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[0.25] Win64 Enabled: NEAR 1.3.10 | FAR 0.14.4 | Real Fuels 8.1 | MFT 5.2.3


Senshi

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I offer Win64-enabled versions of Ferram Aerospace Research and Real Fuels that have deliberately been disabled for KSPx64 running on Windows.

NEVER report issues you have with my recompiles in the main threads of the original mod. Post them here.

The reason you will not encounter issues is because no mods are incompatible with KSP Windows x64. The problem with KSP Windows x64 is that it, itself, is broken for many people. If it is not broken for you, then mods will not break it. If it is, then nothing can be done.

Both Ferram and Nathan have disabled Win64 support because of the large number of reported bugs actually being issues with KSPx64 instead of their mods.

If I see that you can't follow this simple rule, I will withdraw my files.

Functionally the plugins should not differ in any way from the official one, except the Win64 check being disabled.

Source FAR64 / NEAR64 . License remains GNU GPL v3 as original.

Source Real Fuels /MFT . License remains CC-BY-SA as modified by ialdabaoth.

Download FAR / NEAR 64

Download Real Fuels / MFT 64

How-To: All these are patches. First install the original mod, then overwrite with the files offered here. Only the .dll plugins will be replaced.

Edited by Senshi
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Could you add RealSolarSystem and RealChutes? RSS-based installs are the ones in the most dire need of 64bit, due to high-res planet textures and the amount of other mods needed.

Also, I've got a small suggestion. Add an advice to the OP on how to switch KSP into DX11 and OpenGL modes. They've been reported to be much more stable in 64bit than the default DX9 mode. Many players would benefit just from knowing such an option exists.

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I have contacted both ferram and Nathan in advance for their approval. Nathan is okay with it, ferram is not. But both their licenses allow me to do this. As said above, if I hear from them that people go complaining to them about Win64 issues, I will shut this down, no matter if the license allows it or not. So please try not to be stupid, okay?

Nobody is happy with the mod community divide between Win32 and Win64, but it really was entirely caused by the players being too stupid to not spam the megathreads with non-mod-related bugs. And the attitude this happened with certainly didn't help. This is why I hope that separating the 64bit mod discussions into this thread will keep their threads clean and still allow those of us with little or no Win64 issues to enjoy the mods and discuss issues we encounter. I also hope the time delay since the chaos that always ensues an update release will have sobered everyone up a bit...

EDIT:

@Dragon01:

I doubt I'll tackle the beast that is RSS in the near future. It has a lot of moving parts, I don't use it and it's a fickle beast even in Win32, as far as I know. I wouldn't know where to start.

For RealChute: While I have a local fork of it that has Win64 re-enabled, I will have to wait for chris to reply before I can offer it. RealChute has a more restrictive license. Also, he is probably the one most pissed at the Win64 players, so we'll see.

Edited by Senshi
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EDIT:

@Dragon01:

I doubt I'll tackle the beast that is RSS in the near future. It has a lot of moving parts, I don't use it and it's a fickle beast even in Win32, as far as I know. I wouldn't know where to start.

For RealChute: While I have a local fork of it that has Win64 re-enabled, I will have to wait for chris to reply before I can offer it. RealChute has a more restrictive license. Also, he is probably the one most pissed at the Win64 players, so we'll see.

I can tell you the answer already: "hell no". Chris basically stopped maintaining his mod because of somebody who did exactly what you did: an unauthorized x64-enabled fork.

Please take down x64-enabled FAR. You did not receive the author's permission, and just because his license lets you do this does not mean you should​ do this.

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Starman, that's exactly the kind of drama I want to avoid. Which is why I contact people before I do things. There's nothing "unauthorized" in what I do.

This topic is not about meta-discussions of x64 drama, it's about my recompiles and support for them. So please keep that kind of off-topic stuff out of here.

@Others: Glad it's of use to you guys!

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Quoting for reiteration

This topic is not about meta-discussions of x64 drama, it's about my recompiles and support for them. So please keep that kind of off-topic stuff out of here.

I've split about 40 posts from this thread that were completely off-topic. This is a release / support / feedback thread for a couple of released add-ons. Any abstract discussions on ethics and standards in the community do not belong here so please keep them in the now [thread=98761]seperate thread[/thread], or in any other place where it's on-topic.

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I don't personally have the desire to deal with 64-bit issues anymore. But I am thankful that this mod is allowing other people to continue to experiment with it. Thank you Senshi for your contribution of this mod to our community! I think that your efforts on this mod will lead the community to better knowledge on how to handle the challenges with 64 bit KSP. They will also enable more people to use 64-bit which will in turn let Squad know that 64-bit is really the direction we would like them to go.

Edited by JedTech
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KSPx64 is the only way I can play with my mods enabled, so thank you very much! I totally understand the reasoning behind your decision and I hope everyone will report bugs appropriately. Better yet, I hope there aren't any!

Any chance you will have a look at NEAR in addition to FAR? I always stayed away from FAR due to the extra "stuff" I did not want to clutter the interface and cause even more confusion. I though learning a new aerodynamic model was enough. Thank you for the consideration.

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I'll look at Modular Fuel Tanks and NEAR over the weekend. RF and FAR is what I personally use, but I'm willing to add other mods on demand (and if authors allow it).

EDIT: Thanks for moderating, Kruger.

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Any chance you will have a look at NEAR in addition to FAR? I always stayed away from FAR due to the extra "stuff" I did not want to clutter the interface and cause even more confusion. I though learning a new aerodynamic model was enough. Thank you for the consideration.

FAR is currently useable with just one extra button in the upper right corner. If you do not pay attention, you won't even see it. Maybe that is a better work-around than doing a whole new version :)

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FAR is actually easier to use than NEAR, according to some. :) NEAR just hides the GUI and simplifies some things a bit, but is otherwise the same. Lack of GUI makes it somewhat harder to make good planes, and the simplifications don't really help that much.

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I'll look at Modular Fuel Tanks and NEAR over the weekend. RF and FAR is what I personally use, but I'm willing to add other mods on demand (and if authors allow it).

EDIT: Thanks for moderating, Kruger.

I was about to come begging on my knees for you to replicate x64 NEAR but you have already promised to do it this weekend. SWEET! :) Thank you so much.

And I will also take the Oath.

I Mcirish3 do solemnly promise not to be so idiotically stupid as to go and complain to the maker of any mod provided and converted over to x64 by Senshi should aforementioned mods cause my PC to melt into a pile of liquid magma or any other such unfortunate events up to and including loss of save data and even in case of the death of a kerbal.

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Doesn't sound as if they told him that he must not do it.

in polite society, "please don't" and "do not" are very much the same thing. the space between "you're allowed, but don't" "don't" and "you're not allowed" isn't much unless you're willing to ignore the other parties wishes. the prisoner's delema and the tragedy of the commons is an interesting comment on this.

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well, this should be an interesting fist fight, considering how we JUST got over the CC fiasco. +10 points for checking with the authors before posting, -15 for ignoring what they told you.
Doesn't sound as if they told him that he must not do it.
in polite society, "please don't" and "do not" are very much the same thing. the space between "you're allowed, but don't" "don't" and "you're not allowed" isn't much unless you're willing to ignore the other parties wishes. the prisoner's delema and the tragedy of the commons is an interesting comment on this.

Please direct your discussion over to the appropriate thread, thank you.

EDIT: just my two cents, looks like we're straying off-topic again. Feel free to correct/delete me though.

Edited by ObsessedWithKSP
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I'm glad to see you trying to work out the win64 bugs. I'd advise you to try to coordinate with the plugin authors best you can, keep your forks up to date, and submit pull requests with patches for the ultra-low-priority "support win64" bug for each win64 bug you find.

I personally recommend you currently set Win64 as a separate buildarch for some of the more hackish workarounds. Any workaround that actually benefits other platforms (e.g. abstracting the memory location type to allow it to be 64bit or 32bit without affecting the plugin), such as x86-64 Linux, should probably be submitted for the main tree. However, other workarounds will have negative impact, so I would use compiler preprocessor scripts to enable them for now until better solutions can be found, either way they probably won't make it into the main tree for a while, because they might not be necessary in future versions of KSP.

All in all, I strongly support what you are trying to do, and I understand if you couldn't get a hold of the plugin authors as fast as you needed to for making this available.

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