r/KSP2Redux

Let's talk rover issues

As a rover aficionado, I'd like to see my KSP2 rover experience improved in some future Redux update. Two issues especially come to mind -

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  1. Colliding with invisible obstacles. From my experience playing 40ish hours of the latest Redux build, this seems like the last major "ruin-your-day" level bug that's still in the game. It's been there since launch day.

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It doesn't seem to happen everywhere, but definitely on Kerbin. I did a 45km rover trip to complete the Kapy Rock mission the other day, and during that trip I collided with an invisible obstacle roughly once every kilometer. It usually didn't wreck my rover but was extremely annoying for sure.

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  1. The Ultimate Quarter Pipe. On Dres. This thing is clearly designed for people to jump off it with rovers. But unlike many of the discoverables, it's currently just a hologram. You can't jump off it. You go right through it. Any chance this could be made solid? I reeealy want to send it off that thing.

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Thanks for reading. I appreciate the good work you guys are doing. I'm having fun with it and excited for Dresteroids coming out soon. o/

reddit.com
u/KtaadnRota — 4 hours ago
▲ 36 r/KSP2Redux+1 crossposts

Redux Q&A Answers

We have made a new blog post on our website which compiles all the answers from the June 6 developer Q&A, as well as some unanswered questions from the live chats.

ksp2redux.org
u/h0nzaCZ — 4 days ago
▲ 61 r/KSP2Redux+1 crossposts

KSP2 Redux Show & Tell: Radial Body Flaps

A quick look at new parts coming soon to Redux: procedural body flaps. You can adjust their shape and size just like normal control surfaces, and they even include built-in cameras that you toggle on or off!

youtube.com
u/h0nzaCZ — 5 days ago

Redux Q&A Summary

A summarized write-down of the entire Q&A Livestream for those who don't want to listen to a nearly 2 hour long podcast. I removed the joke questions, showcases (obviously) and the talk that's not question related. Enjoy!

How is the development of Stage Zero going?

Munix: We are getting very close to the first release of Foundation. We have basically all of the features completed, apart from Dsteroids and ISRU. ISRU is also reaching a fairly finalized state, and we have one of the two Dsteroids done. Hopefully within the next few weeks you will be able to play with all of those things, and we can technically consider the Foundation stage officially released.

Does CKAN support Redux? And do existing KSP2 mods work with it?

Munix: Not yet. We are planning to add CKAN support once Redux is in a stable state - once we have a stable release and are out of beta testing. As for existing mods, we are making extensive changes to the modding API and the mod loader, so currently all KSP2 mods will not work with Redux. They will need to be specifically updated for the current version of Redux, which is something we will help modders with once we reach the stable release.

What will be the difference between Exploration and Frontier modes, since both require resources?

Safarte: Exploration mode will be more focused on exploring the Kerbol system and neighboring systems. In this mode, resources used to build advanced engines and complex parts will be unlocked by, for example, establishing a colony that extracts and refines that resource. Once a resource has been unlocked and the colony in question has been linked to a supply network with all other colonies, you can build any parts that use that resource on any colony in the network.

Frontier mode, on the other hand, will have resources with quantities, storage capacities, and extraction rates. You will have to manage all the logistics of sending those resources at given rates, based on how fast you can do resupply missions and how you have established your resupply routes. You can think of Exploration and Frontier mode as roughly equivalent to KSP1's Science and Career modes.

How many people are currently working on the project?

Munix: There are around 20 active developers and artists currently. This number fluctuates a lot depending on everyone's availability, but that is the rough current number.

If KSP2 Redux really brings KSP2 back to life, would you consider reaching out to the company that bought KSP2 for a collaboration?

Munix: We would definitely like to work with them in some capacity - whether as an official development studio, or in a more unofficial way where they could potentially give us the source code and we would continue developing Redux as we are now. One model of collaboration we have in mind is something like Portal 2 Community Edition, which has its own Steam page but requires you to own Portal 2 to install it. All of this depends heavily on what the company is open to and whether they have any future plans for the game.

When will we see the features from the KSP2 roadmap?

Munix: Whenever we finish them. We don't have any deadlines or estimates, and that is something I enforced on the team after last year, when I promised we would release Redux in the summer of 2025. As you can see, that didn't happen - everyone got so burned out that the project almost died for a couple of months. So the answer is: no estimates, no deadlines. We don't want to overpromise anything we can't follow through on.

Are colonies, interstellar travel, and multiplayer really planned?

Munix: Yes. We have already slowly started working on the game design and some art for colonies in the background while preparing for the first stable release of Foundation. We have also done some basic planning for multiplayer. And we have a lot of plans for interstellar - concepts for celestial bodies, and a lot of information from the original developers on engines that can be found in their communications.

How do you plan to add interstellar travel, colonies, and habitats? Will there be Orion Drive engines? Will we see free IVA in the near future?

Munix: There is a lot in this question. When it comes to colonies and interstellar travel, we could spend days talking about how they are being planned - the short answer is it will take a lot of sweat, blood, and tears. We have a good few years of work ahead of us on those features.

Regarding Orion Drive-style engines, yes, those are planned to come with colonies, just as the original developers were planning. We have already seen some showcases of this engine from them, and we will be following a similar approach.

As for IVA and free IVA, those are things we are internally discussing. We don't have any announcement right now, but it is something we would like to do eventually.

How will the distinction between a large craft and an orbital colony be made?

Munix: Colonies will specifically require a Colony Founder part - think of it as the HQ of the colony. You put it on a rocket, fly it somewhere in space or land it on another planet, and when you deploy it, it turns the vessel carrying it into a colony, both in orbit and on the surface. That same part will serve as the center of colony management, where you can enter the colony building mode and expand your colony based on available resources.

For orbital colonies specifically, it will also be possible to use this part to pack the colony back up, turning it back into a normal vessel. You can then fire its engines and move it to a different location, and unpack it again - at which point it becomes a colony again, with its orbit locked and all colony functionality restored.

Will gravity ring components be added in the future?

Munix: Yes, we plan to add gravity rings primarily for orbital colonies and large interstellar vessels. We are not sure yet whether we will add special gameplay mechanics around them, but the parts themselves are planned.

How will orbital colonies construct vessels? Will there be an autosave toggle before launching from an orbital colony?

Munix: When you have a specialized shipyard part, you will be able to enter a VAB-like interface from it, build your vessel there, and then either attach and save it as docked to the orbital colony, or launch it using special orbital launch clamps. These were showcased by the original developers in the past - orbital launch clamps that attach to your colony to create a sort of orbital shipyard from which vessels can be launched.

Will air brakes ever get the ability to act as flaps, like in KSP1 or like the grid fins in KSP2?

Munix: I saw the question and decided to immediately implement it. This feature will be coming in Beta 7.

Will Starship-style flaps be considered for addition in the near future?

Munix: That is another question where the answer is: I saw it, I liked it, and it is already implemented for Beta 7.

How big will the final file size be?

Munix: We honestly have no way of knowing, but given the relative size of the parts and planets we are adding - and the fact that we will be adding a lot more of them - it will probably be in the tens of gigabytes, possibly upwards of 100 GB if there is that much content. We will of course be looking at ways to reduce this, but it is largely a matter of sheer content volume. Textures alone take up a lot of space, and there will be many of them.

Based on the ISRU teaser video, it looks like there will be a lot of metals like iron and nickel. How will those be used? Will the refinery make fuel from anything you mine?

Safarte: The teaser was only showcasing the system, not the final resources. We used placeholder resources to fill out the UI. While there will definitely be some metals involved in the colonies updates, the Foundation version of ISRU only includes carbon, regolith, ammonia, and water ice, which will be used to produce methalox, monopropellant, and hydrogen respectively.

If a colony doesn't have a way to refine a resource into methalox, but a ship docked to it has an ISRU part that can, will that ship be able to produce methalox for the colony?

Safarte: Yes, that is the plan. Any vessel within a certain range of a colony will be able to transfer resources to and from the colony's containers. This enables off-colony refining - for example, refining resources on the vessel and returning them to the colony, or mining raw resources at the colony, sending them to the vessel for refining, and using the result as fuel.

Will automated resupply routes - ships that auto-refuel on a set schedule - release alongside ISRU or orbital colonies?

Munix: Supply route functionality will not be added with ISRU, since there would be very little use for it at that stage. It will come with colonies, and we are not yet sure at which specific point, since we are still discussing how the colony updates will progress. In Exploration mode, which will release earlier, you will most likely not use supply routes - or at least not in the same way as in Frontier mode, since there will be no resource capacities. A similar concept will exist in the form of the resource network we have discussed, but without the complexity of Frontier mode, which will come later.

Will we get more ISRU features and parts in the near future? For example, something like the survey scanner from KSP1?

Safarte: All on-vessel ISRU features will release at once, since it wouldn't make sense to release drills without a scanner, or a scanner without drills. I believe - though this is not a promise - the plan is to include it in the next beta. Everything from scanning to drilling to conversion will be there together.

How buggy is ISRU right now? Can you give an example of a bug encountered during development?

Paulo: One bug we fixed involved the resource overlay in map view. When you scan a celestial body with the resource scanner, you can enable an overlay that replaces the planet's normal texture with a color-coded map showing the distribution of resources across the surface. This is done by swapping out the planet's shader with a custom one that renders the resource data. When you turn the overlay off, the game restores the original shader - but to do that, it has to keep a reference to the original shader in memory.

The bug was that if you enabled the overlay on one planet and then changed your sphere of influence, the game could accidentally restore the wrong shader to the current planet - for example, putting Kerbin's texture over the Mun. That was one of the more visually obvious bugs we had, and it has since been fixed.

What will Redux's ISRU resource names be? Most fuels from KSP1 were renamed in KSP2.

Munix: In KSP2, there will be no single ore resource. Instead, every resource will have its own name. For building colonies and rockets, you will likely need to mine and process some metals - you could imagine something like iron ore as a raw resource that you mine, and steel as the material you process from it. For the basic Foundation ISRU we have been showing off, we are working with carbon, regolith, ammonia, and water ice.

Will volumetric clouds in KSP2 receive further development? Will they eventually be comparable to the ones in KSP1 mods? Will terrain detail improvements similar to KSP1's Parallax mod come to Redux?

Dan: Graphic improvements have not been our primary focus, largely because we do not have access to the shader tools, but we have made some progress - in Beta 1 we improved cloud shapes and added cloud layers. There is still a long way to go. We also do not currently have anyone on the team with the same expertise as the creator of the volumetric clouds mod for KSP1. That said, if anyone has significant experience writing shaders for clouds, planet rendering, oceans, or similar effects in Unity, please do not hesitate to reach out. We are always looking for experienced volunteers.

When will part-specific explosion effects be added?

Dan: Visual effects are not a high priority right now, but the underlying system for part-specific explosions is already in place. It already checks for atmosphere, temperature, atmospheric depth, gravity, Mach number, and fuel type - it is just a matter of implementing the actual effects. It is great that the system is already there, as it will make implementation much easier when we get to it.

Do you plan to expand KSP1 mod compatibility in KSP2? Could you make it load faster, work better, or even port popular mods by hand?

Munix: Most of the future work on part conversions will be focused on the SDK side - that is, on editor tooling for KSP1 modders who want to convert their mods to KSP2 - rather than on the automatic runtime conversion approach. The automatic conversion was mostly a technical demo to give people a taste of what we can do. That said, the SDK side for converting KSP1 mods is now mostly finished and will be ready for the Beta 7 release. If you have a KSP1 mod and want to port it to KSP2, the release of Beta 7 will be the perfect time to start.

Will there be a Shakespeare-style compatibility project for Kopernicus mods as well?

Munix: Yes, that is something we would definitely like to look into. We have already discussed it internally, and I think it would most likely take the form of editor tools that allow KSP1 modders to more easily convert their planet mods to KSP2, rather than a runtime feature for players.

When will Redux exit Stage Zero?

Safarte: After we have beta tested the Dsteroids and ISRU, we will start working on colonies, though more Foundation updates may also come out during that time. Once everything has been tested and smoothed out, we will move into the colony stage.

How long does the team think it will take for the ISRU system to be added?

Safarte: We cannot give an estimate, but we hope it will be included in Beta 7.

How far are we from the first stable release? How far is the stable release from the completion of the Foundation stage? When do you roughly expect each stage to be done, and what version number will each stage be?

Munix: We would consider the Foundation stage done on the day we release the first stable colonies update. It will not be a single moment - it will be more of a process, similar to how the For Science stage of the official KSP2 updates ran from version 0.2.0 to 0.2.2. That is how the Foundation duration will work as well. In terms of finishing the main roadmap features of Foundation, we do intend to have all of those in the first stable release, which we hope is coming relatively soon.

How long do you expect it to take, realistically, to finish what the original developers originally promised?

Munix: Give us at least a few years. Realistically, you should expect that a small team of volunteers working in their free time will take longer than a professional game studio would.

How hard has it been to work on this project?

Munix: For me personally, it ranges somewhere between "this is a very fun side project that feels really rewarding" and "I hate every waking moment of my life while trying to fix some specific issue." That is my honest answer.

Phoenix: Sometimes it feels like I get to play around with all my fun ideas, and then other days it is like the launch clamps are broken and I spend two days figuring out what I broke - only to find it is something completely trivial. It goes back and forth between "I did a cool thing" and a near-Sisyphean task. And it always ends up being something stupid. Ideally a one-line fix for a week of issues.

Safarte: Personally, the project is most often fun. Sometimes - especially since I do a lot of management work - it feels a bit like a second job. But I enjoy it. I even like doing Excel spreadsheets, so I am fine.

How does the KSP2 hate and Redux skepticism affect your motivation to work on the mod?

Munix: Honestly, it mostly makes me want to do a better job at refuting the sheer amount of misinformation surrounding KSP2 - and there is a lot of it. Just go on any KSP-related subreddit and you will see for yourself. That said, especially after the releases of Beta 5 and Beta 6, we have been seeing far more positivity than ever before, and that has been really heartwarming and genuinely motivating. There has been a real turnaround in public sentiment around the project recently.

Have you considered giving updates fun names, like the official KSP2 updates had?

Safarte: We will probably start doing fun naming for more significant updates, likely starting with the first stable release. It is definitely something we want to do.

What are the chances this project gets abandoned like the original game?

Safarte: That is very hard to quantify - hopefully low. Right now there is a lot of motivation in the team, so abandonment is not on the horizon at all. But you never know what happens. We also do not have a massive publisher behind us who can fire us at any moment, which is a plus. We are our own bosses, which graciously awards us a salary of zero dollars - so we cannot fire ourselves.

Will you be working with teams from other projects, such as Promised Worlds?

Infinity: Yes, we already do. If you look in the Discord, you will see that Emu - the lead developer of From Worlds - is actually on our team and has been doing a lot of work on the Dsteroids coming in the next update. We may have also welcomed a few people from the Promised Worlds team, who very graciously volunteered to help us.

Is Redux currently in a good enough state for someone who has been holding off on KSP2 to use it as a starting point?

Infinity: Honestly, since the very first release I think it would already serve as a real improvement over stock KSP2. But if I had to pick the point where it clearly became a solid starting point even beyond that first release, I would say Beta 5, when the installation flow got a lot easier. If you own KSP2 and want to jump back in, you should give Redux a try. It improves the game considerably and makes the experience much more enjoyable.

Are you looking for additional contributors? What kinds of help do you need?

Safarte: We are always looking for more volunteers. The more people we have helping, the faster the project will progress and the faster we will bring the promised features to life. We are especially looking for people with experience in Unity, computer graphics, shader development, and asset development. Please check out the link in the stream description or the Redux Discord for more details on how to volunteer.

Will there ever be a way to donate money to the project?

Safarte: Currently, we are avoiding receiving donations in order to avoid any complications with the IP holders, since this is a project based on an existing IP. I cannot say anything about the future - it will depend on what kind of relationship we can establish with the new owners and how the project develops. But for now, no, sorry.

Will near-future or FTL engines - like fusion or metallic hydrogen drives - be added before the actual interstellar updates?

Munix: That is not something we are planning for now, because the resources needed to build those parts will only be available in other star systems - with the exception of the first, lowest-tech interstellar engines, which you will obviously be able to build using materials from Kerbin. Another major reason is that it would take precious time away from working on the hundreds of colony parts we will eventually need to make. Colonies will be the focus before we start on interstellar parts.

Will the Orion Drive be balanced for interplanetary or interstellar travel?

Munix: The Orion Drive - or nuclear pulse propulsion engines - will come with the colonies updates, which means it will be tuned for interplanetary travel. It will essentially act as a heavy cargo tug between the Kerbal planets. We will have many dedicated interstellar engines, so putting the nuclear pulse propulsion in the interplanetary role makes sense.

Do you plan on adding new tiers of parts in the future - new capsules, real-world inspired designs, space centrifuges, or a more advanced VAB for interstellar ships?

Munix: Yes, there will be multiple new tiers of parts over time, including both colony and interstellar parts, as well as other advanced vessel components such as the nuclear pulse propulsion we mentioned, and metallic hydrogen - which will not be an interstellar fuel but rather an advanced form of interplanetary propulsion. As for real-world capsule recreations, we do not expect to add faithful replicas of real-world rockets or spacecraft parts. At most we might use them as inspiration, but the designs will generally be original.

Will the game eventually include first-person IVA with free movement inside crew cabins?

Munix: That is eventually the plan. However, free-movement IVA will be a lot of work, as it requires remodeling nearly all existing crew cabins and crewed parts. It is not something we are focusing on right now, and it will increase the time and effort required for every part by a significant amount - so it is a compromise we still need to fully work through.

Will we see alien life forms on other planets?

Munix: For those who have not visited Laythe - spoiler alert - but the heart lake discoverable already does contain fish, according to the science experiments. Hopefully someday we will be able to make those fish actually visible using particles, which could be really cool. We also have some plans to eventually introduce more alien life in other star systems, so that is a small teaser for the future.

Will you expand upon KSP2's story?

Munix: I have some fairly extensive plans for expanding the story campaign, all the way to the end game in the Kerbol system. I am not actively working on it right now, but the plans are there.

Will there be a career mode like in KSP1? And will Redux developers make or update their own mods for Redux?

Safarte: The closest equivalent to KSP1's Career mode is our planned Frontier mode, as explained earlier in the Q&A. As for mods, several Redux developers have mods of their own, which they will likely update once Redux becomes more stable. We also plan to help port the majority of popular legacy KSP2 mods to Redux when things stabilize. For example, I am the author of the Kerbal Life Support System mod for KSP2, and I have started working on porting it to Redux - I just have not had the time to finish it yet, but it will come.

Will the game introduce an economic system with funds, like KSP1?

Safarte: We do not plan on introducing a funds or money system into KSP2. The limiting factor in Frontier mode will be raw resources and extraction rates, which will serve as the equivalent of funds and money from KSP1's Career mode.

Will you add specific roles for Kerbals, like in KSP1, and possibly expand on them further?

Safarte: It is not currently planned, but we might revisit it in the future if a gameplay need for that kind of system emerges from our design work. So maybe, but not planned right now.

Will KSP1 DLC parts eventually be added to KSP2 Redux?

Munix: It will not be the exact same parts, and not all of them - but it is something we are already partially working on with the addition of the SM Plus parts category. A lot of those parts are inspired by the Making History DLC. As for Breaking Ground, which mainly includes robotic parts, those are on our radar but have a lower priority than the current roadmap features.

Will the KAL controller be added?

Munix: The KAL controller is not in our short-term plans, but as part of a potential future addition of robotic parts, it would almost certainly come along with them. In the meantime, this could make for a fun community mod project for anyone wanting to learn KSP2 modding.

How many KSP1 parts will be in the first stable release?

Munix: This is a hard question depending on how you look at it. If you mean whether all KSP1 parts will be directly copied or recreated, then no - that is definitely not the case. But if you are talking about parts vaguely inspired by KSP1 or its mods, then in a sense all 400-plus KSP2 parts have some roots there. Neither our intention nor the original developers' intention is to simply copy-paste KSP1 and expand on it. KSP2 is its own game with its own design language, visual identity, and engine archetypes. While we do reference KSP1 and its popular mods when making new parts, it has to serve specific KSP2 gameplay and design goals - not just "KSP1 had this, so KSP2 should too."

Are you planning to add motors, propellers, electric engines for atmospheric flight, and robotic parts like in KSP1?

Phoenix: Electric engines for atmospheric flight are definitely something we are looking into. As for robotic parts more broadly, progress on those hinges on first making our new analytical joint system stable. I am currently working on essentially replacing the stock Unity physics engine joints with our own system, which should be much more stable, have near-zero wobble, and hopefully also perform better. Once that is tested and stable enough, we may look into robotic parts after that.

Is anything planned to make Falcon 9-style reusability easier?

Phoenix: Yes, I had already planned to make a mod for this before KSP2 was abandoned and Redux was formed, and it is now something I would definitely like to bring into Redux. Ideally it would be similar to KSP1's FMRS mod but with better integration into the core gameplay loop. Reusability is the direction real-world rocketry is going, and it makes sense for KSP2 to support it as well. This is also not the only reusability-related feature we are working on - there is something else we may be able to tease in the next few days.

Will there be a built-in autopilot with full functionality?

Safarte: That is not something we are currently planning to add in full capacity. We will leave a full autopilot to modders, since the core experience of KSP is flying your own rockets, and we want to keep it that way in the stock game. What we will add are planning tools - for example, tools to help plan interplanetary and eventually interstellar trajectories, since those are far too complex to handle with basic manual maneuver planning. New planning tools for sure, but not a full autopilot.

Do you plan on adding more star systems beyond what was originally planned by the KSP2 developers?

Safarte: We do not currently have any specific plans beyond the original roadmap, but there is always room for more after a full 1.0 release and completion of the main roadmap. We will see in a few years.

Will there be organic spacecraft parts - greenhouses, growing food for Kerbals, that sort of thing?

Munix: If you mean things like greenhouses and growing organic food for Kerbals, then yes, those are things we will probably be adding for colonies.

Are you sure that a team of volunteers can complete something like colonies and interstellar travel on what some consider a buggy, broken codebase?

Phoenix: As for the codebase being buggy and broken - yes, we have been in a continual process of cleaning things up since the beginning. A lot of the optimization work has gone into removing unnecessary steps, simplifying systems, getting rid of things that do not make sense, and dealing with things like weird initialization orders. That is actually where some of the performance gains come from - fixing the codebase and improving performance often go hand in hand. I have been pushing everything toward being compatible with ECS and being as simple as possible so I can use tools like Burst. There is no barrier to making arbitrary changes to the code. It is pretty straightforward, and we have been improving it the whole time.

Munix: I also want to address the common misconception that KSP2's code is basically just a copy of KSP1. That really could not be further from the truth. There are a few small remnants - some files copied here and there, like vessel SAS for example - but overall the architecture is very different and much more mature in KSP2, which makes it a much better foundation for large-scale development than KSP1 ever could be.

How do you plan on handling time warp in multiplayer?

Munix: In broad strokes, there will most likely be separate timelines. Players will essentially be in their own time bubbles, at different points in time - one player might be in Year 1, another in Year 10. They will only be able to physically meet up when they choose to sync to each other. That does introduce some time paradoxes - for example, a player could theoretically drain fuel from a colony in what is technically the past while being further forward in time themselves. There is a lot of nuance there, but for this kind of game, some of those paradoxes are basically inevitable. We will have to make compromises - sometimes that might mean duplicating a resource for both players, or removing it from both. Something along those lines.

Will Redux ever cost money, like the volumetric clouds mod for KSP1?

Safarte: We do not plan on charging for Redux at all. First of all, it is based on an existing IP, so that would not really be legal. So no, no plans for that.

What are your chances of reaching a collaboration agreement with the current IP owner, and what are your plans?

Safarte: We do not know what the probability is. Our plan is to build a dossier - a proposal that shows what we have accomplished and outlines what we would like to discuss with them. I cannot go into much more detail right now. It is worth noting that something has already happened with the Kerbal IP this year - the creation of KerbalCo, a subsidiary of Intercept/Take-Two that now owns the IP. The fact that something is moving may be a positive sign.

Will there be an in-depth wiki or documentation for the new modding tools?

Safarte: Yes, we plan to do a lot of documentation for the new modding tools - whether in written wiki form or as video tutorials on our YouTube channel. We know that without documentation, tools do not get used. I am also open to restarting modding workshops - live sessions where someone from the team with expertise on a given topic guides people through it step by step in the Discord voice chat. We did something like that once before, walking people through how to make a KSP2 engine, and I would like to do it again if there is enough interest.

Will SAS get fixed? It is currently very aggressive and overcorrective.

Safarte: We have already improved SAS significantly in Beta 5 and the Beta 5 hotfix. If you have not tried it recently, please give it another go - it is much more stable now. We continue to improve it with each release.

With KSA (Kitten Space Agency) in development alongside KSP2 Redux, how do you see the two fitting together? Is KSA a rival or a positive for the space sim community?

Safarte: Personally, I am all for more diversity in the space sim genre. KSA and KSP2 are very different games with different vibes and different goals. I do not see them as rivals at all - it is just another space sim, and it is good to have more of them. I hope for the best for their development. Two cakes are better than one. A lot of us KSP2 modders will probably also try modding KSA when it is in a more developed state. This is not a zero-sum game.

What kind of hardware requirements should we expect? Will Redux only run on high-end systems?

Safarte: It is hard to give hardware requirements right now, as we do not have the resources to do extensive hardware testing. What I can say is that Redux runs considerably smoother than stock KSP2. You can look at the official KSP2 system requirements and reasonably lower them for Redux. As an anecdotal data point, we have had players running Redux on integrated GPUs and on laptop GPUs with only 2 GB of VRAM - performance is not great on those, but they could not run stock KSP2 at all. That is a meaningful improvement.

Since you do not have the source code, can you only add code on top of what exists, rather than rewrite or refactor it?

Phoenix: KSP2 is a Unity game written in C# and runs on Mono. It is not hard to modify the source code - that is about as much detail as we need to go into, and it is not a limiting factor for us at all. The main limitation when it comes to source access is actually the assets: being able to directly modify prefabs for planets, parts, and UI is the harder part. But we can write code to apply those modifications at runtime. It would definitely help to have access to the original source project, and that is one of our goals when we eventually contact KerbalCo - but it does not hold us back when working on performance, systems, or features.

How often do you plan on doing Q&A streams like this one?

Safarte: These are a bit lengthy and take a lot of work to organize, and we have covered a lot of ground today. We will probably do another one when the project has advanced significantly and a lot has changed - but that will not be for a while. One idea is to keep a form open for questions on an ongoing basis, and if we accumulate enough new and unique ones over time, potentially organize another session.

Will there be a weather system, and if so, will it affect gameplay or just be visual?

Dan: It will be mostly visual, but we have not fully discussed it internally yet. Some celestial bodies may have weather as a genuine gameplay challenge. It could also tie into colony placement - for example, as a factor in choosing where to establish a colony based on temperature or other conditions.

Will a Real Solar System mod be possible for KSP2?

Nexus: Yes, certainly. Before Redux was even a thing, the first thing I was trying to do was port Earth from Real Solar System as a test. It is something I would very much like to make possible, and I believe it will be. You may see a showcase of the planet modding tools in the near future - there has been a lot of work in that direction, and adding new parts or planet mods is now dramatically easier than it was before.

If rockets cost materials to build, can you soft-lock yourself out of a save?

Phoenix: No. Kerbin will always have an unlimited supply of basic resources, which you can use to build basic methalox rockets. You will only need to ship more advanced resources to Kerbin in order to build more advanced things, such as nuclear engines.

Will new planets or moons be added to the Kerbol system?

Infinity: Yes. The first additions are already coming very soon - hopefully in Beta 7 - and those will be the Dsteroids, the two moons of Dres. Beyond that, we also have some future plans for additions to the Kerbol system tied to the colonies updates, so look out for those.

Will airplane aerodynamics get reworked?

Phoenix: That is an area I would like to look into eventually. There are a lot of things on my personal to-do list - well over 100 items, with only around 30 ticked off - so I cannot say when we will get to it. But a better aerodynamic system is on there. Eventually I would like to do something like a simplified version of FAR.

Which part of the game has seen the most optimization improvement in Redux?

Phoenix: In most gameplay situations, the bottleneck is on the Unity main thread, and the core of that bottleneck is memory fetch latency - the game tries to access something that is not in the CPU cache and has to wait for RAM. So a lot of our optimization work has gone into reducing the amount of memory accessed per frame, improving access patterns, and keeping related data close together so the CPU can reach it more quickly. That has consistently yielded good results. The next major step is the ECS migration, which will allow much more to run concurrently. I have hit something of a ceiling with the current approach of simplifying individual steps, so the ECS work is where the next major gains will come from.

Will wingtip vortex trail effects be improveable or toggleable?

Phoenix: That is something we want to look into, and improvements will most likely come alongside the aerodynamics system rework. No timeline yet, but we are aware of it and do want to improve it.

u/RasknRusk — 4 days ago
▲ 31 r/KSP2Redux+1 crossposts

Redux Q&A Livestream

https://preview.redd.it/apq465zfhx4h1.png?width=1998&format=png&auto=webp&s=ef70de6370d0ac75c1e51303f99ae785e5889f63

The first KSP2 Redux Developer Live Q&A will take place on June 06, 2026 at 10pm CEST!

We have received many great questions regarding our project, we'll try to answer all of them to the best of our ability. If you have additional questions during the Q&A please don't hesitate to ask them, we'll do our best to answer them.

The Q&A will be recorded and uploaded to the KSP2 Redux YouTube channel, by participating in the Q&A you consent to potentially appear on the video.

The Q&A will take place in a dedicated voice channel in the KSP2 Redux Discord server: https://discord.gg/ksp2redux

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u/h0nzaCZ — 10 days ago