That's exactly my point, Tynan. I am trying to find out whether it would be worth going completely over to 64-bit. Maintaining two code lines is a hassle, but if everyone is not living in the dark age of computing (i.e.: is using 64-bit and not 32-bit), it would be worthwhile to migrate the code and completely drop 32-bit. The limitations of 32-bit are well known, the largest of them being memory addressing, but the value of being able to work with an unsegmented, flat memory model and discard tons of legacy 32-bit library code is immense, among other things.
As for the stability, longbyte1, that's what happens when you just transfer code over and don't optimize it, don't blame 64-bit for slacking devs. 64-bit code is cleaner and by nature easier to maintain stability with if you put equal effort into it (on the part of both the Unity devs and the KSP devs).
As for the stability, longbyte1, that's what happens when you just transfer code over and don't optimize it, don't blame 64-bit for slacking devs. 64-bit code is cleaner and by nature easier to maintain stability with if you put equal effort into it (on the part of both the Unity devs and the KSP devs).