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Kerbal Space Program 2 News

v0.1.5.0 Patch Notes

[h3]πŸš€ [/h3]

[h2]Bug Fixes[/h2]

[h3]Flight & Map[/h3]
  • πŸš€ Fixed: Orbital decay fix causes vessels to travel sideways above Eeloo at certain altitudes [1]
  • πŸš€ Fixed: EVA Kerbals are unable to move along vessels via magboots or ladders while in Orbit [1]
  • πŸš€ Fixed: Loading screen soft locks after a revert to launch while game is paused [1]
  • πŸš€ Fixed: A.I.R.B.R.A.K.E.S. mirror symmetry clones deploy backwards [1]
  • πŸš€ Fixed: Fairings fly towards celestial bodies after being jettisoned [1]
  • πŸš€ Fixed: Vessel focus behavior is wrong when using stack separators [1]
  • πŸš€ Fixed: Kerbals in non-launch assemblies are lost when launching the vessel [1]
  • Implemented conic section highlighting when cursor hovers over trajectories in Map view
  • Fixed: Discarded stage's orbit changes when timewarping with acceleration
  • Fixed: Joints break when decoupling parts on vessels with physicsless parts
  • Fixed: EC drains at the rate used by active reaction wheel even after torque is disabled and no actual torque is being applied
  • Fixed: Vessel stage deploys after the Go button is pressed while time warp is above 1x and then dropped down to 1x
  • Fixed: LV-99 XL gear sometimes hover above runway upon landing
  • Fixed: Celestial body trajectories are a solid color when viewed in the Map or Tracking Station
  • Fixed: Light tree shows all green lights earlier than intended on maneuver burn timer
  • Fixed: Decoupled stage without probe core/pod is controllable

[h3]Optimizations[/h3]
  • Optimized CPU use for cloud rendering
  • Optimized MessageCenter to improve performance in flight scene
  • Improved GPU performance at KSC by rendering KSC ground during terrain prepass
  • Improved CommandBuffer performance by delaying execution until end of frame, avoiding unnecessary UpdateRenderBounds work
  • Fixed: Drastic loss of performance during a specific time of day in Kerbin's atmosphere
  • Fixed: Vessel splashed-down behavior causes performance to drop
  • Fixed: Water and cloud render textures cause memory leak
  • Fixed: Stranded references in the Simulation Update code
  • Fixed: ParametricLineGenerator leaks memory
  • Fixed: Memory leaks from VegatationSystem
  • Removed unnecessary code when returning to main menu
  • Removed unnecessary calls in SetOceanMaterial code
  • Removed unnecessary planet textures to reduce GPU memory
  • Removed unnecessary calls in GetLiftVector code
  • Reduced memory usage on water rendering
  • Reduced unnecessary calls in the IVAPortraits code

[h3]Saving & Loading[/h3]
  • Fixed: Unable to launch a vessel under the Workspaces folder from the Launchpad menu at KSC

[h3]Parts & Stock Vessels[/h3]
  • Added gridfin parts GRFN-125 and GRFN-250
  • πŸš€ Fixed: Extended engine bells load from save in wrong state for Cornet, Trumpet and Tuba engines [1]
  • Updated mesh generation code for fairings
  • Fixed: LY-60 and LY-90 landing legs wheels are misaligned or flipped when extended
  • Fixed: Separating any part from ST-Micro-1 truss causes all remaining child joints connected to any other ST-Micro-1 truss on the active vessel to break
  • Fixed: Docking ports cannot always be targeted
  • Fixed: LT-1 landing leg does not align to the ground when extended
  • Fixed: Ground parts under compression fully extend during timewarp in game
  • Fixed: Antenna ranges for fixed antennas not calculated correctly
  • Fixed: Rover wheels lose steering at low velocity
  • Fixed: Drag system errors when loading a vessel in atmospheric flight

[h3]UI / UX[/h3]
  • πŸš€ Fixed: Part Tooltip Info in the VAB shrinks or enlarges until it disappears on cursor hover [1]
  • Updated UI for Kerbal Manager
  • Updated Part Manager UI style

[h3]Construction[/h3]
  • πŸš€ Fixed: Max Impact statistic shows twice in part info tooltip [1]
  • Reenabled ALT to disable stack attach
  • Increased timeout for Fairing and Wing edit icons
  • Fixed: A.I.R.B.R.A.K.E.S do not open when selecting Deploy in the parts manager in the VAB
  • Fixed: Vessels with changed assembly roots cause failure of surface attached parts, as well as broken save behavior
  • Fixed: Triangle panels placed with mirror symmetry are not oriented correctly
  • Fixed: The RA-15 antenna appears inverted when placed in mirror symmetry mode on a vessel in the VAB
  • Fixed: The DTS-M1 antenna is not oriented correctly when placed in mirror symmetry mode on a vessel in the VAB
  • Fixed: The Pegasus 1 ladder appears inverted when placed in mirror symmetry mode on a vessel in the VAB
  • Fixed: The Communotron 16-S antenna appears inverted when placed in mirror symmetry mode on a vessel in the VAB

[h3]Environments[/h3]
  • Cloud lighting and shading improvements
    • Application of atmosphere transmittance to cloud lighting
    • Unification of ambient light calculation for ray-marched, baked, and scaled clouds
    • Recalculation of average position for clouds to accommodate density
    • Updating scattering to use average/weighted position estimated from density samples
    • Moving some code into functions, and separating cloud shadows out of scaled cloud shader and into a new shader that renders below the atmosphere
  • πŸš€ Fixed: Lighting is not consistent from all camera angles when viewing the surface near the poles of several celestial bodies [1]
  • πŸš€ Fixed: Lighting is inconsistent at Laythe’s north pole [1]
  • πŸš€ Fixed: Lighting is inconsistent at Vall’s north pole [1]
  • Changed lighting at sunsets by using atmospheric scattering to soften lighting - sunsets are now realistically red on Kerbin, blue on Duna, etc.
  • Improved atmospheric scattering integration on terrain and clouds to make atmospheres softer and horizons smoother
  • Improved cloud blending with the atmosphere
  • Implementation of biome and triplanar mesh bucketing for terrain rendering
  • Optimized cloud shadows
  • Adjusted dynamic resolution calculation for clouds
  • Increased Eve's atmosphere scatter height
  • Fixed: Wrong scale on KSC light colliders creating log spam
  • Fixed: Decals not visible at higher altitudes above Eeloo
  • Fixed: Water is invisible when landing at a specific location on the surface of Eve
  • Fixed: Bop's polar crater appears distorted in map and tracking station
  • Fixed: Terrain spikes at Bop's south pole
  • Fixed: seen from orbit, Jool's surface disappears while medium quality clouds are enabled

[h3]EVA[/h3]
  • Fixed: Attaching a decoupler that creates a fairing too close to the MK1 Command Pod which prevents Kerbals from exiting vessel
  • Improved self shadowing on Kerbal skin materials
  • Improved smoothness of the blink animation

[h3]FX & Audio[/h3]
  • Adjusted Logitech Lighting FX when vehicle crashes
  • Adjusted Logitech Lighting colors when reaching some celestial bodies
  • Fixed: Wingtip vortices jump when entering celestial frame of reference
  • Fixed: Incorrect key colors during docking control for Logitech Lighting FX
  • Fixed: Booster engine VFX spawn to the side when flying past ~21.5k altitude on Kerbin

[h3]Tutorials[/h3]

  • Fixed: Reverting after using the Tutorial Menu to return to flight causes soft lock

[h3]Localization[/h3]
  • Text updated for antialiasing options in Settings

[h3]Modding[/h3]
  • Upgraded Unity to version 2022.3.5f1

[h2]Known Issues[/h2]
Gridfins GRFN-125 and GRFN-250 Are Not Affected by SAS: This is due to a recently identified problem with control surfaces and how they interact with SAS. SAS is intended to work with Gridfins in the future, but for now they are manual control only.

PF-AD-XL 2500 Fueled Adapter Is Invisible When Viewed in VAB and Flight: We are aware of issue and are investigating.

First Time User Experience Prompt Does Not Appear When Vessel Loses Power for the First Time in Flight: This is new to v0.1.5.0, and we are investigating.

[h2]Submitting Bug Reports and Feedback[/h2]
If you'd like to provide feedback about this build, there are many different ways to do so: Submit Feedback through the Game Launcher Suggest a Change on the KSP Forums Join us on Discord to Discuss Potential Changes

Bug reports should be shared to either: Private Division Customer Support Dedicated Bug Reports on the KSP Subforum

Introducing For Science!

[h3]Edit: We've announced that For Science! launches December 19, 2023. Read below for information about what's in the update![/h3]

Hello Kerbonauts!

Some exciting announcements as we enter the chilly months.

In December, we'll release a major content update for Kerbal Space Program 2! In past dev diary posts and video dev chats we've referred to the update as Dot Two or Science. We're thrilled to officially dub this update...

[h2]For Science![/h2](Yes, the exclamation point is part of the update name. It's the most important!)


We've been sprinkling in sneak peeks of For Science! at the end of dev chats for everyone to digest. While we have more to share in the coming weeks, here are some features to expect from the update:

[h5](Please note all images are work in progress!)[/h5]

[h3]Exploration Mode[/h3]
The For Science! update introduces a new game mode called Exploration Mode. In this mode, you collect and transmit Science from unique biomes across the Kerbolar System; and then redeem Science to unlock new part technologies.

Why is it called Exploration Mode and not Science Mode? In future updates, this mode will allow for resource collection and utilization, as well as the establishment of automated resource delivery routes. We want you to be able to continue the campaigns you start in December through all future colony, interstellar, and resource-gathering updates.


[h3]Science Collection Parts and Interface[/h3]
As the name states, all new Science collection parts help collect Science. These parts are physically consequential, meaning shape and mass should be taken into consideration when building vehicles.




The Science collection and transmission interface gives you the heads-up when there's an opportunity to take measurements or collect a sample. The research inventory gives a detailed view of all Science collected during a flight with clear information about what's been learned and what conditions need to be met to claim Science rewards.


[h3]Tech Tree[/h3]
The Research and Development Center is open! Science can be used to unlock new categories on the tech tree, allowing the creation of more advanced vehicles. You can scout and preview future nodes to plan through dozens of part families.


[h3]Mission Control[/h3]
Mission Control is also open for business - meet Dr. Keri Kerman who will send you on increasingly-challenging quests from learning about basic rocketry to attempting to build and maneuver an entirely new kind of vehicle.


[h3]Heating and Thermal[/h3]
The days of stress-free atmospheric re-entry will come to an end with atmospheric re-entry heating and thermal behavior for parts. When For Science! releases, take those heat shields seriously!


[h3]Wobbly Rockets Improvements[/h3]
We've been hard at work improving the wobbly rockets issue. An enhanced joint system will dramatically reduce wobbliness of large vehicles.

[h3]Aaaaand More![/h3]
We can’t tell you everything, that’ll ruin the surprise!

With this update there will also be significant improvements to quality of life and performance! As we continue development we strive to make KSP2 playable on a wider variety of PCs.

In other exciting news, today we're at Space Creator Day - Creative Director Nate Simpson gave a first look at For Science! to space enthusiasts and creators. He also chatted with creators about the update and answered their questions.

Check out their channels in the coming days for exclusive interviews and gameplay (and because they make great content 🀩):
Thank you for your patience as we gear up for the update, look forward to more information soon! πŸ’š

[hr][/hr]Keep up with all things Kerbal Space Program πŸš€ KSP Forums KSP Website Facebook Twitter Instagram Intercept Games Discord KSP YouTube

v0.1.4.1 Hotfix Release Notes

[h3]Bug Fixes[/h3]
[h3]Flight & Map[/h3]
[h3]Other[/h3]
  • Certain actions will no longer cause PQS data values to be written to the Windows Registry [Original Bug Report]
  • PQS data values added to the Windows Registry in previous releases will now be removed upon launching the game

[h3]Known Issues[/h3]
[h3]Remaining Orbital Decay[/h3]
Disabling engine thrust in a low gravity sphere of influence can sometimes cause a miniscule amount of orbital decay. We're working to resolve this issue and will keep the community updated on our progress.

[h3]Submitting Bug Reports and Feedback[/h3]
If you'd like to provide feedback about this build, there are many different ways to do so: Submit Feedback through the Game Launcher Suggest a Change on the KSP Forums Join us on Discord to discuss potential changes

Bug reports should be shared to either: Private Division Customer Support (for game-breaking bugs) Dedicated Bug Reports on the KSP Subforum

Dev Chat - Wobbly Rockets

Hello Kerbonauts!

The next edition of Dev Chat is here - sit down with Creative Director Nate Simpson and Senior Engineer David "Trigger" Tregoning as they discuss the wobbly rockets issue and the steps we're taking to improve it.

From Creative Director Nate Simpson:

I hope you enjoyed this chat! Since this conversation took place, David has been developing a tool that allows our team to compare multiple wobbly rocket remedies, including selective wobbliness for certain part categories, KSP1-style autostrut for the entire vehicle, and various flavors of packed vehicle physics. We are testing these now, with the goal of achieving a near-term improvement in vehicle rigidity while developing a more ambitious long-term fix that's performant at all scales. We'll share more information when we've arrived at a balanced solution.

We know you've waited a long time for a solution to this issue, and we're excited to be closing in on a resolution.


[previewyoutube][/previewyoutube]
Curious as to what's to come? πŸ‘€

Note: Because of Steam's file constraints the GIF is in lower quality.


[hr][/hr]Keep up with all things Kerbal Space Program πŸš€ KSP Forums KSP Website Facebook Twitter Instagram Intercept Games Discord KSP YouTube

Incoming Hotfix v0.1.4.1 - 9/29 at 10am PDT

A hotfix will arrive tomorrow morning that addresses the recently identified critical issue with KSP2 that affects players' Windows Registry.

This fix will both stop the Registry issue from happening and retroactively safely remove extraneous values created by the issue in previous releases.

You can expect the hotfix to be released at 10am PDT.

The KSP Team