Bug Status [10/4] in KSP2 Suggestions and Development Discussion Posted October 5 Hey all, some clarification for #2. The core contributors to these issues are various gameplay systems (resources, thermal, orbital positioning) that currently run for all parts on all vessels, regardless of how close vehicles are to the player. To be crystal clear, we do not simulate rigidbody physics or perform rendering on parts that are not in the player's influence sphere. This is contrary to KSP1 which effectively rolls up all these things into a single vessel and doesn't do much when a vessel is 'unloaded'. This is in order to support key features like Tracking of resource usage through activities a player may want to run in the background Core KSP2 features such as acceleration under timewarp, and specifically acceleration under timewarp while observing another vessel. Tracking of resources related to various complex activities as part of colonial features like delivery routes Overall, making your vessels behave consistently whether they are close to you or not. This is a key goal we have compared to KSP1 There are a number of improvements we are looking to make as we go forwards because this is a key issue with scalability of saves. Notably, a lot of those features don't exist ingame yet and are coming further down the roadmap. So, our approach is going to be incremental and based on supporting the appropriate set of gameplay features for any given milestone. One of the things we absolutely are doing for the future (past 0.2.0) is defining specific scenarios for the sizes of ships and saves we want to support as a baseline in each update. That means taking a good hard look at the systems involved in each milestone and putting good, realistic numbers on player vessels, parts, resource consuming parts, resource producing parts and other simulation performance costing items for the engineering team to work towards. We have to scale, and we need to know how much we need to scale.