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KSP x64 memory crash?


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I had KSP win 64 crash on me twice today. For me, thats rather unsual, though not surprising. I held my main 64 bit (the one with astronomer's visual pack) back on 0.25 for stability reasons (though I'm so in love with the gizmos its gonna be hard to go back, prayers for Unity 4.6.1 being slightly more stable in that department). This was not my 0.25 win 64 install so I'm stuck dealing with instability.

Crash 1:

I loaded the game. I created a new savegame. I timewarped the first 100 days off my MET clock from the space center screen to bring a Duna window closer. I went to the tracking station for no reason at all. I left it and attempted to go the VAB. Crash. The output log looked a heck of a lot like a standard memory crash on 32 bit. WTH????

output_log.txt (pastebin would not let me use it, file too dang big)

Crash 2:

I loaded the game again. I loaded the same savegame. I went to the VAB, no crash. I played around building a lander hab in the style of Mars Direct using Nertea's station parts expansion. I went to launch as a TWR/landing leg clearance test. Crash. This one did not give me a "the game has crashed" dialog and did not generate an output_log.txt, so sorry, but all I have is the KSP.log.

KSP.log (this is huge too and pastebin is not happy)

Lemme know if yall need error.log files too, because i have those ready to go.

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I'm currently troubleshooting similar issues with my 0.90 install that also has Astronomer's pack installed. I also run the Win64 client as well. My experience has been that the Interstellar version of the Astronomer's pack has issues on x64 versions of KSP. And I have no clue why.

I do however, do not run my Win64 KSP with DirectX 9; I almost always force it to DirectX 11. DX11 seems to have less crashes and less issues, although it still has the stability of a biplane in a hurricane.

And I'm in agreement. I am hoping that Unity 4.6 might help the stability issues with 64 bit KSP.

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The first one really is a memory crash. Second one is imposible to tell without an output_log.txt unfortunately.

And yes, that is another amazing thing with the Win64 KSP builds. Sometimes they will cause memory crashes at even lower amounts of used memory than the 32bit version of the game. Why? Cause screw you, that's why.

Unless I missed something, Unity 4.6 doesn't seem to bring anything that might help KSP from it's changelog. I think only Unity 5 might, but that depends on how well Unity 5 will actually support 64bit applications.

Edited by stupid_chris
grammar derp
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The first one really is a memory crash. Second one is imposible to tell without an output_log.txt unfortunately.

And yes, that is another amazing thing with the Win64 KSP builds. Sometimes they will cause memory crashes at even lower amounts of used memory than the 32bit version of the game. Why? Cause screw you, that's why.

Unless Unity 4.6 doesn't seem to bring anything that might help KSP from it's changelog. I think only Unity 5 might, but that depends on how well Unity 5 will actually support 64bit applications.

The issue with that is that Unity needs to look at 64 bit much more heavily. Everything will eventually come to the point where 64 applications is a necessity, and if Unity doesn't address it, then they will be in trouble eventually; you don't see 16 bit game engines out there, because they all moved on to 32 bit, and now 64 bit.

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The issue with that is that Unity needs to look at 64 bit much more heavily. Everything will eventually come to the point where 64 applications is a necessity, and if Unity doesn't address it, then they will be in trouble eventually; you don't see 16 bit game engines out there, because they all moved on to 32 bit, and now 64 bit.

Tell that to Unity really. I'm not responsible for what they do :P

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