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What did you do after you Mod it till it crashesâ„¢ ?


RainDreamer

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Open-gl doesn't work for me... I get weired issues with parts of the main menue disappearing and black boxes that occupy a quarter oc my screen until I min-/maximze :(

On regular 32bit the bigest problem are still compatibility issues. RAM wasn't that much of a problem although I run b9, astronomers visual pack and a bunch of other stuff without any RAM reducing efforts. Maybe I shouldn't jinx it :P

but still, my stability ain't as pretty as my game is

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Open-gl doesn't work for me... I get weired issues with parts of the main menue disappearing and black boxes that occupy a quarter oc my screen until I min-/maximze :(

Try adding -force-d3d11-no-singlethreaded instead of the opengl force. Works wonders for me. Also, turn off groundscatter, it exacerbates the memory leak problem even more than mods do.

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Ask tough questions about which mods I really use... sometimes I just had things that felt like a good idea, but actually I've never used them. My 0.25 playthrough lost a huge chunk of memory to KSP Interstellar, and the only thing I actually used was radiators and ISRUs... Not that KSP-I is a bad mod, I just wasn't using it, so come 0.90 out it went.

Also check out the size of parts mods before committing to them, and specifically look for things like SXT which intentionally re-use stock textures to keep memory use down :) And don't double up! There's a number of quality parts packs, but often they'll have the same sort of thing in them; engines, pods, cargo bays, etc. Picking just one helps a lot :)

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well, it was nice to use you, astronomer's visual pack.

Shared feeling here. It will be missed.

DDSify and compress textures (more than ATM aggressive if it's really bad).

Sounds good. How do I shot web?

Try adding -force-d3d11-no-singlethreaded instead of the opengl force. Works wonders for me. Also, turn off groundscatter, it exacerbates the memory leak problem even more than mods do.

Thanks for that, will try.

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i reassess what i have and what i actually need, determine what can be cut for the hope of getting the game to work, remove those mods, locate the source of any bugs that result from removing dependencies, reinstall those dependencies, locate more stuff that can be cut if necessary, cut those mods, move on

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I suffer the crashes until ATM gets updated to compress moar memory, so I add more mods in. My 0.24 save was really bad, I had a boatload of mods for that. Crashes almost every hour. Most of those haven't been updated for 0.90 so I don't mind leaving them behind and I'm running at a very stable 2.5Gb or so now and can play for hours without (memory-related) crashes.

Also, I approve of this thread title.

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If I don't have enough RAM to make the 64 really matter in that sense (i.e., <= 4Gb), is there still any gain from it?

Yes and no. Running 64 bit KSP on Linux won't be any better than running 32 bit KSP on Linux, but when you've got < 4 GB of RAM then you're not able to dedicate as much to KSP (since your operating system and other programs will be taking some of that). Linux is generally much lighter than Windows in terms of idle memory usage, so you'd still have more RAM available to KSP when running Linux.

But yeah, the bigger upgrade would be to get more RAM, if possible. And no, you can't download more RAM (until 3d printing gets really wild)

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Once i hit the cap, i remove a few things that i think i can do without, and hope it lasts long enough that i can get a few missions done before it crashes again.... At which point i check the forums and find a new mod to install and repeat the cycle again.

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