Bloodbunny Posted June 9, 2014 Share Posted June 9, 2014 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. Link to comment Share on other sites More sharing options...
themongoose Posted June 9, 2014 Share Posted June 9, 2014 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. Link to comment Share on other sites More sharing options...
nli2work Posted June 9, 2014 Share Posted June 9, 2014 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 Link to comment Share on other sites More sharing options...
captainradish Posted June 9, 2014 Share Posted June 9, 2014 Weirdness. I'm really wondering why certain mods work fine for some people and don't work for others. O/o Link to comment Share on other sites More sharing options...
jlphitau Posted June 9, 2014 Share Posted June 9, 2014 most likely wrong version. make sure you downloaded Unity 4.3.3I confirmed that I downloaded UnitySetup-4.3.3 Link to comment Share on other sites More sharing options...
Tourman Posted June 9, 2014 Share Posted June 9, 2014 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. Link to comment Share on other sites More sharing options...
steve58 Posted June 9, 2014 Share Posted June 9, 2014 ^Are you running KSP 0.23 or 0.23.5? 0.23 might require a different version of Unity. Link to comment Share on other sites More sharing options...
Helix935 Posted June 9, 2014 Share Posted June 9, 2014 hmm i kep getting this error that says Could not preload global game manager #0 whenever i load it so any ideas? Link to comment Share on other sites More sharing options...
steve58 Posted June 9, 2014 Share Posted June 9, 2014 ...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)" Link to comment Share on other sites More sharing options...
WWEdeadman Posted June 9, 2014 Share Posted June 9, 2014 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... Link to comment Share on other sites More sharing options...
jlphitau Posted June 9, 2014 Share Posted June 9, 2014 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 Link to comment Share on other sites More sharing options...
Bloodbunny Posted June 9, 2014 Share Posted June 9, 2014 Weirdness. I'm really wondering why certain mods work fine for some people and don't work for others. O/oHence 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. Link to comment Share on other sites More sharing options...
Th_ Posted June 9, 2014 Share Posted June 9, 2014 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. Link to comment Share on other sites More sharing options...
Helix935 Posted June 9, 2014 Share Posted June 9, 2014 (edited) oh whoops nevermind fixed itEdit: god this is slow to load Edited June 9, 2014 by Helix935 Link to comment Share on other sites More sharing options...
rbray89 Posted June 9, 2014 Share Posted June 9, 2014 Anyone tried this with Environmental Visual Enhancements? I'd be curious (as the developer) to know what does/doesn't work. Link to comment Share on other sites More sharing options...
Rowsdower Posted June 9, 2014 Share Posted June 9, 2014 Just curious here - does anyone have a list of what mods/mod combos are confirmed to either succeed or fail with this? Link to comment Share on other sites More sharing options...
Senshi Posted June 9, 2014 Share Posted June 9, 2014 Works fine for me with the following mods installed:ToolbarAIES AerospaceB9 Aerospace (23.5 fixes)CityLights& CloudsEnvironmentalVisualEnhancementBucky InstrumentsChattererCoolRocketsCustomBiomesAction Groups ExtendedEnhanced NavballDistantObject EnhancementEditor ExtensionsExtraplanetary LaunchpadsFerram Aerospace ResearchFireSpitterFuseboxGoodSpeed Fuel PumpKerbTownKASKerbal Joint ReinforcementHyperEditKethaneKSP Renaissance CompilationKWRocketryLTechMagicSmokeIndustries RoboticsMechJebHotRocketsNavBallDockingAlignmentIndicatorNavBallTextureExportDockingPortAlignment (by Navyfish)NovaPunch 2PreciseNodeProcedural WingsProcedural PartsProcedural FairingsQuantum StrutsRCS Build AidRealChuteRealFuelsRPL Tweak PackSCANSatScienceAlertSmokeScreenStation ScienceTextureReplacer (mipmap generation must be DISABLED in the @Default.cfg for me, else it crashes on reaching ~3.2 GB memory usage)TreeLoaderKerbal Alarm ClockKSP InterstellarAside 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. Link to comment Share on other sites More sharing options...
Boomerang Posted June 10, 2014 Share Posted June 10, 2014 Anyone working on something similar for OSX? Link to comment Share on other sites More sharing options...
Robotengineer Posted June 10, 2014 Share Posted June 10, 2014 I've tried, but until unity adds support, it might require rewriting the entire KSP.app to be 64-bit. Link to comment Share on other sites More sharing options...
Voidryder Posted June 10, 2014 Share Posted June 10, 2014 (edited) 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 June 10, 2014 by Voidryder Additional info Link to comment Share on other sites More sharing options...
Bloodbunny Posted June 10, 2014 Share Posted June 10, 2014 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:ToolbarEditor ExtentionsKerbpaintMechJebHotRocketsProc WingsSmokeScreenModuleManagerModular FuelTanksFARChattererCoolRocketsEnvironmentalVisualEnhancementsFASARasterPropMonitorDistantObjectShip ManifestHullcameraRCS BuildAidKerbal Alarm ClockTexture ReplacerSpaceplaneplusTac Lifesupport Link to comment Share on other sites More sharing options...
Franklin Posted June 10, 2014 Share Posted June 10, 2014 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):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. Link to comment Share on other sites More sharing options...
Virtualgenius Posted June 10, 2014 Share Posted June 10, 2014 That's all well and good till you reach the memory cap then 64 bit streaks ahead Link to comment Share on other sites More sharing options...
VonFrank Posted June 10, 2014 Share Posted June 10, 2014 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. Link to comment Share on other sites More sharing options...
NoMrBond Posted June 10, 2014 Share Posted June 10, 2014 (edited) 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 June 10, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
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