NexusHelium Posted February 25 Share Posted February 25 (edited) Announcing KSP2 Redux Hello everyone, it's been a little while since you’ve heard from me in the modding scene! As you all know, the development of KSP2 has unceremoniously ended over half a year ago, and we haven't heard much since. In all likelihood, the game is never going to picked up again and its development restarted. All those teased features, all the hard work put into the game by the developers and the modders alike, all the hopes and dreams of the community. Wasted? But that would be such a shame, wouldn't it? Well, we decided to do something about it. Introducing: KSP2 Redux What is Redux? KSP2 Redux is a fan-driven revival of Kerbal Space Program 2, going beyond just a typical mod in order to continue the game’s development where it was left off. The project's ultimate goal is to bring in the long-promised features and milestones that never came to be, and to make KSP2 into the game we all wanted it to become. Yes, that includes colonies, resource management, interstellar travel, multiplayer and a dating sim. That’s still a distant target, though; for now, the priority is nailing down a solid, reliable base for both players and modders. What will the first release include? The initial release will focus on three main goals: major performance improvements, various bug fixes, and enhanced built-in modding support. Along with Redux, we are working on an all-in-one solution for modders - the SpaceWarp SDK for Unity. There’s also a small surprise in this first release — nothing major, just a little extra something as a teaser of what's to come. When is it coming? The Rendezvous Entertainment team is hard at work finishing up this first release, and we're looking forward to sharing it with you soon. We’re hoping for a 2025 release. And of course more information will be shared on the KSP2 Modding Society Discord and here so stay tuned for further updates! Fly safe, and shoot for the stars! Join us in the KSP2 Modding Society Discord to talks about all things Redux! https://discord.gg/ksp-2-modding-society-1078696971088433153 Trailer: https://www.youtube.com/watch?v=PHOAInTu27w Edited Thursday at 02:34 PM by NexusHelium Quote Link to comment Share on other sites More sharing options...
Safarte Posted February 25 Share Posted February 25 (edited) KSP2 Redux Dev Blog 0: "What's a Redux?" Hello everyone, let me introduce myself first, my name is Safarte and I am the developer of the Kerbal Life-Support System and Docking Alignment Display KSP2 mods. I joined the KSP2 Redux development team something like a month and a half ago and I've mostly been working on debug tools and some bug fixes. The goal of this first dev blog for Redux is to introduce you to the project in more details and provide you with some information on what we plan to do with it. What Redux isn't. The next big AAA amazing space exploration game™ A quickly put together collection of existing mods A teapot Now that that's out of the way, let's focus on what Redux really is. Who's working on Redux? We are a team of (mostly) KSP2 modders that really like this game and would like to see it reach its potential. There are currently a bit less than ten people working on Redux to varying levels of involvement. What is our scope for this project? Our plan for Redux is to try and achieve what we interpret as the core vision of the original developers of KSP2. This means both fixing existing bugs in the game, improving performance and most importantly bring to life promised features like colonies, interstellar travel or multiplayer. We also want to make the game as moddable as possible by providing tools to help the development of mods. Regarding features such as colonies, the current plan is to include all core functionality, with some parts to fill the necessary gameplay roles. Fancier parts will be left to modders to add to the game, for example: Redux might include a simple ISRU for colonies but mods could add many more of varying size, style, etc... What form will Redux take? Redux will most likely be distributed as an installer which will apply some patches to the relevant files in an existing KSP2 installation. Redux will not take the form of either a standalone executable or a simple Spacewarp mod, it's gonna be something in-between. We hope to be able to integrate Redux's installer into CKAN to make installation as simple as possible. What's gonna be in the first few releases? The aim of the first releases will be to get KSP2 to a state where we feel we can safely add more features to without it crumbling down to pieces. This mainly includes stuff like performance improvements, bug fixes and enhanced modding support. We also plan on including some quality of life stuff like some debug tools that can help develop mods or pinpoint issues. How can I contribute? If you're a player: we are open to suggestions, do not hesitate to drop your ideas in the #redux_suggestions forum of the KSP2MS discord server. Also, once Redux has released, please report any bug that you can find and think could be caused by our modifications. If you're a modder: please get in touch with us so we can accompany you on how to migrate your existing mods to support Redux. If you're a Redux developer: chop chop get back to work Final disclaimer Redux is a fan project entirely developed by a team of (passionate) volunteers, we do not have access to the resources of a full game studio so temper your expectations with this in mind. Redux might (and probably will) introduce new bugs to the game, we cannot check every possible scenario otherwise we'd never release anything. We also do not have any affiliation with the former KSP2 developers, please do not interpret this project as an official continuation of KSP2's development. Edited February 25 by Safarte Quote Link to comment Share on other sites More sharing options...
dandoesstuff Posted February 25 Share Posted February 25 (edited) this sucks support ksa NOW!!!!!!!!!!!!!!! i'm joking btw i am a redux dev Edited February 25 by dandoesstuff Quote Link to comment Share on other sites More sharing options...
Safarte Posted February 25 Share Posted February 25 1 minute ago, dandoesstuff said: this sucks support ksa NOW!!!!!!!!!!!!!!! Well I'm for sure looking forward to modding KSA too when it comes out! The more space games the better. Quote Link to comment Share on other sites More sharing options...
foonix Posted Tuesday at 11:44 PM Share Posted Tuesday at 11:44 PM (edited) Basic rundown of Redux FPS improvements: Leverage newer unity features - Enable unity "Graphics Jobs" setting. Cuts 3-5ms off the frame on my computer. <https://docs.unity3d.com/2022.3/Documentation/Manual/playersettings-windows.html> - Disable Unity `Physics.autoSyncTransforms` option. This required rewriting a lot of code to avoid depending on the autosync behavior. Overhaul widely used systems for better performance `TransformFrame` is how the game deals with multiple moving reference frames, and is used extensively through the code base. Redux replaces this with an ECS/Burst based system that is significantly faster. Resource flow request system has had some optimization, and a _lot_ of stuff uses flow requests. Lots of individually minor "depessimizations" that add up to significant improvements. Many, many code systems have been tweaked to remove unnecessary steps, fix unnecessary garbage allocations, and generally accomplish the same task with fewer resources. I've grabbed a few message from the commit history for illustration of the kinds of things that were improved: Disable unused IMGUI OnGUI() events. VesselSAS: Use eco-friendly overload of GetComponents(). ThermalOcclusionGraph: Remove needless Count() enumerator walk. Use null coalesce and getter cashing on heavily used convenience getters Module_ResourceConverter: Remove unneeded material property getter. Module_RCS: Remove unnecessary string formats. Add markers. Module_WheelSuspension: coalesce vessel getter. Data_Drag: Do the cheap check first when changing cube weights. Module_SolarPanel: Cleanup string handling and reduce garbage. CenterOfThrustQuery: fix garbage and simplify code. GetPartOwner() is expensive, so cache results. Rework MessageCenterMessage subclasses to avoid garbage on Clear() SessionManager: Avoid garbage from re-boxing difficulty settings value ResourceFlowRequestManager: Fix reflection garbage in value type ResourceContainerGroupSequence: Fix garbage from enumerating interface, Fix struts causing thermal code to rebuild data every frame. None of these have a significant performance impact on their own. However, they do add up, and there are quite a large number of them. Performance test results compilation All tests are on my system: i7-4790K @ 4GHz, 32GB DDR3, RTX2080 Small vessel test: 53 fps -> 78 fps Spoiler 200 part test: 18 fps, 55.95ms/frame -> 24fps, 41.49ms/frame Spoiler 1500 part test 638 ms/frame -> 347 ms/frame Spoiler Edited Tuesday at 11:48 PM by foonix Quote Link to comment Share on other sites More sharing options...
Majorjim! Posted Tuesday at 11:54 PM Share Posted Tuesday at 11:54 PM You had better have some magic up your sleeves to polish this turd gentlemen.. any chance of improving the god awful anti aliasing? Quote Link to comment Share on other sites More sharing options...
foonix Posted Wednesday at 12:44 AM Share Posted Wednesday at 12:44 AM Magic: ✅ AA: ❌not without the shaders Supersampling, maybe. Quote Link to comment Share on other sites More sharing options...
umbra humanus Posted Wednesday at 01:44 AM Share Posted Wednesday at 01:44 AM Hoping for the best, but expecting the worst. Best of luck! Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted Wednesday at 03:05 AM Share Posted Wednesday at 03:05 AM Jaded, this community is. I look forward to what you all produce and how well it plays. I recently rewatched my short KSP2 YouTube series and it's made me miss playing it a bit. I'd love a reason to. Quote Link to comment Share on other sites More sharing options...
NexusHelium Posted Wednesday at 04:12 AM Author Share Posted Wednesday at 04:12 AM 3 hours ago, foonix said: Magic: ✅ Wait I wasn't informed about any magic where are you guys getting it I could really use it for part assets. Quote Link to comment Share on other sites More sharing options...
MitchtheStitch Posted Wednesday at 04:15 PM Share Posted Wednesday at 04:15 PM I get KSP2 on sale for $15.. 2 hrs later I see this. I guess the Universe just flowed the right way today lol Quote Link to comment Share on other sites More sharing options...
RocketNerdJames Posted Friday at 03:15 AM Share Posted Friday at 03:15 AM As a bit of a critic of the KSP 2 dev team, this feels like life breathed back into a game we all wanted Quote Link to comment Share on other sites More sharing options...
Original Grahamster Posted Friday at 12:36 PM Share Posted Friday at 12:36 PM Fantastic news - and big thanks in advance! I hope you guys rock this! Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted Friday at 02:18 PM Share Posted Friday at 02:18 PM Hoping for the best of this project! Quote Link to comment Share on other sites More sharing options...
The Aziz Posted Friday at 06:20 PM Share Posted Friday at 06:20 PM You better redo the interface as well if you can. Quote Link to comment Share on other sites More sharing options...
Yaroslav Posted Friday at 06:23 PM Share Posted Friday at 06:23 PM 3 minutes ago, The Aziz said: Вам лучше переделать интерфейс, если можете. Unfortunately, this will not be done, the developers will simply fix what the previous owners of the ksp 2 failed to do. Quote Link to comment Share on other sites More sharing options...
munix Posted Friday at 08:43 PM Share Posted Friday at 08:43 PM (edited) 2 hours ago, The Aziz said: You better redo the interface as well if you can. We will definitely try to tweak some things here and there and do some QoL improvements, but large-scale reworks of the UI are not currently planned, it would be a massive undertaking, since modifying existing UI is already quite difficult, and completely rewriting it from scratch would put us back months, if not years Edited Friday at 08:44 PM by munix Quote Link to comment Share on other sites More sharing options...
Whishksp2wentbetter Posted Friday at 09:37 PM Share Posted Friday at 09:37 PM What are going to be the dependencies/conflicts? Quote Link to comment Share on other sites More sharing options...
munix Posted Friday at 11:41 PM Share Posted Friday at 11:41 PM (edited) 2 hours ago, Whishksp2wentbetter said: What are going to be the dependencies/conflicts? Redux is going to be essentially a series of updates to the base game, so it has no dependencies as such, other than owning KSP2, it can be played on its own, or you can install mods into it. Since we are working on proper modding support and improving modding experience, most current mods will not work out of the box, but we are working on ensuring that all the most popular mods (if not all) are supported when we release the first version. Edited Friday at 11:41 PM by munix Quote Link to comment Share on other sites More sharing options...
CadenAstro Posted Saturday at 02:05 AM Share Posted Saturday at 02:05 AM hip hip horray for redux Quote Link to comment Share on other sites More sharing options...
umbra humanus Posted Saturday at 02:17 AM Share Posted Saturday at 02:17 AM When will you have colonies out? Quote Link to comment Share on other sites More sharing options...
Gabu Posted Saturday at 10:53 AM Share Posted Saturday at 10:53 AM (edited) good luck guys and when parts modding come into place, count me in for help! Edited Saturday at 10:53 AM by Gabu Quote Link to comment Share on other sites More sharing options...
Whishksp2wentbetter Posted Saturday at 05:00 PM Share Posted Saturday at 05:00 PM So its an addon to ksp 2? Quote Link to comment Share on other sites More sharing options...
NexusHelium Posted Saturday at 11:27 PM Author Share Posted Saturday at 11:27 PM (edited) KSP2 Redux Update But Also Kinda Not (K.R.U.B.A.K.N) ((definitely a usable acronym)) Hey all, NexusHelium here (the editor of the KSP2 Redux trailer)! A lot of people have (rightfully so) noticed that a good chunk of the footage is noticeably lagging. This was due to issues with the editing software, so I decided to make a video with the raw footage showing the real FPS for those various shots. We also wanted to correct an honest mistake that one of our team members made, stating that the footage was not shot in Redux - it was an assumption he made based on the last communication between us, before I recorded these specific clips. All of these shots except for the reentry visuals (which were done as a separate mod prior to becoming part of Redux) are recorded in KSP2 Redux. Here it is: https://www.youtube.com/watch?v=LNW0zmNv_7I Edited Saturday at 11:36 PM by NexusHelium Quote Link to comment Share on other sites More sharing options...
Alpha_star Posted yesterday at 08:42 AM Share Posted yesterday at 08:42 AM (edited) This is what interested me the most. https://imgur.com/a/sjLN1nv Does that mean you will fix reentry flame colors? Edited yesterday at 08:44 AM by Alpha_star Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.