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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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Quick Question:

Has anyone gotten this to work with Realism Overhaul? I am going to be testing it myself, but I am just wondering in advance.

Self Answered. Got the new exe, and mono.dll file put in. Tried with base game. All fine and dandy, copied my game data, save and source folder from my realism overhaul over to the new 64 bit version. Everything works like a charm. Had task manager up, saw it hit 4gb of ram used so thats working. For those who care, here is the list of mods I have in my realism overhaul run (they should all work afaik). Might try installing E.V.E. and the Astronomers pack tomorrow. Will update if I do that.

Toolbar

AJE Advanced Jet Engines (.23 build)

AIES

Active Texture Management (Basic)

Bobcat (soviet Engines)

BT Engines

Chatterer

Custom biomes

Deadly re-entry

Editor Extensions

Extraplanetary launchpads

Kerbal Engineer

Enhanced navball

FASA

FAR

Firespitter

Kerbal Space Industries

Raster Prop Monitor

KAS

Kerbal Alarm Clock

Procedural fairings

Kosmos

KSO

KW Rocketry

TAC life support

Infernal Robotics

Mech jeb 2

Hot rockets

Docking port alignment indicator

Final frontier

Nova punch 2

Open resource system

Part catalog

Precise node

Procedural Dynamics

rRal Chute

Real Fuels

RFTS

Realism Overhaul

Real Solar System

Remote Tech 2

RLA Stockalike

Realistic Progression Lite

Tree loader

Enviornmental Visual Enhancements (Low)

Lazor System

Scan Sat

Stretchy SRB: Stretchy Tank continuation

And Texture pack in same forum post: Planeguy868

KSP Interstellar

VOID

TAC Life Support

Tac Fuel Balancer

ScanSat

BT engine pack

F1 engine replica

Kerbx

Rosmos Spacecraft bureau

Edited by Reign Of Magic
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I found something weird. With everything normal, the game loads fine (7GB RAM because MODS!), but when I try opening a save it crashes. First I tried replacing UnityEngine.dll with the 64-bit version, but that just crashes on startup. I Then I tried to force Direct3D 11 with the 64-bit UnityEngine.dll, but that just gave me a black screen. When I forced OpenGL it works/plays normal, but even though I have such a large about of mods installed that KSP.exe should reach 7GB RAM, it only goes up to 3.25GB. I'm not complaining, but it is very interesting how that works... Also, the person who found this fix deserves THE ENTIRE Internet!

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This is me, but instead of food I'm going crazy with MODS :sticktongue:

http://youtu.be/yqCKhWx8PkM

OpenGL working fine for me with almost every mod you could ever need (FASA, NP, KWR, B9, LazTek HD, DRE, TweakableEverything, KSO, KSPX, SDHI, EVE, Astronomers pack ULTRA HD, Distance Render, Smart Parts, TACLS, ChackaMonkey, Proc. Fairings, Cargo Solutions, and everything else I could get my hands on)

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I have encountered a rather strange issue : at first, the hack worked like a charm, and I blessed Lilleman's name a thousand times while hogging on mods like no tomorrow. I've launched a few vessels, fooled around and during one particular launch, the game started to lag heavily : it's borderline unplayable now, and I can't launch anything in less than a dozen minutes. I didn't change anything in the meantime : is it my GPU dying or anything ?

EDIT : I've checked with FRAPS, and it's actually totally unplayable now. I'm running at barely 15 FPS in KSC and 1-5 FPS on the Launchpad, even for a 1 part vessel. Everything was running so smoothly...I swear I didn't touch anything !

Edited by Jashin
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Try the force mode to either use dx11 or opengl dx9 is a bit of pig on memory and see if its playable

I can't use dx11 on the computer I'm currently using since the GPU is a bit too old for that (DX 10 only I think), but I've tried forcing OpenGL and it doesn't do much. I'm at a loss since I know for a fact it worked perfectly well before.

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I have encountered a rather strange issue : at first, the hack worked like a charm, and I blessed Lilleman's name a thousand times while hogging on mods like no tomorrow. I've launched a few vessels, fooled around and during one particular launch, the game started to lag heavily : it's borderline unplayable now, and I can't launch anything in less than a dozen minutes. I didn't change anything in the meantime : is it my GPU dying or anything ?

EDIT : I've checked with FRAPS, and it's actually totally unplayable now. I'm running at barely 15 FPS in KSC and 1-5 FPS on the Launchpad, even for a 1 part vessel. Everything was running so smoothly...I swear I didn't touch anything !

How many crafts did you put in Orbit? And What is the CPU in your rig? Aounds like there is problems with scaling calculations for objects in orbit.

Edited by Alewx
Misspelled words
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How many crafts did you put in Orbit? Ahat is the CPU in your rig? Aounds like there is problems with scaling calculations for objects in orbit.

I've reverted most of them, it was just for testing purposes. The only one I've actually added is a 10 part station hub, which I was hoping to complete. I have 3-4 vessels parked around Kerbin right now, plus two probes around Min and Minmus, 2 at Duna and 2-3 roaming the Kerbol system.

The rig I'm using is not my main one. It is getting old, but it can still handle most games quite well : it has a i7 860 running @2.80 GHz and the GPU is a Nvidia GeForce 260. Nothing fancy but KSP never lagged before, only the occasional stutters with 200+ part count or the like.

EDIT : I checked the CPU/GPU consumption while running the game. CPU usage is capped around 20% at KSC and GPU is at 33% with most of the VRAM used, yet I'm only getting 15 FPS.

Edited by Jashin
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This is strange, when I try to force dx11 I get a blank screen, but ksp loads and the music starts playing? It doesn't even give me a start menu option to open ksp when i alt tab. Can anyone shed any light on this?

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I've reverted most of them, it was just for testing purposes. The only one I've actually added is a 10 part station hub, which I was hoping to complete. I have 3-4 vessels parked around Kerbin right now, plus two probes around Min and Minmus, 2 at Duna and 2-3 roaming the Kerbol system.

The rig I'm using is not my main one. It is getting old, but it can still handle most games quite well : it has a i7 860 running @2.80 GHz and the GPU is a Nvidia GeForce 260. Nothing fancy but KSP never lagged before, only the occasional stutters with 200+ part count or the like.

EDIT : I checked the CPU/GPU consumption while running the game. CPU usage is capped around 20% at KSC and GPU is at 33% with most of the VRAM used, yet I'm only getting 15 FPS.

So KSP is using one core close to completly?

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I've done a few more tests on a new Sandbox save using the exact same mods setup : it's working fine this time, both at KSC and during launch. I even suspect a bit of a FPS drop due to OpenGL, I will test that fresh save later on with dx9. It seems that the problem on my old save is what you described before regarding calculations in orbit. I've never encountered this issue before : what should I do ?

To answer your question about the CPU : it seems that KSP balances CPU usage on all four physical cores, according to the task manager.

EDIT : OpenGL does actually lower my FPS a bit. On the fresh save, dx9 is running as smooth as it used to. The cause of my problem is within my career save as it seems.

Edited by Jashin
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To answer your question about the CPU : it seems that KSP balances CPU usage on all four physical cores, according to the task manager.

This is not KSP, its normal behaviour of Windows for any program under 100% CPU utilization. Unless "physical core parking" is enabled (or affinity mask is used), Windows will schedule even single thread over different cores, resulting in "25% load of each core" instead of "100% load of one core" for 4-core CPU for example.

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This is strange, when I try to force dx11 I get a blank screen, but ksp loads and the music starts playing? It doesn't even give me a start menu option to open ksp when i alt tab. Can anyone shed any light on this?

You're lucky to've gotten that far. When I force dx11 I just get a black screen and KSP doesn't load at all. The CPU's churning away, but it wont go anywhere.

If anyone else is getting a no-load black screen on launch they should try not forcing d3d11.

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Just installed the files. Currently testing a "YOLO" approach where I jump right in with all my mods just to see if it works. Using a duplicate KSP install for this.

EDIT: My brute force method seems to have caused no problems. Had to force OpenGL, experienced the scene transition flickering, nothing else too wrong though. Will test some more.

Edited by AlternNocturn
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So I only have 4g of ram, but my computer is 64-bit. Would I get any performance boosts from this?

No performance boost, but it would still let you load more than 4g of mods into virtual memory. There would likely be a performance reduction, but not a large one as long as the simultaneous working set stays in RAM.

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I found something weird. With everything normal, the game loads fine (7GB RAM because MODS!), but when I try opening a save it crashes. First I tried replacing UnityEngine.dll with the 64-bit version, but that just crashes on startup. I Then I tried to force Direct3D 11 with the 64-bit UnityEngine.dll, but that just gave me a black screen. When I forced OpenGL it works/plays normal, but even though I have such a large about of mods installed that KSP.exe should reach 7GB RAM, it only goes up to 3.25GB. I'm not complaining, but it is very interesting how that works... Also, the person who found this fix deserves THE ENTIRE Internet!

How many mods did you add? Its nice that this 64 bit version is working for everyone, but try to remember that not all mods play nice with each other. If you really want to know whats going on hit Alt and F12 and see what the debug menu is saying.

If your getting a huge amount of Faults.. Then exit the game and go into your KSP directory navigate to \Kerbal Space Program\KSP_Data in the data folder you will find a file called Outputlog.txt file. This is basically everything KSP is doing while you play. Its a huge list and if you were getting a lot of errors in your game, this is the place to look at what it exactly is and what is causing it.

Also if you crash this report is generated automatically in you KSP folder. Looks something like a bunch of numbers in a folder. Inside this is crashlogs, and copy of the outputlog.txt file.

Good luck. ;)

I should also mention the way the log file logs things to help find everything.

The start of file is just KSP loading all parts and mods... Very long part of list.

You can find ques in the log file because the file tells you which scene is loaded. So mainmenu Loaded is a good place to start. Then navigate until you find the scene that you were having issues with.

From what I tested so far, lost of plugins get broken and don't work correct. :(

Edited by malkuth
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Well everything was working great, Went to sleep last night with it working, woke up and it won't load up now hah.

I have a system restore for a windows update, but im trying to figure it out before i try that. When it loads up it gets to the loading menu, shows the squad emblem them fades into the kerbal painting thing but hte loading bar itself only has a sliver of yellow and no text, just sitting idle. It cycles through the loading tips fine though. No idea if this is 64 related.

Edit : It was an empty .cfg file in b9 that I created...

Edited by Subcidal
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Well everything was working great, Went to sleep last night with it working, woke up and it won't load up now hah.

I have a system restore for a windows update, but im trying to figure it out before i try that. When it loads up it gets to the loading menu, shows the squad emblem them fades into the kerbal painting thing but hte loading bar itself only has a sliver of yellow and no text, just sitting idle. It cycles through the loading tips fine though. No idea if this is 64 related.

What's your KSP.log say?

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