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KSP 64 bit mod question...


SpaceMouse

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Forgive me if this has been brought up before but, there seems to be a unnatural hatred of 64 bit when it comes to mods (or KSP in general), and im confused as to why. I mostly run 32 bit because it seems thats what everything supports, wouldn't 64 bit address not just the ammount of mods supported but many of the issues i've read about with the large numbers KSP regularly deals with? Just a bit confused about this.

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On Windows? Use 32bit. Are you using KSP Windows x64? If so, expect problems. KSP Windows x64 is a work in progress that has been shown to be unstable for the majority of modded installs and crashes easily. This is not due to problems in the mods themselves but in the Unity player and KSP assemblies. In particular, if you have a large number of plugins or parts (i.e. high memory usage for textures and on the stack) KSP Win x64 is incredibly unstable.

(http://forum.kerbalspaceprogram.com/threads/92229)

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@SpaceMouse, 64 bit will either by God-awfully broken for you (broken for everyone in career mode right now) or it will work perfectly (I say from experience). NathanKell here and a lot of others seem to have a hard-to-quantify phobia of KSP Win64. I've troubleshooted enough mod related crashes to know when a mod is interacting with the stock game, when a mod is interacting with another mod, and when the stock game is just saying "too much!", as have a lot of people here. I have yet to troubleshoot a crash that I could in fact trace purely to KSP Win64, therefore I personally believe the phobia of it so many people have is wholly unjustified. A lot of the people in the support forum need to accept the reality that a crash or other issue on Win64 can in fact not be caused by an instability in the 64 bit game client and thus is very possible to troubleshoot and rectify.

/rant

@Simon, I run 64 bit with 5.5GB of mods on the install without issue, and that was with 0.25. I think it's stable enough under load (unless you're one of the people its horribly broken for).

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Yes, it's clearly a phobia that makes me unhappy when people blame my mods for KSPWinx64 crashing, and when KSPWinx64 gets buggier every release. It doesn't even work pure stock now. Thanks, Captain Sierra, for clarifying my mental processes for me!

Think about it: if Unity Winx64 is breaking building references, do you think it might be breaking unquantifiable other mod references? Do you think there's *any* way for a *modder* to fix that?

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It's not a phobia, phobias are by definition irrational.

This is a justified irritation and frustration with it, since when 0.24 came out, many of us did try to use win64. Except it turned out to be an unstable mess, and then users decided that the reason for the unstable mess was mods, rather than the game itself. This, of course, meant that issues we could actually fix were buried underneath crash reports and complaints about win64 being busted completely, that somehow modders were supposed to fix. Maybe they thought we could inject code into the engine below what even Squad changes. I dunno. But in any case, it made providing support for everyone more difficult, especially users who didn't use win64, since their issues simply got buried.

Also, we don't have it out for 64-bit KSP. We're against win64, which is an unstable mess, as opposed to Linux 64 which has behaved quite well, all things considered. You'll notice that not a single mod has disabled itself on Linux 64, because that build is not a problem.

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