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The unofficially official 0.24-Kerbapalooza Thread - Now extra #HYPETRAIN!


KvickFlygarn87

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It changes the amount of memory available to the program for mods. You may feel that 4GB ought to be enough for anyone, but there are obviously people who feel differently.

64-bit doesn't have higher system requirements, it will have literally no effect on the ability to play on a low end machine. And even if it did, there's still a 32-bit version available.

I really don't understand your objection to 64-bit.

*thinks, finds no further objection* Congrats, you have officially changed an opinion on the internet, a rare event indeed. :)

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But it won't change anything even for high-end comps. To be honest, I think if you have more than four gigabytes of mods, you have too many mods.

I have craft's like this 80% ish complete replica of the ISS below that use 2.1 gigs of ram with stock parts. The only mod used is Mechjeb. I've crashed the game going over the 4 gb ram limit with this station before.

KSS_zps9ec6a31b.png

Believe me, 64 bit unity and the access to all that extra ram that my system has is a good thing.

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It changes the amount of memory available to the program for mods. You may feel that 4GB ought to be enough for anyone, but there are obviously people who feel differently.

64-bit doesn't have higher system requirements, it will have literally no effect on the ability to play on a low end machine. And even if it did, there's still a 32-bit version available.

I really don't understand your objection to 64-bit.

I will say that 4 GB should be enough for anyone, if KSP were more memory-efficient -- there's no inherent reason most mod setups should *need* 4 GB of RAM, as far as I can tell.

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Yeah. KSP's memory management system is horrible. Going 64bit is good for some people, and it will stave off issues for a while, but still, an actual fix would involve ditching the crappy loader and making a proper one, more inline with memory management systems seen in all other games.

Oh, and 4GB cap is awfully easy to hit with a perfectly reasonable amount of mods - particularly visual enhancements that don't add parts, but pretty up the Kerbin system. Also, very high-res mods (normally not a problem, quality is not above what games like ArmAIII or Star Citizen offer) like KSO already have trouble functioning without texture management mods.

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I just noticed the tread title changing from 0.24.11 to 0.24.111. Must be because it's in Experimentals.

Actually, I think that was from a mod merging this thread again...

Anyways, I don't mind this extra wait at all, in fact I hardy have even noticed it. Really, .24 only appears to be delayed by about a month (maybe even less). Furthermore, I'm just happy that we aren't get a really lame .24 without money (I realized that money wouldn't be added back in like January, and I knew right away how lacking that would be).:D

Edited by RocketPilot573
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Bill Gates said something similar once about 640k of memory...

Okay he didn't, but the idea still stands.

Read the rest of my post. KSP is literally the only program I've ever seen that exceeds addressable memory. It does so with a not-very-high amount of things in GameData.

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I just noticed the tread title changing from 0.24.11 to 0.24.111. Must be because it's in Experimentals.

The thread OP changed it in response to the news of 64-bit and being in experimentals. Just some harmless fun, the title has changed a bunch of times since the thread started, I wouldn't read too much into it.

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spore exceeds also the memory.

Both sims 3 and Skyrim can get into the 4GB limit with lots of mods.

For Skyrim its mostly huge textures and models who give you problems.

Sims 3 and KSP is both pc only game so they will utilize more memory as they are not restricted by PS3 256 MB system memory.

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have updates historically dropped on tuesdays? cuz i dont wanna keep waiting. it should be today, i have the weekend off.

Unlikely it will be that soon. The experimentals phase usually lasts a couple of weeks, more if they find something major that needs fixing.

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have updates historically dropped on tuesdays? cuz i dont wanna keep waiting. it should be today, i have the weekend off.

.24 went in experiments only a few days ago, how could it be coming out now? We haven't even got a reveal stream yet.

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Speculations and more speculations. All I sugest is that you hope that KSP is not a testing bed for, say, another goat simulator with steampunk zombies during world war 2 and the zombies were result of a secret alliance between the third echelon, illuminati and the nazis.

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Speculations and more speculations. All I sugest is that you hope that KSP is not a testing bed for, say, another goat simulator with steampunk zombies during world war 2 and the zombies were result of a secret alliance between the third echelon, illuminati and the nazis.

Er... many of these things have been confirmed...

64-bit - Confirmed

2 new parts - Confirmed

Contracts - Confirmed

Funds - Confirmed

Only speculation is people trying to guess when it will come out, in which case yes, they have a better hope of telling how long a piece of string is :D

Edited by Cmdr. Arn1e
Stupid mobile 'net
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Er... many of these things have been confirmed...

64-bit - Confirmed

2 new parts - Confirmed

Contracts - Confirmed

Funds - Confirmed

Only speculation is people trying to guess when it will come out, in which case yes, they have a better hope of telling how long a piece of string is :D

Confirmed by who? If I may recall, there's a nice big disclaimer that states no guarantee of anything.

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Confirmed by who? If I may recall, there's a nice big disclaimer that states no guarantee of anything.

fyi your glass is actually half full.

but seriously, check the devnotes man. past few weeks those have been locked in.

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Confirmed by who? If I may recall, there's a nice big disclaimer that states no guarantee of anything.

"Felipe (HarvesteR): EDITORS NOTE - Felipe is on a personal holiday this week to recharge his batteries after some serious breakneck work to get the game to experimentals for our next update, but we wanted to share a quote from a conversation we had late last week before leaving. “But in a nutshell, yes, 0.24 is going to be released in 64-bit for Windows too.†(ED: We think that’s quite enough from Harv on an off week.)." from here: http://forum.kerbalspaceprogram.com/threads/84042-Devnote-Tuesdays-The-Back-in-Experimentals-Edition

"Hugo (the intern): Finished a couple pieces (OMS Engine and Vernier Engine) for the game. Im now helping Daniel and Rogelio with models for their animations. I just finished a firecracker and I’m currently working on a kitbash of a space rocket. Im excited to see how these things start turning out." and has talked about polishing these and other bits and pieces for the game, first post as intern was here: http://forum.kerbalspaceprogram.com/threads/81386-Devnote-Tuesdays-The-Forum-Upgrade-Edition

"Felipe (HarvesteR): Another week working on Contracts, but we have an end in sight now. Rather than just fill you in on the items from my to-do list though, I’ve written an article about where we are in development. You can check it out HERE." from here: http://forum.kerbalspaceprogram.com/threads/82731-Devnote-Tuesdays-The-Info-Packed-Edition

Funds and Contracts are interlinked, which has been explained as the reason for the long delay for .24 to be released (as they were working on it before .23.5 came along, and have since found that the contracts system alone did not test well in first round of experimentals, so they have been tweaking and adding more...)

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"Felipe (HarvesteR): EDITORS NOTE - Felipe is on a personal holiday this week to recharge his batteries after some serious breakneck work to get the game to experimentals for our next update, but we wanted to share a quote from a conversation we had late last week before leaving. “But in a nutshell, yes, 0.24 is going to be released in 64-bit for Windows too.†(ED: We think that’s quite enough from Harv on an off week.)." from here: http://forum.kerbalspaceprogram.com/threads/84042-Devnote-Tuesdays-The-Back-in-Experimentals-Edition

"Hugo (the intern): Finished a couple pieces (OMS Engine and Vernier Engine) for the game. Im now helping Daniel and Rogelio with models for their animations. I just finished a firecracker and I’m currently working on a kitbash of a space rocket. Im excited to see how these things start turning out." and has talked about polishing these and other bits and pieces for the game, first post as intern was here: http://forum.kerbalspaceprogram.com/threads/81386-Devnote-Tuesdays-The-Forum-Upgrade-Edition

"Felipe (HarvesteR): Another week working on Contracts, but we have an end in sight now. Rather than just fill you in on the items from my to-do list though, I’ve written an article about where we are in development. You can check it out HERE." from here: http://forum.kerbalspaceprogram.com/threads/82731-Devnote-Tuesdays-The-Info-Packed-Edition

Funds and Contracts are interlinked, which has been explained as the reason for the long delay for .24 to be released (as they were working on it before .23.5 came along, and have since found that the contracts system alone did not test well in first round of experimentals, so they have been tweaking and adding more...)

There is still no guarantee of anything. The fact that they are working on the things you say are confirmed doesn't mean that those things will be in 0.24

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There is still no guarantee of anything. The fact that they are working on the things you say are confirmed doesn't mean that those things will be in 0.24

That's true. The plan might change if something game-breaking is discovered. Or if Squad HQ is hit by a meteor.

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There is still no guarantee of anything. The fact that they are working on the things you say are confirmed doesn't mean that those things will be in 0.24

Okay, yes. It's not a legal binding guarantee. You cannot get your money back if they don't deliver. But it would be a really bad move to bet money on any of them NOT being in the next version.

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