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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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hi !

i'm highly interested by 64 bit mod because 32bit version of ksp is a game breakers for me, not in stock condition of course but with mods.

my config alien ware MX17r3 gtx 560m 6gb and win7 pro 64bit

Please Try this , on a new and fresh install, in 64 bit mod create a new sandbox game, go in plane hangar

For example load the aéris4 plane go to science tab choose the dts m1 antenna

and try to put on plane , I have a crash when I try to put the antenna on the plane , it's one example

have you the same thing please ?

I'm little surprised (but happy for us) by the level of people they have ksp working good in 64 bit especially with mods

for me it's a little buggy in stock condition ...

(of course I have tested some mod of my 0.23.5 32bit install just to see the 3 gb pain problem, reached 4gb+ on 64 bit version no crash due to memory error)

good thing)

but ...

I return on the 0.23.5 (32bits) for now.

the simulator in 64bit it's faster at all level with my pc

..but they are these little bug.......

;.;

(sorry for my bad English i'm French)

bye .

Edited by stephm
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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...

That hasn't actually got anything to do with it. The reason plugins don't need to be recompiled is that they are Mono/.NET assemblies consisting of CIL code that is the same for both 32 bit and 64 bit. The Mono (or .NET) runtime converts the CIL into the relevant machine code for your processor/OS, so when you run the 32 bit Mono runtime as part of the Unity player (KSP) it generates 32 bit code and when you run the 64 bit Mono runtime it generates 64 bit code...

When talking about native code, a 64 bit executable can not load a native 32 bit DLL (well, not to run the code in it anyway, it can be loaded into memory and resources extracted etc but that's different).

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I haven't tried this yet but will when 0.24 comes out to start a new game with it.

Just wanted to chip in that I know due to 32 and 64 bit floating point numbers, rounding is different. Loading an existing save may not work, and crashes may very well be attributed to that - while starting a new game may well be stable.

Which is why I'm waiting, just thought others should also be aware of that.

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I haven't tried this yet but will when 0.24 comes out to start a new game with it.

Just wanted to chip in that I know due to 32 and 64 bit floating point numbers, rounding is different. Loading an existing save may not work, and crashes may very well be attributed to that - while starting a new game may well be stable.

Which is why I'm waiting, just thought others should also be aware of that.

The game won't use 64bit floats only because you are using the 64bit engine, it does not work like that. It's up to the programer to decide what his variables will be, normal floats or double precission ones.

@stephm:

Do you have the newest drivers, up to date DirectX ?

Also if nothing helps you can start the game in OpenGL or you could try DirectX11.

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The game won't use 64bit floats only because you are using the 64bit engine, it does not work like that. It's up to the programer to decide what his variables will be, normal floats or double precission ones.

That does not matter.

Both normal floats and double precision floats are handled differently between 32 and 64 bit at the edges of precision (because those edges are different between 32 and 64 bit). I was told this by game developers (Total War) so i'll take their word for this.

If you store a float or double rounded in 32 bit then load it in 64, this may mean something slightly different to the game.

Or not, it really depends - but is worth keeping in mind.

Edited by daniu
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So I fooled around with my 64bit game and its mods, removing and adding mods in and out.

Result I got was: that everything works, except the alternate resource panel.

So the crash with access violation for me is now gone with removing ARP, but I feel kind of blind now without it.

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Alright, having played like this for a while, I've discovered problems. First of all, I don't know if this is Real Fuels specific, but the amount of liquid oxygen in my tanks seems to do some weird things - first of all, some of it just disappears. Then, some tanks suddenly have negative mass, because the amount of liquid oxygen in them is negative. So far this hasn't affected anything but LOX, but Kerosene might have been affected on one rocket yesterday.

The second problem that just happened to me is this:

2zvpum8s.png

Edit: Forgot to note that this image above happened when I tried Dx11

Edited by xrayfishx
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Alright, having played like this for a while, I've discovered problems. First of all, I don't know if this is Real Fuels specific, but the amount of liquid oxygen in my tanks seems to do some weird things - first of all, some of it just disappears. Then, some tanks suddenly have negative mass, because the amount of liquid oxygen in them is negative. So far this hasn't affected anything but LOX, but Kerosene might have been affected on one rocket yesterday.

The second problem that just happened to me is this:

http://i.imgur.com/2zvpum8s.png

Edit: Forgot to note that this image above happened when I tried Dx11

http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29?p=1200048&viewfull=1#post1200048

I had the same thing, apparently fixed by turning atmospherics FX down. haven't tested it myself.

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That does not matter.

Both normal floats and double precision floats are handled differently between 32 and 64 bit at the edges of precision (because those edges are different between 32 and 64 bit). I was told this by game developers (Total War) so i'll take their word for this.

If you store a float or double rounded in 32 bit then load it in 64, this may mean something slightly different to the game.

Or not, it really depends - but is worth keeping in mind.

Well obviously they told you some bullpoo.

An float is an float and a double float is an double float. In all cases they use the same amount of memory. And in all cases (32bit and 64bit) calculations with them work in the absolutely same way. The only difference between 32bit and 64bit engines is the amount of memory they can adress. Nothing at all changes with the handling of variables in programs. There are no new magic opcodes in 64bit processors regarding floats.

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Well obviously they told you some bullpoo.

An float is an float and a double float is an double float. In all cases they use the same amount of memory. And in all cases (32bit and 64bit) calculations with them work in the absolutely same way. The only difference between 32bit and 64bit engines is the amount of memory they can adress. Nothing at all changes with the handling of variables in programs. There are no new magic opcodes in 64bit processors regarding floats.

While the size of a float and double don't change between 32 bit and 64 bit applications, performance will (ever so slightly). Using a double (if that's what Squad uses) on a 64 bit machine is more efficient than using a double on a 32 bit machine because now you're working with the machine's native word size.

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Not playable for me. On scene change it sends me to the astronaut complex, then to the right scene. When I tab out or exit, I'm stuck in alt-click or right click. Adding mods is an instant crash on scene change to AC. I can investigate further later. I am using some other test code that I forgot to remove. Will do a vanilla trial later. Good find, though!

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I think we need to start compiling a list of mods that work properly, mods that mostly work properly, and mods that crash the game.

And lay off the 32-bit vs 64-bit compiling nonsense. It isn't really adding anything practical to the conversation, as interesting as it is. :D

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I can't download it as I'm not allowed to install anything that isn't from steam on my computer.

Then you are out of luck in this endeavor. As mentioned in the original post, we cannot redistribute the files as the copyright is owned by Unity. Squad has their own license for redistribution of the files as part of their game package, but are only using the x86 versions.

If you are not allowed to install anything outside of Steam content, perhaps you should talk to your administrator or parent (whichever is the scenario) and have them help you get 7Zip or to install Unity. Direct them to this forum thread and have them read the first post, so they will know what you are trying to do with it.

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While the size of a float and double don't change between 32 bit and 64 bit applications, performance will (ever so slightly). Using a double (if that's what Squad uses) on a 64 bit machine is more efficient than using a double on a 32 bit machine because now you're working with the machine's native word size.

No such thing. "native word size" is not even 64-bit on modern Intel CPUs which use RISC-like VLIW native execution engines, translating from many-years old CISC x86 instruction set on the fly.

As other people rightly said to you instruction sets for FPU stay the same regardless is CPU is in 64-bit execution mode or in 32-bit. And regardless of mode it does not change performance of FPU, since hardware stays the same. 64-bit execution mode could give performance boost for apps specifically tailored to handle 64-bit integer values (and having to emulate them in 32 bits), also some minor benefit comes from more available (integer) registers in x64 mode, allowing more code optimization.

Note that managed .NET apps (like Unity) could "transparently" benefit from more available memory in x64 mode, since this reduces memory pressure and required GC cycles (even when there is enough memory in both modes, it helps to have more available).

Edited by RidingTheFlow
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For seems to work fine... with the excepction of some mods... those mod for me are:

- Firespitter propeller plane and helicopter parts v6.3 (May 6th) for KSP 0.23.5 (only the plugin works)

- Kerbin Shuttle Orbiter System v2.08 aka. Kerbin Mini Shuttle

Funny thing is that if I install these mods first, work.. Must be a incompatibility with some other mod... i dont know for sure.

Then i can put all the mods i am using right now, and those which didnt work (above)

Edited by Gotcha
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I can't get TAC Life Support to work for some reason, oh and RealChutes gui isn't available, nor is the arm interaction. Other than that all the main mods seem to be working perfectly. (AIES,B9,Interstellar,KW,Planet Factory)

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Working ok here with all my mods from my already existing folder that i copied and modified , turned all the graphics up full but hit 8 gb and crashed , so put the active texture pack back and now running at 4.5 GB on full graphics with all mode

zNF5eOv.png

might give it a try without active texture manager just to see if it was a one off , as ive got plenty of ram

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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?

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