Bah, the batch file doesn't recognize the mods and attempting to edit vmparams to use 2048m or 2g instead of 1024m causes the exe to not work at all.
If you, like me are stuck with 32-bit Java due to having a 32-bit operating system installed (yeah, we're a dying breed)...
I've found that the highest memory allocation that allows
some, but
not all (modded) saves that won't load with the default parameters as of 0.65.1a, is
either 1408m
or 1472m.
Anything higher than that either crashes Starsector during the initial asset loading/script compilation phase, or the loader itself refuses to, well... even load up at all.
For example, any saves that have Starsector+, the Knights Templar, and its prerequisites of Lazy/ShaderLib(s) installed with the default config settings for said mods, have a increasingly higher tendency to fail to load over time (
especially as additional 'integrated' mods are added to the mix) even with said 1408m
/1472m memory allocations.
Also, for the Knights Templar mod in particular: its crusade(s) event spawns a shitton of fleets for both that faction when said event kicks off, as well as those of vanilla SS and SS+'s 'integrated' factions, such as Shadowyards, Mayorate, Citadel, Interstellar Imperium, and so on.
Opening up the KT mod's own settings.json and decreasing the 'crusadeScale' value to say, 0.5 or less, or alternatively (or even both), increasing the 'crusadeAverageFrequency' to a much larger value, can possibly serve as a stopgap measure until 0.65.2a shows up. Or just not enable the Knights Templar for campaigns.
Although it should be noted that my version of Windows 7 has had the following parameter set via the command prompt (to allow more than 2 GB to be allocated to any single program):
bcdedit /set IncreaseUserVa 3072