I’m back from Spring break and all charged up by the great feedback we’ve been getting since the release of Patch Two. Thanks to all who have taken the time to share their feedback about the update - as always, it’s been very helpful to know what’s gone well and what needs improvement.
By far the most controversial element of the patch has been a change made to maneuver nodes that prevents players from planning maneuvers beyond the fuel allotment currently aboard their vehicle. This change was made to prevent the maneuver node from lying to the player - because maneuver plans in KSP2 factor in the behavior of the vehicle under thrust (a necessity for planning future long-burn interstellar flights), and because this behavior is contingent on the changing mass of the vehicle as fuel is expended, any planning that takes place beyond what is achievable with the current fuel load must necessarily give an incorrect result. That said, there’s clearly a desire to be able to do aspirational maneuver planning beyond a vehicle’s current capacity, as was possible in KSP1. Our team is looking at our options now, and we’ll update you here when we have a good solution. Thanks again for highlighting this as a feature that could use some more time in the oven.
Right now, we’re full steam ahead on new feature development for the upcoming Science update (timing TBD), as well as continuing work on performance, stability, and thermal systems. We’re also working on a few new parts, which we expect to release prior to the Science update. Chris Adderley (AKA Nertea) has cooked up some lovely vacuum-optimized engines with extensible nozzles to help fill out the upper end of the methalox progression. Here’s a sneak peek at one of them, built by artist Pablo Ollervides:
On to business!
Yesterday morning, Shana Markham, our Design Director, did our second AMA and gave some very detailed answers to some challenging questions - and she did a much better job than I did of pulling those questions from lots of different sources, including the KSP forum.
We’ve posted the audio from that AMA here, for those who missed it. This one is definitely worth a listen!
Lots of amazing creations on view in this week’s Community Highlights. While only a few images make the cut every week, be sure to check out the ksp2_bestof Discord for more amazing community creations! I’ve really been enjoying how we've all been channeling our Starship excitement into the game - check out this one from Sciencedude37:
Congratulations to SpaceX on flying Starship as far as they did, and breaking a whole lot of records (and one parked car) in the process. Fingers crossed for the next launch!
Finally, here’s the next Weekly Challenge: make a dragon! No, not the spacecraft. A literal dragon. Now get out there and creatively misuse those procedural wings!
🚀 <-- This rocket denotes a fix that community members directly helped our dev team fix. Thanks to all of you who send in bug reports!
Bug Fixes
Flight & Map
🚀 Fixed deletion of vessels without control during game save
🚀 Recovered Kerbals are accessible again from the VAB
🚀 Maneuver plans are now constrained by available fuel and will no longer provide false projections that extend beyond vehicle's capacity. R.A.P.I.E.R. engines must be set to Closed Cycle mode to allow accurate orbital maneuver planning
🚀 Stopped light parts from consuming EC after they are switched off
🚀 Fixed parts attached to some physicsless parts falling at launch
🚀 Improved fuel flow priorities
🚀 Fixed spacebar sometimes not triggering staging
Improved handling of hover and click targets in Map view when multiple objects overlap
Removed the "Disable Crash Damage" difficulty setting. This setting could cause issues preventing vessels from entering a landed state. If crash damage was disabled in playthroughs, it will now be enabled
Burn timer status icons are now accurate when the burn is completed at the correct time
Fixed issue where engines in Part Manager displayed incorrect "Deactivate" or "Activate" state
Fixed issue preventing switching between vehicles in atmospheric flight. This is now possible as long as both vehicles are inside the high-fidelity physics bubble surrounding the observer
Fixed a bug that can cause certain vessel configurations to be destroyed at frame of reference updates in flight
Fixed a bug that caused uncontrolled vessels to be tagged as debris in certain scenarios
Fixed collision detection in map mode for trajectories with impacts on Bop. Collision icons should now be displayed map trajectories for Bop
Fixed CommNet partial/no connection after decoupling/undocking a probe
Fixed a bug that could cause trajectory lines to incorrectly display as a non-closed orbit/escape trajectory
Fixed a bug that could cause highlight dot markers to appear on some vessel joint connectors in flight
Fixed a bug that caused main menu screen elements to persist into gameplay
Fixed a bug to prevent some abrupt Kerbal animation changes
Fixed an issue with jet engines that could cause the wrong engine mode to be selected
Fixed a bug where Tim C. Kerman's hair could clip through his helmet
Optimizations
🚀 Fixed a memory leak in tutorials
🚀 Changed Kerbal Crew Cam to paginated format
Optimized cubemap rendering to reduce memory usage and improve CPU performance
Optimized memory usage for clouds and corrected issue in which clouds on some Celestial Bodies did not match quality settings
Reduced GPU memory usage for surface scatter meshes (especially grass) by scaling render buffers to currently visible content
Applied CPU optimization to SetPixel behavior
Deactivated underwater state detection when flight camera not active
PQS disabled when flight camera is not active
Optimized memory usage of tree scatter by reducing texture duplication
Implemented Ground Shading Quality settings
Anti-tile is now disabled when low quality is selected
Improved cloud memory usage
Performance improvements when using vessel configurations with lots of resource sources
Optimization on Kerbal IVA cameras
Improved low graphical setting visuals in some scenes
Additional flight camera optimization
Optimized orbital nodes in map by not processing non-visible ones
Optimized and improved KSC night lighting
Fixed memory leak in terrain code
Fixed bug preventing instanced runway light levels of detail from being rendered. Also fixed memory leak due to accumulated rendering calls associated with runway light levels of detail
Fixed bug where game loaded in an unresponsive state due to issue with modification of master texture limit while texture mipmap streaming is running
Saving & Loading
🚀 Camera now returns to saved position and orientation when game is reloaded
Proper save names are retained when loaded on another computer
Updates to save data for missing camera YAW information
Updates to save data information to ensure accuracy of camera information
Save data changes for better handling of vessel and agency information
Fixed issue where reverting or loading results in disappearance of vehicle
Fixed a bug where Kerbals loaded in incorrect locations from a save made while EVA
Fixed visual errors associated with the Loading Screen transition when loading a game from the VAB or Training Center
Parts & Stock Vessels
🚀 Kerbals in passenger modules now have IVA portraits and can exit the vessel
Aeris stock vehicle is now oriented horizontally by default
Optimized geometry and updated textures for the Mk2 "Phoenix"
Reliant engine small model updates
Swivel engine small model updates
Fixed misaligned attach points on the Mk2 Lander
Mk2 Inline Cockpit small model updates
The surface attach node visual is now appropriately sized for the Bobus ladder
Removed additional, erroneous attach points from the Mk3 Engine Mount
Added missing part sub-name for the FL-T100 Methalox Fuel tank
Fixed a value that could cause a flash when loading vessels with procedural wings
Fixed a text issue where the incorrect size was displayed for the Clamp-O-Tron Jr. in the part description (all languages)
UI / UX
🚀 Updated the frequency of game paused and unpaused messages to help prevent spamming
🚀 Improved Terms of Service flow, added "Next" button to seizure warning screen, and corrected issue where legal text did not default to system language settings
🚀 Added ESC button functionality to close screens at the main menu
🚀 Time warp bar no longer displays when HUD is toggled off using F2
🚀 Notifications now persist when game is paused to make them easier to read
🚀 Fixed a bug that made it difficult to close the color manager window
Staging stack resource readouts containing two different resources now display correct amounts for both entries
Corrected various errors in Credits
Updated styling for the Burn Timer window
Reduced scroll wheel sensitivity for menus, including Language Selection, Launchpad, and Save/Load dialogs
Removed non-functional Filter/Overlay button from Tracking Station
Added "Return to KSC" button to Flight Report and Tracking Station dialogs
Font and styling fixes to save dialogue windows
Minor scaling improvements in the part information overlay window
Limit on passive notifications that can be displayed at once (three)
The color picker window is now moveable via click/hold/drag on the top of the window
Update to Kerbal manager and Resource manager icons
Updating active icon visibility for the wing editor UI when editing procedural wings
UI updates to the location bar at the top of the screen
The staging stack is now hidden when there are no stages present in the VAB
The expand/collapse stages button is hidden when only one stage is present (which will have it's fully details displayed as fully expanded automatically)
Fixed engine part manager status text
Fixed bug where player could not select "Filter Options" in Tracking Station
Fixed a bug with save data sort by date orders
Fixed an issue that could cause some UI menu's to not respond to a mouse scrollwheel
Fixed a bug with the current location menu reading the wrong location in some instances after exiting the Training Center
Fixed an issue in the load workspace menu that could cause multiple workspaces to be highlighted at once
Fixed a bug that would cause the timewarp bar to disappear in the tracking station
Fixed an issue causing the scrollbar to not appear in the resource manager when a vessel had a large part count
Fixed object picker sometimes not expanding initially in the tracking station
Fixed buttons cut off in the Tracking Station
Fixed UI issue where toggle button width and campaign menu difficulty level button width were not expanding with text content
Fixed bug where the only ship name visible on the KSC Launch Pad UI was the last ship sent to the launchpad
Fixed issue in which temperature gauges persist on screen after they have been turned off in Settings
Fixed issue where game switches to Fullscreen upon entering the Graphics tab in Settings
Construction
🚀 Stage groups now remain in their proper order when switching between multiple assemblies in the VAB
🚀 The Parts Manager can now be opened for subassemblies in the VAB
🚀 Added proper handling of nested symmetry sets
🚀 Fixed an issue that could cause staging order to change when reverting to VAB with complex, multi-vessel workspaces
🚀 Fixed vehicle-in-floor VAB bug
Iconography updated in the VAB for fairing editor controls, assembly anchor markers, and launch assembly markers
Fixed a bug that removed struts and fuel lines from duplicated subassemblies in the VAB
Fixed an issue with deleting an assembly sometimes failing when dropping the assembly in the trashcan
Fixed warning in the Engineer's Report about vessel not generating electricity
Fixed multiple instances where "center of" tools behaved unexpectedly when there was no vessel data
Fixed a bug that caused procedural editor icons to sometimes persist into other areas of the title
Environments
🚀 Added new building illumination to KSC that activates and deactivates based on time of day
🚀 Kerbals are now properly illuminated on the launchpad at night
🚀 Updated collision meshes and materials for KSC parking garage
🚀 Loading a game near Eeloo or Pol no longer causes SetPixels errors
🚀 Improved distribution of rock scatter objects on Kerbin's surface
🚀 Fixed fuzzy "scan lines" visible on clouds when using AMD Graphics Cards
Height fog added to Kerbin, Duna, Eve, and Laythe
Celestial body ground scatter updates on Minmus, Eve, Eeloo, Ike, Duna, Mun, Tylo, and Bop
Terrain scatter updates for Moho, Vall, Gilly, Laythe, Pol, and Dres
Terrain shadow accuracy improvements on Minmus
Fixed terrain artifacts at Eve's north and south poles
Removed texture seams from grass around launchpads
Improved appearance and performance of underwater caustic effects
Fixed global illumination contributing on lighting on the opposite side of objects
Fixed memory leak caused by lighting while in the VAB
Fixed plants on Kerbin rendering incorrectly
Fixed an issue that could cause blurry, pixilated terrain when viewing from a distance
Fixed fog transition so that it should no longer pop into view at 60km
Scaling updates to make KSC signs more uniform. This should improve and prevent distortion in various graphical settings and view distances
Adjusted bloom and brightness during daylight hours in the Vehicle Assembly Building
Clouds updated to remove linear features that can make them appear unnatural
Setting cloud quality to LOW in the graphic settings now renders low quality clouds instead of no clouds
Fixed an issue where low-quality settings could cause some cloud shadows to appear on vessels above the cloud heights
Fixed bug preventing decals from rendering at KSC while moving between loading screens and game states where KSC is disabled
Fixed a bug where water (and some other visuals) were not displayed properly when observed through gaps in parachutes
Fixed a bug that caused water to reflect the galaxy sky map instead of the atmosphere/planet sky
Minor lighting fix in the Training Center
Minor collision updates for the VAB roof
FX & Audio
Vacuum exhaust updates for the R.A.P.I.E.R. engine
Updates to the timing on the plant flag EVA animation
Updates to the sphere of influence entry and exit VFX
Tim C. Kerman now has appropriate RCS thruster VFX
Removed "out of fuel" sound from Sepratrons
Fixed Tracking Station audio cue firing too often
Improved trailing particle emitters to reduce VFX bugs associated with frame of reference changes
Fixed jet engine audio starting/stopping too quickly when engines were deactivated/re-activated in the part manager
Fixed an edge case where jet engines could show engine start VFX during timewarp
Fixed Terrier engine exhaust scaling
Tutorials
🚀 The user is now returned to the Training Center after exiting a tutorial instead of KSC
Updated tutorial preview images
Fixed issue where game progresses too quickly during Tutorial 1.5
Fixed tutorial vessel loading in a player campaign after completing a tutorial
Fixed tutorial menus appearing on the main menu
Localization
🚀 Improved translations in several video subtitles
🚀 Updated localized terms for new game creation (all languages)
🚀 Fixed various localization issues in the part manager for Pods, Coupling, Fuel Tanks, Engines, and Utility (all languages)
🚀 Fixed missing text in some scenarios where actions cannot be performed yet due to loading (all languages)
🚀 Fixed a bug that could cause the End User License Agreement, Terms of Service, and Privacy Policy text to remain in the previous language after languages are changed in game
🚀 Fixed mislabeled EVA keybindings in the settings menu (all languages)
🚀 Localized text updates in the settings menu (Polish, Russian, German and Korean)
Tutorial updates for all languages
Fixed localization issues for Part Picker, UI, and Settings
Updated font atlases to properly display special characters
Fixed unlocalized text in the open workspace window
Improved font fallbacks to avoid different size characters
Translation updates for "Statistics" in the part info (all languages)
Menu text updates (all languages)
Part manager/info text updates (all languages)
Fixed missing text on the KR4-P3 reactor (all languages)
Stock vessel text updates (Portuguese)
Updated loading tips in the (Chinese languages)
Fixed a text formatting issue in the Training Center (Italian, French, German, Japanese)
Save data font adjustments (Korean)
Fixed a minor language issue, where the confirmation box was displayed in the previous language after making a language change in settings
Okay, we've got a date for the v0.1.2.0 patch - it'll arrive next Wednesday, April 12. We'll post patch notes on that day as well. There's a nice blend of performance, stability, UI, and visual improvements, and we think these add up to a significantly improved KSP2 experience. One unheralded improvement, in addition to the already announced fixes - the nighttime lighting at KSC has taken a big step forward:
Meanwhile, we're continuing to work on upcoming Science Mode features, re-entry and thermal systems, and of course ongoing improvements to performance and stability. We've also begun some investigations into improving the currently wobbly rocket situation, and we should have more to discuss on that subject soon.
For today's Weekly Challenge, we're going to Eve! Until the future arrival of re-entry heating, you've got a great opportunity to do a little low-risk sightseeing (and if you visit after next Wednesday, you'll get to experience Eve's stunning new height fog, as well):
I'm heading out for a few days' rest in a place that has sunshine, which means next week's updates will be made by guest writers. Please be nice to them, but also don't be so nice to them that my bosses decide I shouldn't do the posts anymore. Please be medium nice to them.
While last week's AMA was great, it looks like I forgot to check my staging when lining up the questions - many have pointed out that a lot of Discord queries got answered, but questions submitted through Steam and the KSP Forums were neglected. I'll try to be more conscious of that when the next AMA rolls around, but in an effort to right a past injustice, I'll answer a few of the questions that got missed right now! Here we go:
First, from Filip Hudak, on the forums: When we'll see other exotic fuel types like metallic hydrogen? Will they be added alongside some big update like colonies or will they be added before?
We will be bringing in new engine and fuel types across multiple updates, generally as they become instrumental to the progression. I suspect nuclear pulse will be next up, as it opens up the interplanetary progression quite nicely and is a good supplement to colony building. Chris Adderley has also cooked up a few new methalox engines that I think will be popping up sooner rather than later.
From Moons, on the forums: Adjustable UI/UX, legacy UI, scaling, modularity.
This is a good example of an area that's being developed iteratively. I think the first goal is to give players the ability to rescale the flight HUD, but making it modular and giving both players and modders more control over how things look is a key priority for the UX/UI team.
From walkingwiki666, on Steam: Will the game's price increase as new features are added?
The game's price will certainly increase when 1.0 arrives, though if you purchased the game during Early Access, you'll get all Early Access updates and the 1.0 update for free. After 1.0, we expect to continue providing free updates to the game, just like KSP1 did.
From MARL_MK1, on the forums: It is cool that we can press 'F2' and take HUD-less screenshots, but given that it's the most basic way of taking screenshots, and that many of us players enjoy taking the best pictures possible of our crafts: Does KSP2 plan to implement a fully fleshed C?
I need to do a better job of evangelizing our capture camera controls! If you hit V, you can cycle through camera modes. When you're in Capture Mode, the numpad offers a bunch of new camera controls that you can combine to do smooth, swoopy pans, dollies, zooms, etc. You can combine these with paused time warp to do some pretty fancy stuff. Here are those controls:
Zoom in: Keypad +
Zoom out: Keypad -
Roll left: Keypad 7
Roll right: Keypad 9
Orbit up: Keypad 8
Orbit down: Keypad 5
Orbit left: Keypad 4
Orbit right: Keypad 6
Pan up: Keypad 2 (or up arrow)
Pan down: Keypad 0 (or down arrow)
Pan left: Keypad 1 (or left arrow)
Pan right: Keypad 3 (or right arrow)
Mouse toggle: Backslash
Speed up camera movement: Keypad *
Slow down camera movement: Keypad /
From alphaprior, on the forums: Will it be possible to alter the surface on the planets? Like dig a pit or flatten an area for a colony?
There are no current plans to do this - as you can imagine, it has some brain-bending multiplayer implications, especially when time warp gets involved. But it would be incredibly cool and I'm not aware of any specific technical blockers. It's certainly come up in conversations with Mortoc, our senior graphics engineer. I mean, we have a game with nuclear pulse engines...the fact that you can't make craters with them feels like a missed opportunity. So yeah, we'll keep talking about this.
Thanks for your questions!
Onto business. We have knocked out a few more bugs for Patch Two, including that pesky issue where vehicles with more than 8 parts in a radial symmetry set were loading into the floor. We've just about wrapped up the cherry picking process and can say with confidence that it'll be out sometime in the next two weeks. We'll post an exact date for Patch Two as soon as we know it.
As we continue stabilizing and improving performance, we're also making progress on re-entry heating, new parts, and Science Mode. And just to highlight that other, bigger systems are always being worked on in parallel, here's some pictures of our QA team goofing off in multiplayer:
Yes, collision is working:
Last week's Duna-focused Weekly Challenge yielded some incredible creations! If you're in the mood to see highlights, the most-upvoted posts on both the ksp2_challenges and ksp2_screenshots Discord channels are now archived in the ksp2_bestof channel. There, you'll see stuff like this:
Those hydrogen tanks shine up real nice!
Finally, an apology: we've had some minor technical difficulties getting the next Weekly Challenge put together, but we hope to be bale to get something posted over the weekend. We regret the delay.
Last week we sat down with Creative Director Nate Simpson for our first Ask Me Anything on Discord! We got over 600 questions, collected from Discord, Steam, and the KSP forums. Nate answered a ton of questions-the full AMA can be found here. As a reminder, we're in Early Access! Plans can change.
We've tried our best to organize the questions based on topic, happy reading! Thank you to everyone who submitted questions and tuned into the AMA. We can't wait to do this again in the future!
Development and Community Feedback
Has there been any piece of community feedback/content that you and the team find especially motivating?
Anytime I hear about someone who wasn't able to get into KSP1 get into KSP2, that's incredibly motivating. Especially when it's kids. Feels great to hear kudos that someone feels we're on the right track with things, whether it be UI, soundtrack, etc. Howard, our composer, has been showered with praise upon the EA release - and it's SO deserved. When we hear nice things, it energizes us.
What is the reasoning behind not allowing Early Access players the ability to use the debug menu? Since it is a sandbox game its omission seems odd, especially for Early Access. Will it be included at some point for single player campaigns?
So, the debug controls were really only added for internal developer purposes, and we haven't really done any QA testing - or really created any design specs for it. Adding a debug menu could change a million variables that would really make it hard to investigate bugs. I want there to be a player-focused debug menu one-day.
Now that the first patch is out, what are you mainly focusing on?
Stability, performance, new features, in the order. Obviously, I am eager to see heat be implemented. We've shared the visuals but there's also the actual heating system. Thermal kinda feels like the final pillar we need for the structural outline of KSP2 to be complete so we can start building on top of it with the EA milestones.
Are big features like science or interstellar on the backburner until the game is better optimized, or are the big features being developed alongside bug and performance patches?
It's more parallel. People are focused on different things at the same time.
What was your favorite thing to work on in KSP2? What was your least favorite thing to work on?
Favorite things: probably tutorials. Tapped into my own passions as a storyteller, especially visual storytelling. Learning how we can convey complex topics with amazing animations.
Least favorite: probably tutorials. We iterated like CRAZY with them - redid them multiple times. Multiple scripts, multiple animations, lots of work. We eventually had breakthroughs on each one, but it was a process.
What has been the most challenging feature to work on?
For me: see above - tutorials.
For the team: heavy technical stuff. Adapting architecture to interstellar scale, accelerating trajectories, multiplayer. These make almost everything hard to implement, but we're making progress!
Will there be more tutorials in game, such as the ones being uploaded to TikTok, etc.?
For the in-game tutorials, we have quite a few already made. The animations are already made for 9 or 10 of them. As new features are being added to the game, tutorials will come alongside them.
Rockets and Parts
How much time and research goes into deciding what kind of rocket/space plane parts get into KSP2?
A LOT. Chris Adderley (Nertea) is an amazing researcher and has a ton of existing knowledge. We also work with subject matter experts like Dr. Uni Shumlak from the University of Washington. We hold ourselves to the standard of rooting everything in game to real life science. Even if it's not a perfect implementation, if you look it up on Wikipedia you discover our features are real. We spend a lot of time on the Atomic Rockets website as well!
What is one feature/part/idea you really wanted to implement, but would not/could not for whatever reason?
This game is unique because we basically never say "no" to things. We often "defer" things because there's more important things to work on. Like for example, Chris and I want to add a proper airliner cockpit, but it's going to take time and effort from our team. Hopefully we'll get to it someday!
In regards to the decision to leave wobbly rockets within the game. Are there plans to make this feature more detrimental to rocket design and progression? Or is this simply an early implementation of something that'll become more elaborate and significant?
This is a really good example of how having something in Early Access helps us iterate and develop features forward. This is definitely a hot topic, so here's my two cents: If a rocket is skinny and made of many stacked parts, it should wobble. Larger scales, no. We're working on it; it will get better.
Will there by XL-sized launch engines, and if so, are there any estimates on when they will be added?
We have some very big engines that will arrive with the Interstellar update. People have seen the Crucible which is MASSIVE. Big Engines Coming!
Science Mode
Are there going to be any significant changes to the science system in KSP2, or any changes that you feel are worth talking about?
For context, the first of the progression modes that will be coming in a roadmap update will be science mode. It will be similar to the KSP1 experience. Gaining science points, redeeming them for parts. Differences would include: We don't want people to be able to gather huge amounts of science around the KSC. We want to push people to explore and visit all the other Celestial Bodies. There will be an opt-in mission system that gives you a reward for doing a particular thing.
Colonies
Will certain resources needed for colony construction be planet/biome specific?
The diversity of resources is what's going to make exploration mode so fun. Compared to KSP1 which was very self-directed (take temperatures, etc.), when there is a unique resource somewhere that gates your access to some category of parts/features - wow it totally changes the game. It gives you something material, the interplanetary/interstellar progression will really POP once you're able to dig up a specific thing that gives you a specific ability.
What kind of size range can we expect with colonies? Will all colonies be roughly the same size, or will we be able to have small 1-2 launch research colonies along with our gigantic industrial ones? Will there be any upper size limit?
There's no plan for an enforced upper-size limit. It'll be smaller to vehicles: it's made of parts - we want people to make it as large as they want. Obviously not all computers can handle massive builds, so there will probably be a player-dependent FPS-based size limit.
Interstellar
When interstellar is implemented, are the different solar systems going to be stationary or are they going to orbit something (to simulate a galaxy)?
One of the things I learned very early in the project is that the movement of stars around a galactic center is very unintuitive compared to normal movement. Especially when you're dealing with stuff like dark matter, it's unpredictable. Our current implementation is that thye do move relative to the galactic plane, but we want other stars to be moving targets that you'll still have to get an intercept for.
Short answer: yes.
Will we see many more star systems and other interstellar objects added throughout the game's map as the years go on?
We've committed to three star systems leading up to 1.0. I'd love to add more circumstances permitting. That's not an official plan, but that's what I personally want. We always come up with cool ideas for new celestial bodies - and we want to add new bodies that create new kinds of gameplay. When we have those ideas, we definitely want to get them into the game!
How useful will orbital construction be and how awesome are the colonies?
Completely critical to interstellar progression. You can't make an interstellar vehicle in gravity well. Someone will definitely prove me wrong about that one day.
Multiplayer
Can we get anything in writing related to the planned structure/function of multiplayer within the game, and how you plan to work around certain speedbumps like timewarp or two-player craft docking (ie where is the processing for this done?)?
Generally, we try to not talk much about multiplayer but let me give you something. People will have separate timelines and then there will be a reconciliation phase when the players interact with each other. That's the plan right now but I also can't speak directly to the details of this feature - future comms incoming!
Do you expect multiplayer KSP2 to overtake single-player KSP2 in terms of player count and development when it releases? In other words, will single-player KSP2 become mostly obsolete?
There's something about single-player KSP2 that can be very meditative. I don't always feel the need to share what I'm doing with everyone. I think single-player will always have a place.
Modding
What is your favorite KSP2 mod so far?
We are IMPRESSED by how many exist already. Selfishly, it's one from LinuxGuruGamer, someone who if you're part of the modding community you're probably already familiar with. It's a script that automatically collects relevant logs for bug reports to send our way. Definitely awesome.
Many community members across the modding scene have noticed that certain models often contain INSANE polygon counts. Will those be reviewed for optimization passes too?
Already in progress. Some models actually need those insane polygon counts, like th IVA cockpits. Somethings unusually high polygon-count models slip through and we'll look to optimize them as our schedule allows. Patch notes will include lines such as "mesh optimization' which would basically be that.
Post 1.0 Launch
Once the game is "complete" with everything on the roadmap implemented and debugged, is it possible development will continue with new features?
KSP got updates for over a decade. We want to do the same thing.
Will robotics be implemented in a future update?
Probably not before 1.0. There's a lot of work leading up to the full 1.0 release. When we get to it, we want to make sure it's fully implemented, so after 1.0...one day.
Any thoughts on adding VR support to KSP2 in the future?
Yes, I want it badly. Conversation will happen after 1.0.
KSP2 Miscellaneous
Any plans to have a solid planet that is about the size of Jool or perhaps larger?
We do have a super-Earth in the game: Ovin. It's not as big as Jool, I think it's 60% larger than Kerbin. It has its own rings. It's big enough to make landing hard. No plans for a Jool-sized terrestial planet. Should we do it, community?
Will we have (and when) realistic plasma/smoke tail after reentering spacecraft and different colors of heated plasma because of different speeds of reentry?
Different atmospheres probably have different colors of plasmas - different ionization attributes. Going back to that iterative development point, the first version of re-entry heating will be one color, but the spec definitely calls for multiple colors based on location and atmospheric composition.
Will atmosphere-rich celestial bodies have weather patterns sometime in the future? If so, would this weather have any physical effect on your vessel?
We do not have short-term plans for that. We have planets with tilt, so we could implement weather and seasons. But, we have a long runway ahead of us. Never say never, but yeah if we wanted to implement these features, we'd want it to affect gameplay in some way, so we'd need to figure that out. There's also the whole 'once we implement more modding capabilities' to the game, it's totally possible something like this is added by the community.
Are there plans to have collaborations for missions and/or other scenarios in-game with IRL space agencies such as NASA, ESA, etc.?
Yes. Yes. Yes. We did that stuff in the past, and we're so excited about the things they're doing. It really just matters what those institutions are doing. If anyone knows people there, we're waiting by our phones...
General Miscellaneous
What non-KSP game/piece of media has inspired you and the team the most?
There's a video called "The Wanderers" by Eric Wernquist. It's a beautiful, very short video, that definitely feels like our 'north star' for what we want KSP2 to feel like. It has these beautiful-rendered scenes of humankind exploring the solar system. We watch it fairly frequently and show it to new hires.
If you read all of this (or scrolled to the bottom hehe)...snacks for you! 🍬
While it’ll be tough to beat the sheer number of fixes that went into Patch One, we’re seeing quite a few big ones go down in Patch Two. We are still pulling a couple of late-breaking improvements into that build - once we’ve got it in QA’s hands we should be able to give you a date, and of course full patch notes will be posted when the build goes public. Until that time, here are a few things that are already checked into Patch Two:
Fixed loss of vehicle on reference frame change when physicsless parts present
Fixed flamed-out engines not restarting properly
Enabled switching between vehicles in atmospheric flight (within PhysX bubble)
Recovered Kerbals now return to VAB Kerbal Manager
Gave click priority to planets rather than moons when zoomed out in Map view
Struts and fuel lines no longer broken after cloning subassembly in VAB
Fixed bug: vessels with no control deleted during save
Fixed flowers on Kerbin
Added "next" button to seizure warning screen
Height fog added to all atmospheres
Updated parking garage collision (now possible to enter structures)
Various CPU and GPU optimizations to improve performance
There are other improvements that we’re hoping to squeeze into Patch Two (one of which got checked in last night), so hopefully a few more big-ticket items will get added to the list in the coming days.
Here are a couple of screenshots to show our progress. We have pruned all the hovering flowers made of squares and replaced them with flowers made of flowers:
We’re also pretty excited about how nice the new height fog is looking. It’s a subtle change, but it adds a lot of depth to the landscape:
In other news, I did a Discord AMA this morning. Thank you for all your questions - we received literally thousands of them and did our best to include as wide a variety as possible. This was lots of fun, and we’ll be doing more AMAs in the future! We’ll do our best to choose different questions the next time around so that things don’t get too repetitive. If you’ve got thoughts about how we can improve our AMA process, please let us know!
A written version of the Discord AMA will be posted within the next week. Stay tuned!
We’ve also got another Community Highlights post on the forum - it’s very exciting to see how Patch One has unblocked some more ambitious missions! Please keep sharing your creations in the #ksp2_screenshots and #ksp2_challenges Discord channels- our team is fueled by your crashes achievements! We’ve also added an upvote system to both of those Discord channels. If you like something, add an :upvote: emoji. If an image in one of those channels gets fifteen or more upvotes, it’ll appear in a new channel called #ksp2_bestof. If you posted a screenshot you’re proud of that has now been lost in the mists of time, feel free to resubmit your creation so that the community can give it the upvotes it deserves!
First, the fine print: while this patch contains a lot of big improvements, it does not fix every bug in the game! This update represents the first step in an ongoing process of improvement that will continue through Early Access. If a high-profile bug that is especially important to you has not been addressed in this patch, please keep in mind that the order in which fixes roll out is not just contingent on priority — it also depends on the complexity of the problem that's causing the bug. The KSP community has done a very good job communicating their priorities to us, and we’re working to resolve the highest-impact issues first.
Among the changes we're most excited about (and again, check out the patch notes for the approximately 300 changes contained in this update):
Optimized fuel flow calculations to cut processing by up to 3x and reduce garbage by half
Improved joint strength for engine plate floating stack attach nodes
Fixed R.A.P.I.E.R. engine mode-changing issues
Fixed an issue that prevented loading of a saved game within an existing Campaign, caused workspaces not to load properly, and prevented saving the game
Fixed issue that could cause some environment objects to spawn on top of the active vessel, causing KSC and other objects to move to the origin
Fix for engine thrust being deflected at too high of a value when a part obstructs an engine’s exhaust (the Kraken Drive bug)
Fixed physics impulse occurring when an engine runs out of fuel
Fixed issue where some parts remain connected to/follow vessel after detachment
Fixed stack decouplers staying connected to the vessel when staged with certain engines that have fairings enabled
Fixed trajectory intercept patch not showing when captured by a Celestial Body
Fixed stack decouplers operating as if crossfeed is active even when PAM entry shows crossfeed disabled
We are currently aware of one new bug in Patch One: when far from the viewer, runway lights toggle off. That issue will be resolved in the next patch.
A few minor adjustments have been made to terrain around certain areas of interest (for example, collision has been restored to the bottom of the Mohole). There is a very small (but non-zero) chance that this update could cause issues with landed vehicles near those locations. If you do encounter such an issue with a saved game, you can revert to an older build to move your vehicle to safer ground.
We are hard at work on Patch Two and have already committed some important new changes to that build (upcoming fixes in Patch Two will fix fuel line issues that prevent asparagus staging, stop the unexpected in-flight destruction of vehicles equipped with physicsless parts, and allow vessel switching in an atmosphere, among other improvements). We don’t yet have a release date for Patch Two, but it should arrive sometime in the next few weeks. We will update you here when we know more.
As always, thanks for your patience and continued support. As you know, this is a very big game, and the community’s ability to shine lights on every corner has given us much better visibility in a lot of critical areas. We hope that the performance improvements and bug fixes in today’s patch open up new opportunities for fun, and we look forward to making the game even better.
Fixed context menu opening when panning the camera with right mouse button while zoomed in to a celestial body in Map mode
Added camera collision with terrain and other colliders while in Flight view
Added visual indicator when a marker is hovered and pinned in Map view
Fixed offset of radially-attached parts when player switches away from and back to Flight view
Fixed the sim-side Center of Mass not being correctly updated by view-side rigidbodies
Fixed physics-less parts adding the mass of their host part to Center of Mass calculations
Fixed orbit/rigidbody synchronization issues when transitioning to/from physics and on-rails
Made debris targetable
Fixed dV calculation breaking when new empty stages are added while building a vessel in the VAB
Fixed dV amounts appearing on the wrong stage when rearranging stages in the staging stack
Fixed outboard elements of compound wings exhibiting reversed control surface reaction to pitch inputs
Fixed issue with orbital marker not properly resetting its state when collapsed
Fixed orbital markers not being pinnable while manipulating a maneuver and not staying pinned upon maneuver gizmo activation
Fixed navball/controls getting stuck after accelerating in timewarp
Fixed persistence of active vessel’s timewarp restrictions when returning to KSC from Flight
Fixed pitch, yaw, roll, and throttle adjustment being possible while in hibernation mode
Fixed planned trajectories changing when switching between Flight view and Map view while engine is firing
Fixed dV calculations for stages with multiple engines with different burn durations and propellant rates
Fixed resource system processing when request needs are only partially met
Improved buoyancy calculations to reduce vessel spinning when splashing down in the ocean
Fixed burn duration displays 0 until it is time to start the burn
Fixed ETA to maneuver display to show a value for “days”
Fixed dV calculations with cross feed in active stage of flying vessel
Fixed dV changing to zero when fuel crossfeed is disabled on Docking Ports
Fixed a bug where debris trajectories were not immediately shown in Map view
Fixed a bug with thrust limiters missing for solid fuel booster engines
Removed incorrect fuel transferability for solid fuel parts in the Resource Manager in Flight view
Single part vessels now come to a stop on low gravity celestial bodies after a crash
Fixed intercept nodes being in wrong positions during timewarp
Updated detection arguments for recognizing when an aircraft is landed
Fixed an issue with Stability Assist that could cause the loss of Prograde and Retrograde targets on the launchpad
Fixed vessel not restoring correctly when reverting to launch from the runway
Fixed Chase Camera mode to make selected zoom state persist
Fixed part action groups breaking when an invalid action is included
Fixed errors on Game Shutdown during TimeWarp
Fixed destroy command not destroying vessels in the Tracking Station
Fixed some instances where the action group manager would not trigger correctly when additional part actions are added to reserved action groups
Optimizations
Optimizations in the engine part module to reduce per-update “not out of fuel” messaging
Optimized engine exhaust damage calculations to reduce CPU impact of high engine counts
Optimized ThrottleVFXManager to reduce CPU impact of per-frame material property updates
Optimizations on EVA code
Optimized Center of Thrust and Center of Mass marker code and fixed null shortcut failure states
Optimized Kerbal hair compression scripts
Optimized loading times in PQS code
Optimization of unneeded cameras during loading
Optimizations on EVA code
Optimized loading times for the main menu
Loading optimization for scatter meshes
Optimized fuel flow calculations to cut processing by up to 3x and reduce garbage by half
Optimized runway light meshes
Fixed various texture and mesh memory leaks
Updated Training Center to use texture streaming
Fixed performance-impacting error state triggered by Kerbin’s clouds after returning to Kerbal Space Center from another celestial body
Removed unnecessary log entries to improve performance
Removed unnecessary logs when loading a saved game
Reduced light source count for multi-nozzle engine parts
Saving & Loading
🚀 Added feature: game autosaves when landing on a celestial body, when entering an SOI, and when entering or exiting an atmosphere
🚀 Fixed an issue that prevented loading of a saved game within an existing Campaign, caused workspaces not to load properly, and prevented saving the game
Fixed issue where reloading a save made at KSC results in reloading to active vessel in flight
Fixed string in the Save Workspace menu
Fixed an issue that could prevent new workspace saves being created when a control part was removed
Fixed an issue that can prevent workspace saves from appearing in the load menu
Parts & Stock Vessels
🚀 Fixed R.A.P.I.E.R. engine mode-changing issues
🚀 Set all reinforced joint connections to grandparent
🚀 Performed wheel balance pass, including adjustment of all steering and torque curves
🚀 Increased range and brightness for vehicle lights
Re-tuned fairing and cargo part mass
Tuned mass for structural parts, trusses, nosecones and tail sections
Tuned crash tolerance for external Grumble Seat
Re-tuned electrical systems, including adjustments to xenon engine electrical draw, xenon engine thrust, reactor fuel burn rate, and RTG lifetime
Tuned crash tolerance for landing gear
Tuned docking reacquisition ranges
Updated Hammer solid fuel booster model to match with other parts in the same size category
Adjusted mass for HECS2 probe
Updated emissive texture and material for the MK3 “Skybus”
Fixed frustum culling for the Bobus mobility enhancer (ladder disappeared when base at edge of screen)
Updated geometry and textures for the MK1 “Peregrine”
Updates to textures and geometry for the Mk1 “Raven”
Fixed texture seams on the R.A.P.I.E.R. engine
Fixed RCS not working on the Mk3-5 command pod
Minor bug fix on the Kerbal K2 stock vessel to fix issues with decoupling
Updated collider for MK1 Tin Can to improve surface attachment behavior for radially-attached parts
Updated default orientation for some adapter parts
Updated default orientation for small square trusses
Updated part placement rules for the HS-500 Heat Shield
Updated models for decouplers and separators to match other parts in their size categories
Updated geometry for LV-N “NERV” engine
Updated team colors masks for the SP-XL "Gigantor" and SP-XXL "Colossus" solar panels
Updated team color masks for decouplers
Updated team color mask on engine endcaps
Added Crew Light module to Skybus cab
Fixed the Symmetry mirror direction and rotation for the Grumble Seat
Fixed wheel motor resource usage being too low
Adjusted default orientation of the MK3 Cargo Ramp
Fixed fuel-containing aerodynamic parts (Mk1 Divertless Supersonic Intake, Engine Nacelle, or Engine Precooler) not showing resource slider in the Part Action Manager
Tuning changes made to reaction wheels in command modules
Adjusted the surface attach node to be on the ventral surface of Mk2 parts
Fixed a bug preventing lights from consuming resources
Fixed a bug preventing the Blink option from working on lights
Fixed a bug with the heading orientation of the Sparrow default craft
UI/UX
🚀 UI performance improvements, including elimination of unnecessary redraw for unchanged bar elements and removal of pixel perfect on main gameplay canvas
🚀 Added a graphical representation for probe cores in Kerbal Flight portraits
🚀 Updated Map iconography, including orbital markers, trajectory colors, maneuver gizmo, focus item, and scrub handle
🚀 Fixed error where clicking on “Exit” in Main Menu produces warning modal that has no accept or cancel buttons
🚀 Fixed graphics quality settings conflicting with one another after resetting settings
🚀 Removed “Apply” button from settings menus, updating settings when changed, settings now apply immediately
Fixed parts bin UI height in Staging Stack
Performed color and consistency pass on the staging stack and launch button UI
UI improvements to avoid overlap of intercept nodes in map view
Fixed info panel UI element remaining active when panel is hidden in the Tracking Station
Updated UI indicators in some tutorials and first-time user experience information
Updated Resource Manager UI to match new resource gauges in Staging Stack
Improved ESC menu user experience
Fixed dark box getting stuck in the VAB when dragging the dialog window
Fixed Kerbal Manager portraits appearing empty
Fixed non-stock vessel thumbnails not appearing in launchpad menu
Minor updates to improve building selection experience at Kerbal Space Center view
Updated the executable icon
Updated background image for vessel thumbnails in the launchpad load menu
Updated saved vessel thumbnail design
Updated styling on the action button inside the Part Action Manager
Updated the game credits
Updated game splashscreens
Updated titles in the Resource Manager
Updated dialog windows to accommodate longer text
Updated close button on the Part Manager
Updated missing text on the launchpad menu
Added notification for inactive vessel entering a new SOI
Fixed runway 1 and 2 having the same name when hovering over them in the KSC
Fixed tooltips for Trigger Action Groups 2-10 being numbered incorrectly within the input settings menu
Fixed Center Camera in VAB being in the wrong section in the input settings
Added warning when rebinding the same key twice in input settings
Fixed difficulty settings being saved from one save file's difficulty settings and being applied to every normal difficulty game save made afterwards
Fixed difficulty options showing in the main menu settings
Fixed failure of difficulty settings to apply when changed inside a campaign
Fixed shader compiler error when switching graphics settings to Low Quality
Added laptop audio mode to settings
Fixed a bug where the “hold to quickload” setting was not applied correctly
Added audio keyboard shortcuts to input settings menu
Fixed escape menu freezing vessel controls in last-held state
Fixed dialog being non-clickable when recovering a vessel with ESC menu deployed
Fixed overlapping text in the flag removal dialog
Fixed throttle visuals not updating when throttle adjusted
Updated Tracking Station control text
Minor updates to global header information
Fixed Recover Vessel button in the ESC menu pushing elements off screen
Fixed notifications using real world time instead of UT
Fixed input lock problems when the ESC menu is visible
Removed placeholder image that appears when no parts are favorited
Updated Center of Mass, Thrust, and Pressure/Lift indicators in the Vehicle Assembly Building to make them translucent
Fixed text overruns in the Training Center
Alt+Enter toggles fullscreen
Fixed a bug blocking some agency flags from being selected when starting a new game
Added additional loading screens
Fixed missing physical characteristics in the info panel inside the Tracking Station
Fixed issues with the toggles for Map and Tracking Station displaying an incorrect state, or being hidden unintentionally
Fixed all CBs are described as "Terrestrial planets" when viewed in the tracking station
Updated the text string displayed for engine disabling/enabling in the Part Manager
Updated text for lights in the Part Manager
Construction
🚀 Middle mouse button pans in the Z axis when in horizontal workspace mode
🚀 Fixed fairing sides getting deleted after building a procedural fairing and attaching it to a launch assembly
🚀 Fixed errors related to procedural wings preventing launch from VAB
🚀 Fixed issue where pressing M in the VAB opens the Map view
Fixed description for Kerbol capture and Kerbosationary orbit trip stages in trip planner
Fixed engineer’s report warning vessels cannot generate electricity when vessels are equipped with generators
Adjusted default VAB camera angle for horizontal workspace mode
Fixed hit area for the launchpad selection button in the VAB
Confirmation prompt added when saving over workspaces
Fixed assembly anchor error alert persisting onscreen and blocking the user from placing additional parts after the tool is deselected in the VAB
Fixed Center of Thrust appearing on the ground of the VAB and not updating when launch assembly is changed
Fixed display issues in the text on the orientation cube in the VAB
Updated favorites panel information in the Vehicle Assembly Building Favorites category
Fixed a bug where surface attach nodes were misaligned on some engine parts
Environments
🚀 Fixed an issue where ground textures were projected onto vehicles at the margins of the KSC grounds
🚀 Fixed Kerbin atmosphere disappearing when viewed from Mun’s SOI
🚀 Fixed collision at bottom of Mohole
Fixed terrain decal normals not rendering correctly
Reduced scatter meshes floating above terrain
Updates to terrain texture matching for some points of interest
Updated placement, coloration, and collision for various celestial body landmarks
Updated colliders and stretched textures in the parking garage at KSC
Scatter adjustments around KSC mountains
Updated material on VAB elevators
Fixed VAB gantry crane geometry
Updated material on VAB doors
Adjusted atmosphere settings for main menu background planet
Fixed atmosphere not showing in cubemaps under some circumstances
Improved atmosphere clipping issues while in Map view
Fixed Laythe’s atmosphere rendering incorrectly in Map view
Fix a bug that caused lighting to darken on vessels when reentering atmospheres
Updated clouds on Jool
Minor road line placement adjustments at Kerbal Space Center
Fixed collision and updated materials for some points of interest
Updated local space shader to restore missing normals in some biomes
Updated KSC Training Center roof and Tracking Station dish to fix gaps in geometry
Updated colliders around launchpads
Updated Kerbin foliage
Fixed invisible water above ground to east of KSC lakes
Fixed scaled space clouds not displaying in map view
Fixed cloud transition dithering issues
Improved cloud masking to clean up edges of clouds seen behind vehicle
Fixed clouds in Map view not lighting from the correct sun direction for all planets
Fixed warnings in cloud-related code
Fixed decals sliding and floating on planets
Fixed decals getting culled incorrectly after transitioning to low orbit
Fixed Laythe's Ocean appearing jagged, pixelated, and jittery after splashing down
Fixed ocean shoreline fade out transition at some camera angles
Improved LOD transitions for KSC trees
Fixed mismatch between high-detail KSC and far-distance LOD material
Fixed shadow system to switch to surface shadow mode in KSC view
EVA
🚀 Fixed issue with game saves made after vehicle destruction, in which reloading causes EVA camera mode switch and missing flight information/flight report
🚀 Fixed Kerbals floating when idle while in EVA
🚀 Fixed Kerbals getting stuck when swimming
🚀 Fixed Kerbals getting stuck inside the Mk1 Command Pod when it's on a flat surface other than the launchpad
🚀 Improved Kerbal run/walk animation transitions
Fixed Kerbal surface velocity resetting when disabling RCS in EVA mode
Updated EVA code to remove frame-related discrepancy between collision result values and character state values
Fixed ground and step detection being one frame late for Kerbals while in EVA
Fixed EVA tooltip remaining active when the HUD is hidden during gameplay
Fixed inability to recover Kerbals when on EVA
Fixed a bug preventing EVA jetpack from firing even when it has enough fuel
Kerbals now require 1x timewarp when transitioning to EVA
Fixed Kerbals being able walk on the sides of objects with collision
Fixed climb action not being present for Kelus Long ladder and Bobus Extra Long Telescopic Mobility Enhancer
Fixed errors when toggling Jetpack while TimeWarp is active
FX & Audio
🚀 Improved Kerbol flare/bloom effects
🚀 Fixed post process FX lighting transition in low orbit
🚀 Fixed an issue where contrails jump positions during universe reference point transitions
Fixed ground blast effect occurring at invalid location for the first few seconds of launch
Fixed SFX for Panther in afterburning mode
Fixed errors on explosion VFX for hydrogen tanks
Fixed VFX not showing on RCS thrusters when precision mode is activated
Minor updates for non-explosive water impact VFX
Launch VFX updates
Updated R.A.P.I.E.R. engine VFX
Updated launch smoke material
Updated explosion materials
Fixed audio timing for several animations
Game audio balance pass
Fixed a bug where audio was muted when entering numpad values in text entry bars on some menus
Added maneuver alert and end sounds
Added drag and drop staging sounds
Added hydrogen and xenon tank destruction sounds
Fixed launchpad music not playing when loading a save
Tutorials
🚀 Fixed issue where flight report appears when the user crashes a vessel inside a tutorial
🚀 Added “Enter” as keyboard input to advance tutorial dialogs
🚀 Fixed a bug that could cause the first-time user experience windows to remain open on the main menu
Text adjustments in tutorials
Text adjustments to subtitles for video tutorials
Fixed soft lock error when restarting Tutorial 2.2
Fixed some audio elements on Tutorial 2.4
Fixed tooltips not displaying in the Tutorial pause menu during tutorial videos
Adding scroll bar indicator to the booster selection step in the “Missing the Ground” tutorial
Added fail stage when deleting the engine in the “Space is the Place” tutorial
Fixed tutorial orientation video getting stuck when clicking at the end of the video progress bar
Fixed subtitles in several languages for the video tutorial on the “Space is the place” tutorial
Fixed file paths in tutorial saves
Minor gameplay updates to the “Missing the Ground” tutorial
Updated text in the VAB First Time User Experience
Updated first-time user experience: “Out of Electricity” linked to electricity level instead of production rate
Fixed a bug with videos not closing at appropriate times
Localization
Fixed title text overlapping at the Training Center when localized
Fixed unlocalized tooltips in the Timewarp bar
Added missing localization terms for stockvessels
Localization reformatted for new game creation
Adjustments to text sizing and placement in the launchpad selection in some languages
Fixed crash when returning to main menu from VAB
Font updates for special characters in certain languages
Added new translations to:
KSC Menu
Flight HUD
VAB
Training Center
Launchpad Menu
Part Manager
Tracking Station
Settings
ESC Menu
Dialog Titles
Notifications
Action Group Manager
Campaign Load Screen
Part Action Manager
Time Warp UI
Tutorial Pause
Wing Editor
Map View
Part Info Tooltip
Video tutorials
Passive notifications
Merging Workspace Tutorial
Known Issues
KSC Runway Lights LOD Visual Regression Description: Players can see runway lights up close, but they are not visible from far away. This was a result of a major optimization fix for the lights.
Status: We are aware of this issue and will be looking to address this in a future patch.
We continue to make good headway on performance improvements and bug squashing. In fact, we managed to sneak a few additional fixes into the first patch, including a fairly high-impact resource flow optimization. We also fixed the "Kraken drive" bug that created insane reverse thrust when an engine’s nozzle was obstructed - so if you’re working on a Kraken ship, the "unique" physics on which it depends are about to go away forever. We may not in fact have killed the Kraken yet, but we have definitely stubbed its tentacle.
As to the timing of Patch One... QA is thoroughly testing the build right now, and as soon as they give us a thumbs-up, we’ll release it. Right now, our goal is to release that patch next Thursday (March 16th). Provided QA does not uncover any show-stopping bugs over the next few days, that date should hold. If they do run into something unexpected that needs to be fixed, that date will slip. We have done a fair amount of hand-wringing around whether we should announce the target date for this patch when there is a non-zero chance of a delay, but we know this topic is very important to you all, so we're doing our best to keep you all in the loop. We’ve also already completed a nice queue of fixes to go into the second patch, but we’ll talk more about that after we’ve got the first one out the door.
To help tide you over until then, we’ve got a new performance-focused dev blog post from Mortoc, our senior graphics engineer. If you’ve been wondering how we test performance and what we’re doing to improve it, this one’s definitely worth a read.
Finally, I just wanted to give a holler of support to the many people who have undertaken the weekly challenges - last week’s air-launched rocket challenge was a sight to behold, and we’re on the edges of our seats to see what mayhem will take place during this week’s Minmus challenge. If you want to take part (or just bask in the ingenuity and/or madness of our community), check out the Weekly Challenge Discord channel. Our Community Team has also picked out a few choice gems from the last week and added them to a Community Highlights post here. Yes, the shopping cart is in there. The shopping cart that flies.
I'm Mortoc, the new graphics programmer on the team. I wanted to take some time to chat about KSP2's graphics and performance-where we are today and what our process is and what the team's goals are.
As many of you have noticed, KSP2's performance isn't amazing at the start of Early Access. In a game as complex as KSP2, there are a dizzying number of areas that we could spend our efforts on and the feedback we're receiving is invaluable for us to focus our time on the issues that affect the players the most.
There are different reasons that the framerate can suffer. If the CPU is asked to do too much during simulation or if the CPU is asked to send too much data to the GPU in an organized fashion, it can make the framerate drop without maxing out the GPU. In most cases the performance in KSP2 is bottlenecked by the GPU, and since I'm a graphics engineer, that's what we're going to investigate in this article. Other engineers are working hard on CPU-facing improvements that you'll see reflected in upcoming updates.
Deep Dive Warning: Numbers Ahead
Before we dig into the numbers, let's start with a primer on what we're looking for here. Game developers tend to think of framerate in terms of milliseconds rather than FPS because it's easier to budget out your frame time that way. Converting from FPS to ms is simple, you just use the formula 1,000 / FPS = ms (for example: 100FPS means it takes 10ms per frame, 1,000 / 100 = 10). This way we're talking about how long a system takes to run directly. We want to measure how many milliseconds each system in the game takes in order to figure out which are taking too much time and dropping the framerate.
We use a tool called RenderDoc for our automated performance testing (amongothertools). RenderDoc allows us to get the ground-truth timings for every single command sent to the GPU. Our tooling can then pull out the slowest GPU events for us to investigate.
The machine I'm using here for performance analysis is a laptop with i7-8650U CPU, Mobile Nvidia GTX 1060 6GB GPU and 16GB RAM. It has a slower GPU than our current min spec, so we're not expecting it to make a playable framerate yet.
KSC Landing Screen - 11FPS
In this scene, eight of the ten worst-offenders are related to PQS+. PQS stands for Procedural Quad System and it's the algorithm used to generate planet terrains. KSP2 uses a modified version of PQS from KSP1, generally referred to as PQS+ after all the modifications made to it for KSP2.
That table starts with a draw call to PQSRENDERTEMP, which emits 229,248 vertices. Each other draw call that uses that specific number is doing some work on the PQS mesh. The two draw calls not related to PQS in that table are the ones with a 6 in the name and are related to the cloud system. From this report we can see that the terrain clearly takes the most GPU time in this scene; 29.94ms in total.
Let's try another vantage point.
LKO - Low Graphics - 8FPS
As you travel away from any Celestial Body, we swap out the complex Local shader with a Scaled version that's much more efficient. This scene is from Low Kerbin Orbit, but still close enough to the planet to be using the Local version of the shader. PQS+ is again 8 out of the top 10 worst calls (the line Dispatch(12, 240,1) which is Draw Call #1 is from at the start of the frame when we kick off a compute shader to generate the terrain mesh). That first PQS+ call that took over 10ms is especially dirty.
Staying Grounded
Clearly the PQS System and related shaders are a big performance problem. Let's talk about that, but first dig into some background. A core philosophy for the early part of KSP2's EA cycle is to make sure "it still feels like a KSP game". This means that for each feature we build, we want to start with what KSP1 did and then build a similar system that improves on it.
Following that goal, the team started with the PQS design from KSP1 and added modern graphics features for KSP2's PQS+. As development progressed on KSP2, more and more features were added to PQS+ to keep pushing the artistic envelope.
I might be biased, but from orbit, Kerbol's planets look incredible. Our art team did a fantastic job. From the surface the game is still quite pretty, but the terrain itself just doesn't have the consistent visual quality we want yet. While trying to build that ground up to our visual ambitions, we added more features than the previous PQS architecture can support. It wasn't until the ramp up to EA that it became understood just how far past the limits of the tech we had reached.
Future Trajectory
OK, so, clearly there's a problem, what are we going to do about it? A few things are being done simultaneously. First, we're prioritizing performance optimizations for this system over the next couple of patches. Particularly for when graphics settings are "LOW", we want this system to be eating far less GPU time. This takes two forms: one is pure engineering optimization that doesn't affect final graphics, the other is to disable certain visual features when the graphics are set to "LOW" or "MEDIUM". That first category, engineering-only fixes, was taken about as far as it could be with PQS+. Our short-term plans are currently focused on the second category, turning off features that don't provide enough bang for the buck.
Here's an example of an optimization that affects the visuals. Coming soon in a patch, we will be able to turn off the Anti-Tile system in the terrain. In a bunch of places, the effect is negligible, but you can see the Eve surface has a repetitive texture artifact without it. This visual polish comes at the cost of accessing each texture a few more times, putting strain on the memory bandwidth of the GPU. Disabling this effect can have a small-to-medium sized effect on the framerate, depending on the GPU in question.
Optimizations like that one are happening now and will arrive in the next few updates. The rest of this article deals with systems that are in progress, so we cannot make specific promises about timelines or features until further along in development. But here's where we're heading:
In the medium term, my first major project on this team is to design and build a next-generation terrain system - what we're calling the CBT system (it uses a Concurrent Binary Tree data structure, but it could also stand for Celestial Body Terrain). PQS+ has served us well, but nowadays video cards are much more flexible and there are more modern approaches that will give us better results in terms of performance and visual quality. Exciting new earth-shaking architectures are possible. The next-gen CBT system will be the topic of a future dev blog which will contain a much more detailed look at what we're building. While it's too early to share any details, I will say that I'm excited about the artistic expressiveness, potential terrain variety, and performance of the CBT system.
Another area that will see a major shift in visual quality and performance is bringing the game up to Unity's modern renderer, HDRP (read more about HDRP here if you're curious, it rocks). The main benefits we get from HDRP are a more optimized render engine, which means faster framerates, and a more flexible shader model, which means more effective dev team efforts. It'll also make it easier for visual mods to be built. As a sidenote, despite how much we love you modders, this change will definitely break most visual mods (sorry modders, sometimes we must hurt the ones we love).
These in-progress changes will allow us to build more scientifically grounded yet fantastical worlds for the Kerbals to explore for years to come.