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Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)


mythic_fci

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The list needs some re-ordering... P-Fairings should go to the "works, with issues" category..as they have zero ejection force, though they do provide shielding for FAR.

B9 works, with possible issues

Yes, Kethane is broken

Exactly what issues have been observed with FAR? So far, I have seen no obvious ones

EDIT: It isn't just P-Fairings, it seems to be an issue with ANYTHING that decouples.. KW fairings, and even stock decouplers have the same issue.

Edited by Bloodbunny
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Mod Testing for 64-bit KSP

Thanks to lilleman, there is now a "hack" for KSP that allows it to use 64-bit! (His post's here.) This is going to be a thread to test mod compatibility.

When saying whether a mod works or not, be sure to say which VERSION of the mod you're using. MechJeb 2.2 is different from MechJeb 2.1 in many ways.


MODS THAT WORK

MechJeb v2.2.1.0

KerbQuake v1.2.1

HyperEdit v1.2.4.2

HotRockets v7.1

Engineer Redux v0.6.2.4

Kerbal Alarm Clock v2.7.4.0

Precise Node v0.12

Science Library v1.1

Tweakble Everything v0.6.5

Floor It Pro

Enhanced Navball v1.2

RCS Build Aid v0.4.5

Steam Gauges v1.5

Kerbal Joint Reinforcement

Universal Docking Ports

SCANsat

RasterPropMonitor

Procedural Dynamics v0.7

DarkMultiPlayer v1.3.1

Klockheed Martian

Procedural Fairings

SelectRoot

SmokeScreen

Editor Extensions


MODS THAT HAVE SOME ISSUES

Environmental Visual Enhancements (Incompatible with Krags Planet Factory - DO NOT INSTALL TOGETHER)

Interstellar v11

Toolbar (Incompatible with Certain Mods - Recommended not to Install)

FAR 0.13.3

Krags Planet Factory

Krags Planet Factory - Creator's Edition

Spaceplane Plus


MODS THAT DON'T WORK

B9 Aerospace v4

Kethane

With the 64bit hack, I have B9 and Kethane working. I haven't seen any problems yet.

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How is Kethane broken? It seems there's some dispute over this, but more importantly, there is no good information about what's broken. This list isn't helpful if it lacks detail and accuracy.

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My guess is you're using a AV-T1 winglet. At least it's the same error.

http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29/page45

This bug might occur with another part, but it seems recurrent with the AV-T1, wich is part of stock KSP.

As for this thread, I posted the link on the first page of the main thread before realizing I didn't had any response from the author since....

Informations in first post here are outdated, this might be a good idead to make a "fresh" thread. And let this one locked.

I would like to summarize all this in the main thread, but my english is not that good and I might need some help to make thing as clear as possible. It would be nice to have it working without having to read the 50+ pages of the thread.

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*MODS THAT HAVE SOME ISSUES

Environmental Visual Enhancements (Incompatible with Krags Planet Factory - DO NOT INSTALL TOGETHER)*

It works just fine for me :P

For me the clouds don't show and the camera is choppy when rotating the view in map view and tracking station. :P

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Maybe everyone should use the Default DX9 and not DX11/OpenGL. We already know dx11 have problems with the 32bit version too !

So far for me:

Planet Factory makes the orbits shake in map view but works fine with 4 different planet packs together.

EVE works pretty good(with Better Atmos addon)

I run under DX9

Edited by nismobg
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Maybe everyone should use the Default DX9 and not DX11/OpenGL. We already know dx11 have problems with the 32bit version too !

So far for me:

Planet Factory makes the orbits shake in map view but works fine with 4 different planet packs together.

EVE works pretty good(with Better Atmos addon)

I run under DX9

How do I do that?

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Remotetech 2 (version 1.4) seems to have caused a lot of NullReference errors in the KSP log file. This only happened on the 64 bit version; the new version of Remotetech works flawlessly on the 32 bit version.

How is Kethane broken? It seems there's some dispute over this, but more importantly, there is no good information about what's broken. This list isn't helpful if it lacks detail and accuracy.

I don't think it's Kethane itself that's broken, but rather a KSP.exe that's broken out of the box. Mileage with different mods with 64 bit KSP varies greatly. I personally did not have any problems with Kethane on my 64 bit build, but other people reported problems. 64 bit KSP is great when you have no issues, but various different mods do not behave with various different installs of 64 bit KSP, and quite frankly, the only thing in common with everyone having problems is that 64 bit KPS is just simply not ready for production. Not yet, it needs some work and I suspect a memory leak bug.

Edited by Raven.
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Using the inline fairings of Procedural Fairings causes my game to lag strangely, alternating between shortening periods of smooth frame rate and total stillness. The effect exponentially increases when an inline fairing base with attached fairings is removed from the craft.

-Duxwing

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Decouplers are completely borked by 64 bit.. use seperatrons for decoupling.. as for fairings, use the AIES stuff, as it has cose mounted fairing separators. Take their fairing stuff and manually add TweakScale to their configs.

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I have been trying to figure out why some people, myself included, can't seem to get Planet factory and EVE to work together. I haven't had much luck, but I did notice something that has happened every single time I have started the game. If EVE is not working, the main menu will have the 3 main Kerbals in LKO facing you as the backdrop. If EVE IS working, then the main menu will have the Mun as a background. Does anyone know how KSP selects the background? I have restarted KSP enough times with and without EVE working enough times that the odds of it happening at random are pretty low.

Edited by Rabada
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This didn't happen for me. I was able to get PF and EVE to work together by opening the debug console as soon as the game started loading. I don't know how this changed anything, but for some reason it works. What other mods are you running? When troubleshooting mods for 64 bit, its usually best to uninstall all but the mods being tested and maybe a few other, fairly stable, mods (such as Mechjeb).

Also, menu screen choosing is random, as far as I know.

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This didn't happen for me. I was able to get PF and EVE to work together by opening the debug console as soon as the game started loading. I don't know how this changed anything, but for some reason it works. What other mods are you running? When troubleshooting mods for 64 bit, its usually best to uninstall all but the mods being tested and maybe a few other, fairly stable, mods (such as Mechjeb).

Also, menu screen choosing is random, as far as I know.

Thank you! That worked! Not sure how, but it worked. :)

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Thank you! That worked! Not sure how, but it worked. :)

Good. It's great to know that this particular fix isn't just for my computer then. I've also noticed that toggling the debug console can help other bugs with 64 bit as well (mostly reducing chances of the game crashing on scene change).

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FYI, the need to hack KSP into running 64bit under windows may be short lived. Squad has uploaded a 64bit windows built to scratchpad. They appear to have split development of windows into two (32/64) builds. It looks very experimental atm. More details here: http://forum.kerbalspaceprogram.com/threads/83703-A-Win64-build-is-on-Steam!

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Good. It's great to know that this particular fix isn't just for my computer then. I've also noticed that toggling the debug console can help other bugs with 64 bit as well (mostly reducing chances of the game crashing on scene change).

Yup, I got it to work too! Thankyou!

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My guess is you're using a AV-T1 winglet. At least it's the same error.

http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29/page45

This bug might occur with another part, but it seems recurrent with the AV-T1, wich is part of stock KSP.

As for this thread, I posted the link on the first page of the main thread before realizing I didn't had any response from the author since....

Informations in first post here are outdated, this might be a good idead to make a "fresh" thread. And let this one locked.

I would like to summarize all this in the main thread, but my english is not that good and I might need some help to make thing as clear as possible. It would be nice to have it working without having to read the 50+ pages of the thread.

I am not, really. Do the logs tell what part (or at least mod) caused the issue?

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I think something that needs to be considered here is that KSP is a work in progress as it is, and modifications which use plugins, or push the limits with texture resolution and model complexity, will tend to have issues on the users' systems in quite a random way. Everyone has a differently configured system which makes hunting these bugs down a real pain in the -colorful-metaphor-referencing-a-mule-

With this in mind, many of these mods may not actually function well together or separate on a standard KSP install. It may be that the 64-bit "hack" isn't causing any of these problems itself, but with the extra complexities that come with large addresses in RAM we will see existing problems increasing exponentially.

For instance, with EVE (or whatever it was called before it became EVE) I could have issues where it would load, but show only white semi-transparent (if I was lucky, sometimes it was opaque) layers where the clouds would normally be. Sometimes I would even get a lack of any errors accompanied with a complete lack of cloud layers and nothing displayed in the debug editor.

And that's all without 64-bit access.

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