Jump to content

KSP 64bits on Windows (this time, it's not a request)


Lilleman

How does the 64-bits version of KSP work for you?  

5 members have voted

  1. 1. How does the 64-bits version of KSP work for you?

    • It worked with no or minor glitches/bugs with DirectX
      157
    • It worked with no or minor glitches/bugs with OpenGL
      24
    • None, it crashed/caused major game breaking/is unplayable.
      62


Recommended Posts

Well, for one, that Research It All plugin keeps popping even though there's nothing new to research. More of an annoyance than hindrance.

Also, kerbals in those tiny windows are performing a slideshow; the animation updates like once a second. "Here, Bill is smiling, and here he begins to realize his situation. Finally, here he shows complete terror."

Link to comment
Share on other sites

Glad this will run in 64bit. It's gona be a while till I start loading mods, but it's good to know I can! I can play BF4 and CoD Ghosts on this laptop!

I would say, just buy 2x4gb. It's way cheaper then the 2x8gb. Speed difference is minimal.
remember to add with exact match ram... or upgrade. Two types of ram can cause mismatched memory problems Edited by Frago
Link to comment
Share on other sites

The following mods seem to be working:

Edit: I'll make the ones that I'm 99% sure are working green.

Blizzy's Toolbar

AIES Aerospace

Advanced Jet Engine

ALCOR Capsule

B9 Aerospace

Environmental Visual Enhancements

Mk2/3 cockpit interiors

Deadly Reentry

Distant Object Enhancement

Editor Extensions

Kerbal Engineer Redux

Enhanced Navball

ExsurgentEngineering

Ferram Aerospace Research

Firespitter (plugin only, for B9. No idea about the rest of the mod)

Hyomoto's MFD

Raster Prop Monitor

Kalculator

Kerbal Attachment System

Kerbal Joint Reinforcement

KerbQuake

KineTechAnimation

Klockheed Martian Space Shuttle Engines and Automatic Action Group Triggers

KW Rocketry

Magic Smoke Industries Infernal Robotics

MechJeb

MechJeb2RPM

ModuleRCSFX

NavBallDockingAlignmentIndicator

NavBallTextureExport

NearFuture (what the hell is that? I can't recall installing it)

Kerbal Engineer for all pods

Ingame Notepad

NothkeSerCom 6S Service Compartment Tubes

NovaPunch

Part Highlighter

Procedural Fairings

Procedural Parts

R&S Capsuledyne Taurus HCV

RealChute

RealFuels

Real Solar System

Remote Tech 2

ResGen

Reaching for the Stars

RLA ElectricEngines

RLA PowerGeneration

RLA Stockalike

Time Warp Rotation Fix

SceneJumper

SelectRoot

TajamSoft Generators

Targetron

Texture Replacer

TAC Life Support

TAC Fuel Balancer

TAC Self Destruct

Kerbal Alarm Clock

Tweakable Everything

VesselView

FloorIt

TrimIndicators

Note that none of these have received any meaningful amount of testing, but they don't seem to be breaking anything.

Edited by xrayfishx
Made the green a more visible shade
Link to comment
Share on other sites

I voted a bit early on this thread saying that it worked, because it was working and well. Now it crashes on every single load - not on loading the game, but as soon as I select a save to start.

It definately supported more mods than normally, but the 64 bit was also interfering with other programs - notably Google chrome lost the ability to select tabs while KSP 64 was running.

This post also reflects what I'm going through. Was working fine for me with about 40 already greenlit mods. First launch worked fine with it, then reloaded KSP and it it crashes with memory access fault every time I load a game or start a new game. Reaches main menu without issues.

Oddly enough, I have the same issue with Firefox. Can't control the interface on flash driven application in browser, like YouTube video controls being untouchable. These symptoms occur while KSP is running (x64).

Edited by Barklight
Link to comment
Share on other sites

This post also reflects what I'm going through. Was working fine for me with about 40 already greenlit mods. First launch worked fine with it, then reloaded KSP and it it crashes with memory access fault every time I load a game or start a new game. Reaches main menu without issues.

Oddly enough, I have the same issue with Firefox. Can't control the interface on flash driven application in browser, like YouTube video controls being untouchable. These symptoms occur while KSP is running (x64).

Common trend, this was the reason I reverted to 32 bits. But my experience is nothing to go by, I was very sloppy on applying things and did this over an existing (backed up) installation and messed a bit putting things in and out after I already had it working somewhat to see what happened. I do remember I got to crashing more after I replaced UnityEngine.dll, if that suggests anything to anyone, and ditto on the Firefox issues.

Rune. But this is more than worth a look, it looks very polish-able.

Link to comment
Share on other sites

Also, kerbals in those tiny windows are performing a slideshow; the animation updates like once a second. "Here, Bill is smiling, and here he begins to realize his situation. Finally, here he shows complete terror."

The game originally did this when I bought it, and I thought it was on purpose. It looked a lot more like what you see on live footage from space even today sometimes. I thought it gave the game a real feel. Sadly, they took it away and now the Kerbals update at normal FPS.

I'd install a mod that returned that choppiness to the IVA windows.

Link to comment
Share on other sites

Game launches without problem, VAB, SHB and other buildings seems to work fine. Launching rocket seems to work fine. Flying rocket and controls were working. IVA/Rasters were working at least mostly. Game ended to use about 6GB memory.

* When changing building there was short "flash screen" from academy building.

* There seemed to be somekind problem with map. Predicted orbits were weird and encounters were going to wrong moon.

* Returning to space center from flight didn't seem to work (thought - this was very likely NOT to related this hack).

* Entering flight from flight controller building crashed game.

Major mods: KSP interstellar, RAS + MFD, Kethane, Scansat, Infernal Robotics, Orbital Science. B9, KW, Science Library / Monitor, MechJeb, Deadly Re-entry, Engineering Redux, FAR, Environmental Visual Enhancements, 6s Service, Part Wizard, Precice Node, Alarm Clock, Procedural Dynamics + Fairings, Real Chute, SDHI, TweakScale, Vessel View, MKS

I am suspecting that Kethane might be cause of crash when entering to flight from mission control building.

Windows 7 Home Premium, AMD Athlon II X4 640, 8GB Ram, Radeon HD 5850

Link to comment
Share on other sites

The best I can do is pass on the request.

EDIT: I just took another look at the poll. For those of you who said that there were crashes and the game was unplayable, was it because of any incompatibility with the mods you ran? Do you believe there are any other issues that could have caused it?

My problem is not mod incompatibility related only the access Violation crash when trying to launch a rocket, but aside of that I can build the biggest monstrosities with any number of mods installed.

Link to comment
Share on other sites

Writing this in bold text because I want everyone to see. If you encounter a crash during loading/starting a new world/loading a world/any one certain place every time you go there and it's the memory access violation, then install one more mod and see if it still crashes. This saved me from scrapping half the mods that are now working fine.

Thank you for your attention.

Link to comment
Share on other sites

Writing this in bold text because I want everyone to see. If you encounter a crash during loading/starting a new world/loading a world/any one certain place every time you go there and it's the memory access violation, then install one more mod and see if it still crashes. This saved me from scrapping half the mods that are now working fine.

Thank you for your attention.

Sadly this did not work for me :(

Also I have to correct myself, A clean KSP without any mod is absoluty running stable in 64bit, except the laoding screen glitch but that is not really a bad thing.

Link to comment
Share on other sites

In case anyone wants to see what it looks like for me, with 19 mods installed, no active texture management, no texture reduction of any sort (even Texture Replacer set to never compress texture), here is the latest Video of my Let's Play, using this 64 bit workaround:

As I said previously, only the astronaut complex flashing in between changing screens, and the music changing abruptly are noticeable bugs.

Link to comment
Share on other sites

This post also reflects what I'm going through. Was working fine for me with about 40 already greenlit mods. First launch worked fine with it, then reloaded KSP and it it crashes with memory access fault every time I load a game or start a new game. Reaches main menu without issues.

Oddly enough, I have the same issue with Firefox. Can't control the interface on flash driven application in browser, like YouTube video controls being untouchable. These symptoms occur while KSP is running (x64).

I found a lot of this was an issue with mouse button state. Try clicking both left and right a bit after you leave the KSP window. I had trouble moving things in explorer and whatnot but clicking around a bit fixes it.

Link to comment
Share on other sites

under d3d9, I keep crashing with this error whenever I select a part in the VAB:

Unknown caused an Access Violation (0xc0000005)

in module Unknown at 0033:052d0000.

It's always the same error. In OpenGL, this still happens but much less frequently. DX9 it's 100% of the time. If I force DX11, all I get is a black screen.

Link to comment
Share on other sites

Writing this in bold text because I want everyone to see. If you encounter a crash during loading/starting a new world/loading a world/any one certain place every time you go there and it's the memory access violation, then install one more mod and see if it still crashes. This saved me from scrapping half the mods that are now working fine.

Thank you for your attention.

Good catch xrayfish! Have any idea why? Just seems like an odd fix.

Link to comment
Share on other sites

Indeed, that is a very strange fix for a bug. I can only vaguely guess that it has to do something how the memory is allocated and that with some mod combinations it produces some sort of bug.

Link to comment
Share on other sites

tested 3 times, KAS Grappling hook doesn't eject in 64bit, just falls down to the ground. Winches will eject without grappling hook. eject works normal in 32bit, with and without grappling hook. Maybe someone else can replicate it.

Link to comment
Share on other sites

Writing this in bold text because I want everyone to see. If you encounter a crash during loading/starting a new world/loading a world/any one certain place every time you go there and it's the memory access violation, then install one more mod and see if it still crashes. This saved me from scrapping half the mods that are now working fine.

Thank you for your attention.

when you say install one more mod, do you mean a parts mod or does it specifically have to be a plugin?

Link to comment
Share on other sites

Game launches without problem, VAB, SHB and other buildings seems to work fine. Launching rocket seems to work fine. Flying rocket and controls were working. IVA/Rasters were working at least mostly. Game ended to use about 6GB memory.

* When changing building there was short "flash screen" from academy building.

* There seemed to be somekind problem with map. Predicted orbits were weird and encounters were going to wrong moon.

* Returning to space center from flight didn't seem to work (thought - this was very likely NOT to related this hack).

* Entering flight from flight controller building crashed game.

Major mods: KSP interstellar, RAS + MFD, Kethane, Scansat, Infernal Robotics, Orbital Science. B9, KW, Science Library / Monitor, MechJeb, Deadly Re-entry, Engineering Redux, FAR, Environmental Visual Enhancements, 6s Service, Part Wizard, Precice Node, Alarm Clock, Procedural Dynamics + Fairings, Real Chute, SDHI, TweakScale, Vessel View, MKS

I am suspecting that Kethane might be cause of crash when entering to flight from mission control building.

Windows 7 Home Premium, AMD Athlon II X4 640, 8GB Ram, Radeon HD 5850

Tweakable Everything and Tweakscale cause instant crashes for me either while loading or in the VAB. I've also ran into the space center bug, and I think it might have been caused by the scenejumper plugin, but I'm not sure. I have Kethane installed but I don't see any crashes directly related to it.

Link to comment
Share on other sites

Anyone else having any problems with Procedural Fairings? I'm experiencing an issue where the fairings won't eject properly. Even when setting the ejection force all the way up, the fairings will just decouple when staged, they won't shoot away as they're supposed to. The reason I'm posting here is I believe the x64 work around is causing the issue. I started with a fresh 2.35 install and then installed Procedural Fairings. In 32 bit mode the fairings work correctly, but when I install the x64 exe and dll the fairings fail to work correctly.

Link to comment
Share on other sites

I am not a programmer but would the .dlls that run the popular mods would they need to be compiled to 64bit as they would run in 32bit compatibilty mode or am I talking through my hat

Considering a LOT of people are running plugin mods, I think it's pretty much download and go.

Link to comment
Share on other sites

Anyone else having any problems with Procedural Fairings? I'm experiencing an issue where the fairings won't eject properly. Even when setting the ejection force all the way up, the fairings will just decouple when staged, they won't shoot away as they're supposed to. The reason I'm posting here is I believe the x64 work around is causing the issue. I started with a fresh 2.35 install and then installed Procedural Fairings. In 32 bit mode the fairings work correctly, but when I install the x64 exe and dll the fairings fail to work correctly.

Procedural fairings works fine for me.

EDIT: Found out what causes this bug. At least for me it does: When you load a rocket you had saved before, the fairings will only decouple and not fly off. If you just built it, or replace the Ring and fairings on an old one it works fine.

EDIT2: Could also be that it only works if you use 6 nodes on your fairings... In any way, there are problems with this specific mod.

Edited by WWEdeadman
Link to comment
Share on other sites

I am not a programmer but would the .dlls that run the popular mods would they need to be compiled to 64bit as they would run in 32bit compatibilty mode or am I talking through my hat

The principle is that a 32bit program can run on a 64bit OS.

While a 64bit program cant run on a 32bit os.

So generally you can apply this to KSP as well...

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...