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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


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So far most mods I've tried are working by and large, save for Soundtrack Replacer and Tweakscale. I hit 4 gigs of RAM use with no crashes or instability. I think I'm going to finally have to add some moar RAM.

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Whoa, this is amazing. I just jumped straight in with a mod-heavy install I was using before at near-max 3.8 Gb with Active Texture Manager.

With these files, the game runs fine at 6 Gb memory usage, with DirectX, once Active Texture Manager is removed, no crashes yet and mods appear ok, including Firespitter and TAC which has been mentioned here already.

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So I just tried the initial 64bit hack, and now whenever I try to open the game, i get an error stating that the game can't load the Mono Library that i've copied over from Unity. Any ideas?

most likely wrong version. make sure you downloaded Unity 4.3.3

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I confirmed that I downloaded UnitySetup-4.3.3 :(

I actually had the same issue, and it came out to be that I somehow had copied the wrong EXE. I'm not sure how I did that, but once I installed unity and followed the instructions again, everything worked. At first I was extracting the dlls via 7-Zip.

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...from the first page of this thread:

"-The "Could..... not preload global game manager #0 i=0" error is what you get if you don't use the correct version of the Unity Player.

To be sure (and to reproduce the operation once the engine will be updated, without waiting for an update here): right click on your original KSP.exe.

Go to "details" and check the version. You should be able to see what Unity version you need to download. (launcher.exe and KSP.exe don't use the same version)"

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hmm i kep getting this error that says Could not preload global game manager #0 whenever i load it so any ideas?

That might be because of the wrong unity version. Make sure you downloaded Unity 4.3.3 for KSP 0.23.5 (ARM-patch)

Also:

I just checked, and 0.23 uses Unity 4.2.2, judging from the KSP.exe version number, so if you're using that...

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I actually had the same issue, and it came out to be that I somehow had copied the wrong EXE. I'm not sure how I did that, but once I installed unity and followed the instructions again, everything worked. At first I was extracting the dlls via 7-Zip.

I've copied and pasted the files several times now so I doubt that i've gotten the wrong file. :(

The original KSP .exe and the unity .exe that is now renamed to KSP.exe both have the same version number, so I'm pretty sure i'm using KSP .23.5

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Weirdness. I'm really wondering why certain mods work fine for some people and don't work for others. O/o

Hence the reason why Squad hasn't released a 64 bit Windows version: it is unstable. One person's results will be different from another persons. When adding an extra mod is a troubleshooting solution, you know you are in uncharted territory.

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Is this real life?

Or is this just fantasy?

Seriously though, this is exciting. I'm having so much fun just imagining the amount of mods we can use.

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Works fine for me with the following mods installed:

Toolbar

AIES Aerospace

B9 Aerospace (23.5 fixes)

CityLights& Clouds

EnvironmentalVisualEnhancement

Bucky Instruments

Chatterer

CoolRockets

CustomBiomes

Action Groups Extended

Enhanced Navball

DistantObject Enhancement

Editor Extensions

Extraplanetary Launchpads

Ferram Aerospace Research

FireSpitter

Fusebox

GoodSpeed Fuel Pump

KerbTown

KAS

Kerbal Joint Reinforcement

HyperEdit

Kethane

KSP Renaissance Compilation

KWRocketry

LTech

MagicSmokeIndustries Robotics

MechJeb

HotRockets

NavBallDockingAlignmentIndicator

NavBallTextureExport

DockingPortAlignment (by Navyfish)

NovaPunch 2

PreciseNode

Procedural Wings

Procedural Parts

Procedural Fairings

Quantum Struts

RCS Build Aid

RealChute

RealFuels

RPL Tweak Pack

SCANSat

ScienceAlert

SmokeScreen

Station Science

TextureReplacer (mipmap generation must be DISABLED in the @Default.cfg for me, else it crashes on reaching ~3.2 GB memory usage)

TreeLoader

Kerbal Alarm Clock

KSP Interstellar

Aside the TextureReplacer I had to fix, there's exactly one thing I have to consider:

After the first start of KSP, after entering VAB/SHP, I have to wait a couple of minutes before adding a part or loading a saved craft, else it crashes on the spot.

Afterwards, it only crashes for the sparse mod errors that always exist.

I run KSP with the -popupwindow parameter, but that probably won't matter much in terms of stability.

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Anyone tried this with Environmental Visual Enhancements? I'd be curious (as the developer) to know what does/doesn't work.

I'm running it without city lights and so far it's a go. No crashes. Of course I'm only running about 4.6gb using cherry-picked mods.

I'm also running at highest graphic settings.

Edited by Voidryder
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I have: AFAIK, E.V.E. works just fine with 64 bit KSP.. most mods have worked so far, the only exception being Soundtrack Replacer (which involves placing a file into the mono folder..so yeah)

So far, I have the following mods in my 64 bit KSP install, all working without any major issues:

Toolbar

Editor Extentions

Kerbpaint

MechJeb

HotRockets

Proc Wings

SmokeScreen

ModuleManager

Modular FuelTanks

FAR

Chatterer

CoolRockets

EnvironmentalVisualEnhancements

FASA

RasterPropMonitor

DistantObject

Ship Manifest

Hullcamera

RCS BuildAid

Kerbal Alarm Clock

Texture Replacer

Spaceplaneplus

Tac Lifesupport

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I'm not a mod-heavy user so I was more interested in the possible performance bump the new player may provide. But I did some benchmarks with DMagic's CPU-benching rocket/method, and I found no quantifiable performance increase (3 launches under each player, average taken for both):

I2BmD7y.png

If anything, the 32-bit player performed a hair better, but within an ineffectual margin of error, so for the sake of taking one more unsupported cog out of the machine I'm gonna stick with the 32-bit player.

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Has anyone gotten this to work with Planet Factory, Real Solar System, and Environmental Visual Enhancements? My game loads but clouds don't appear and some parts of RSS don't apply.

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Has anyone gotten this to work with Planet Factory, Real Solar System, and Environmental Visual Enhancements? My game loads but clouds don't appear and some parts of RSS don't apply.

E.V.E. is working for me at least, I'm using the KSPRC install on top of E.V.E. if that makes any difference

[Edit] Now that this is, well, out, I wonder if we could get an as-is/where-is/at-your-own-risk Squad build/release of the x64 files in question? People are doing it for themselves with ~70% success rate in any case. They can slap the biggest, hairiest disclaimer ever on it and people would still try it, it would at least be interesting to know whether the 'success' rate would still be 70%?

Edited by NoMrBond
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