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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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Well it looks like EVE does in fact work.... sometimes....

It also looks like RSS and Planet Factory CE each work, but only if they are not both installed at the same time.

This is unfortunate. The main reason I was looking forward to breaking the 32-bit memory limit was to be able to support dozens of new planets using PF and RSS.

Does anyone out there know of a solution?

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just made a new install with this hack and the one significant bug i found was during staging. At the launchpad with Kerbal X i press space and the engines ignite, press space to release launchclapms but nothing happens and i hear the characteristic sound when there is no stage (clicking sound), if i keep pressing space nothing happens BUT once i click on the screen and press space the staging works. This applies and for the other stages

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So far, so good! I've tried the 64 bit hack and haven't had any major problems yet. A couple of minor crashes typical of KSP, but other then that KSP seems to be the most stable it has ever been on my machine. I'm above 4GB and KSP stays fluid at full graphics. Although I'm having success with the forced OpenGL mode. I haven't tried the forced DX-11 mode yet (I kinda don't want to since it works fine for me). I've kept plugins to a minimum but so far all mods I've installed are working fine as they would have in 32 bit. I was actually brave and ran it on my already existing install and and opened up my test save. All checked out! Then I opened up my main save and all checked out fine.

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i just found lots of weird stuff after using this like this

QbkF0ZU.png

i was testing a new mun lander and after cashing i was going to revert but obviously that happened and also i tried doing this with all my mods already installed...

also one more thing, the screen keeps flickering whenever i am entering or exiting a building

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Well it looks like EVE does in fact work.... sometimes....

It also looks like RSS and Planet Factory CE each work, but only if they are not both installed at the same time.

This is unfortunate. The main reason I was looking forward to breaking the 32-bit memory limit was to be able to support dozens of new planets using PF and RSS.

Does anyone out there know of a solution?

My game seems to crash on start up with Planet Factory, it's a real shame as I was hoping to make the most of the 64 bit.

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My personal findings so far.

With a clean KSP install with no mods I have found no crash related bugs as of yet running in Dx9 mode.

With a heavily modded install I have had only one issue and I am still trying to track it down. The game comes to a complete standstill with the time warp set either the highest or second to highest setting. What is stranger so far is there is no specific error popping up in the debug. Again I have yet to do further digging to root out mod conflicts or other issues but I figured I would share my current personal findings and issues.

To be honest I would love to see squad take the time to get this stable as it would allow for a greater level of mod usability and an over all boon to the mod community. I know the purists will disagree but I think this should be a high priority on Squads table of things to do.

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Corsair owes Squad commission.. I just ordered 24 gigs of DDR3, upgrading from my original 6, because of this. E.V.E. works perfectly, haven't tried planetfactory stuff yet... no room. Now instead of running out of space due to 32 bit limitations, I literally run out of RAM, full stop.

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If Linux can have a stable 64 bit KSP then so can Windows and and our Mac brethren will just need some dedicated testers from each camp to run and report on errors, but squad may not have the resources to dedicate to such a project

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The performance boost on my laptop was huge, unmoded and modded. The game ran very smooth during gameplay. Loading times are pretty much the same. The only glitches i noticed are the screen transition flash, it shows me the astronaut complex or engine exhausts at the left side of the screen and/or when the rocket is at the VAB when revert flight to VAB, and the staging glitch that mentioned a few post back but this is inconsistent and it happens both on a clean install and a modded install.

Mods used

Toolbar

KER

Enhanced NavBAll

FASA Launchtowers

Hyperedit

KSP Science Library

Docking Port Alignment Indicator

Precise Node

Procedural Fairings

RCS Build Aid

Scan Sat

Steam Gauges

Kerbal Alarm Clock

Tweakable Everything

Universal Storage (Core)

Mechjeb 2

With Enhanced Visual Environments (EVE) the game ran very smooth with a few frame drops here and there but overall way faster than the 32 bit version. When i reverted the flight to the VAB the game froze to the loading screen. Uninstalled EVE and everything works fine.

When launching a rocket with a KER module or Mechjeb showing info the launch was laggy for the first few seconds but the it went smooth as butter :)

Finally what i noticed is that when i ran the 32 - bit KSP i had it also had an improved performance.

Edited by kookoo_gr
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Is anyone happy with the Curse implementation, i see nothing wrong with it?

Apart from mods being near impossible to find at the moment I see no immediate issues.

How does Krags work for others and not me? I have 12gb RAM, i5 4670k and a 660, surely it shouldn't be crashing.

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Is anybody else having decoupler trouble with this hack? My parts will decouple but there is no ejection force at all. This happens with in line and radial decouplers as well as all fairings.

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Interesting, I seem to be in a very distinct minority here. More mods than I really ought to be using (68 folders/files under GameData). Extremely buggy under DirectX, but seems to be fine in OpenGL. (The mods I use include ATM, Visual Enhancements, and the Astronomer's Visual Pack, but they seem to be working for now.

Will have to do more testing, but: thanks for this discovery, Lilleman. :)

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To truly test if a mod is working or not in 64-bit, we need to do a clean install, add 64-bit changes, and install just that one mod such as planet factory. If it works with no issues its good. If it fails when other mods are added then odds are there is a conflict between mods and it is not an issue related to the 64-bit mode.

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i have try this "solution" to play... but for me didnt work (it worked but with some problems)... so i decided to run it on ubuntu, but i couldnt... so my question now is... where i can get a tutorial installation on linux, specially ubuntu? x64 obviusly.

Thnx.

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Neither Directx9 neither Directx11, neither OpenGL... the resutl for me is the same it crash when trying to put some wings to a rocket... and that annoys me.

Can try it ?

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I'm getting crashes on loading. I haven't passed any arguments (so am I in directX9?).

About 3/4 of the time, I'll get a crash at 3.13gb memory usage for KSP.exe, when loading a PNG for Kerbal alarm clock.

I'm running 8gb of RAM, and my system

This is the error:

KSP.exe caused an Access Violation (0xc0000005)
in module KSP.exe at 0033:04af0000.

Error occurred at 2014-06-12_174136.
C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Nelson and Gryffin.
65% memory in use.
7371 MB physical memory [2569 MB free].
14740 MB paging file [9511 MB free].
8388608 MB user address space [8385040 MB free].
Write to location 04af0000 caused an access violation.

What is this?

Is this KSP not being allowed to write to a certain bit of memory?

what could cause this?

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Mods all seem to be working, game loads more or less ok, but the load button in SPH/VAB doesn't work in the career save?

Loaded a new sandbox, the load button does it's normal thing?

Never mind, corrupted ship saves, not sure how that one happened.

Edited by Specialist290
Merging sequential posts.
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Is anybody else having decoupler trouble with this hack? My parts will decouple but there is no ejection force at all. This happens with in line and radial decouplers as well as all fairings.

I've experienced this as well. At first I thought it was a problem with pfairings but then I realized all my decouplers were having the same problem. From what I've seen the issue only presents when you stage a decoupler. Manually triggered, the decouplers seem to work fine, though it is a bit tedious.

Edited by nebuchadnezzar
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Alright, this will be my progress report post. This is solely for troubleshooting attempts and their success/failure

PROGRESS REPORT 1 The game has started with no errors. I am doing this test on a clean install with no mods. I am running the game without forcing either DirectX or OpenGL.

PROGRESS REPORT 2 I have started a new save. The flashes reported in OP are there, but they do no harm. I am launching a test rocket now to see if that's affected.

PROGRESS REPORT 3 Maybe it's just me, but it seems the framerate has gone up by quite a bit. Launch is very smooth. Current RAM usage is at about 1.66GB.

PROGRESS REPORT 4 Alright, the reported decoupler bug is here. IDK what to do, but my ship's working anyway.

PROGRESS REPORT 5 YAY! After re-copying the files, the decouplers work! Now to test mods on another report!

FINAL RESULT After a small bug, the game was fixed. In another post, I will test a few simple mods.

Edited by FCISuperGuy
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