uses or, indeed, what the system is.  That's why Unity is so named.

How you know which mods are safe is a) look in the mod threads to see which version(s) they support, b) use CKAN, c) read the library and remember, they do the hard work so you don't have to.

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