raidernick Posted June 8, 2014 Share Posted June 8, 2014 Works great for me. I had no issue and i tested it with over 60 of the most popular mods. The only mod I found that does not work is hullcam. The rasterpropmonitor cameras work fine though. Link to comment Share on other sites More sharing options...
Mipe Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
Frago Posted June 8, 2014 Share Posted June 8, 2014 (edited) 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 June 8, 2014 by Frago Link to comment Share on other sites More sharing options...
xrayfishx Posted June 8, 2014 Share Posted June 8, 2014 (edited) The following mods seem to be working:Edit: I'll make the ones that I'm 99% sure are working green.Blizzy's ToolbarAIES AerospaceAdvanced Jet EngineALCOR CapsuleB9 AerospaceEnvironmental Visual EnhancementsMk2/3 cockpit interiorsDeadly ReentryDistant Object EnhancementEditor ExtensionsKerbal Engineer ReduxEnhanced NavballExsurgentEngineeringFerram Aerospace ResearchFirespitter (plugin only, for B9. No idea about the rest of the mod)Hyomoto's MFDRaster Prop MonitorKalculatorKerbal Attachment SystemKerbal Joint ReinforcementKerbQuakeKineTechAnimationKlockheed Martian Space Shuttle Engines and Automatic Action Group TriggersKW RocketryMagic Smoke Industries Infernal RoboticsMechJebMechJeb2RPMModuleRCSFXNavBallDockingAlignmentIndicatorNavBallTextureExportNearFuture (what the hell is that? I can't recall installing it)Kerbal Engineer for all podsIngame NotepadNothkeSerCom 6S Service Compartment TubesNovaPunchPart HighlighterProcedural FairingsProcedural PartsR&S Capsuledyne Taurus HCVRealChuteRealFuelsReal Solar SystemRemote Tech 2ResGenReaching for the StarsRLA ElectricEnginesRLA PowerGenerationRLA StockalikeTime Warp Rotation FixSceneJumperSelectRootTajamSoft GeneratorsTargetronTexture ReplacerTAC Life SupportTAC Fuel BalancerTAC Self DestructKerbal Alarm ClockTweakable EverythingVesselViewFloorItTrimIndicatorsNote that none of these have received any meaningful amount of testing, but they don't seem to be breaking anything. Edited June 8, 2014 by xrayfishx Made the green a more visible shade Link to comment Share on other sites More sharing options...
Barklight Posted June 8, 2014 Share Posted June 8, 2014 (edited) 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 June 8, 2014 by Barklight Link to comment Share on other sites More sharing options...
Rune Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
Superfluous J Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
Badabooooom Posted June 8, 2014 Share Posted June 8, 2014 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, MKSI 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 More sharing options...
Alewx Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
xrayfishx Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
Alewx Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
WWEdeadman Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
enki Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
Tourman Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
Heavens Posted June 8, 2014 Share Posted June 8, 2014 Working fine so far under DX9 but I had to install that "one more mod" to cure the access violation.Seems like a rather strange bug, any idea why this happens? Link to comment Share on other sites More sharing options...
Probus Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
rtxoff Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
nli2work Posted June 8, 2014 Share Posted June 8, 2014 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 More sharing options...
KAO Posted June 9, 2014 Share Posted June 9, 2014 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 More sharing options...
Tourman Posted June 9, 2014 Share Posted June 9, 2014 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, MKSI 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 5850Tweakable 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 More sharing options...
nebuchadnezzar Posted June 9, 2014 Share Posted June 9, 2014 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 More sharing options...
Virtualgenius Posted June 9, 2014 Share Posted June 9, 2014 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 Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted June 9, 2014 Share Posted June 9, 2014 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 hatConsidering a LOT of people are running plugin mods, I think it's pretty much download and go. Link to comment Share on other sites More sharing options...
WWEdeadman Posted June 9, 2014 Share Posted June 9, 2014 (edited) 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 June 9, 2014 by WWEdeadman Link to comment Share on other sites More sharing options...
Yilmas Posted June 9, 2014 Share Posted June 9, 2014 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 hatThe 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 More sharing options...
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