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64bit - B9 5.2.1 Crash


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I recorded my whole process and will soon upload

B9 5.2.1 Has issues with .64bit

I have solved some issues in which some of the other plugins put together in the pack does not work with the game ; ResGen,VirginKalactic,Smoke Screen

but they worked once then it crashes again.

Second Try was ONLY with B9 File and ModuleManager and it has a on off crash ie.works,next start up doesnt work,and then works an so on

The most probable cause will be ModuleManager.The game crashes when it hits :ModuleManager Legacy

This was a completely CLEAN INSTALL of 64.bit

Crash Folders :https://www.dropbox.com/s/wml6380s586o35q/CrashB9.rar?dl=0

includes a b9 without other plugins from the main b9 5.0 and a normal Install

In terms of hardware, I have a gaming pc so I dont expect any memory problems when I have a High Power Comp.

If I left out anymore info please reply below.

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I got it working fine, but only in 32 bit. Just figured out all I needed to do to deal with the lower ram cap but its smooth as a baby's butter...?

I installed B9, including all its included mods (firespitter, etc.) and only used B9's included mods as the originals when another mod wanted the same addition, such as how may moving parts mods uses firespitter, too.

I have other mods installed, from all the nearfuture mods to smokescreen to novapunch2, but the most important is the ActiveTextrueManagement mod that lowers ram usage secondarily. Pretty sure this is the one - http://forum.kerbalspaceprogram.com/threads/59005-0-24-Release-3-4-Active-Texture-Management-Save-RAM-without-reduction-packs!

Now the catch, your load goes from 25sec to a couple minutes, but at least the game isn't crashing anymore. When you first load the KSP load screen for the game, it stops for about 30-45sec and gives a not responding signal. Just let it go through, it will respond and finish.

There ya go! Let me know, man.

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Whats the point of .64bit if you dont use mod

Hey man, agreed. I have 16gb memory that needs to be used.

But you have to remember, x64 is not only for mods. It was just released and requires tweaking for even the program itself to utilize it properly. Can't run a high grade fuel in a car without properly addressing engine issues first.

They will bite this thing asap, so for now, 64 is for KSP testing and not mod testing. What we help them solve concerning its running now benefits us mod-wise later.

Edited by barlow.a
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