
r/kittenspaceagency

CKAN for KSA - Early Beta Test Build
This is an early beta of the CKAN fork with Kitten Space Agency support. We're putting it out so people who want to help test can install KSA mods through it and tell us what breaks.
Please read this before you install it:
Warning: this is beta software. Back up your mods folder and your saves before you touch anything. Things can and probably will go wrong. Don't run this against a save or a modded setup you can't afford to lose, and don't expect everything to just work yet.
What you can help test:
- Installing, updating, and removing KSA mods through CKAN
- Mods that depend on StarMap
- Whether your existing KSP install and mods still work exactly like before (we didn't intend to change anything there, but we want more than our own testing to confirm it)
If something breaks, please tell us. Open an issue on this repo with what you were doing, what you expected, and what happened instead. Logs help a lot if you can grab them.
Notes
Known issues:
- If you run more than one KSA instance, they currently share one mods folder, and CKAN treats that conservatively rather than fully supporting it yet. That's a known limitation we're still working on, not a bug you need to report.
- StarMap doesn't support Linux yet, so if you're on Linux and install a mod that depends on StarMap, it will not work.
Installation
There's no exe attached to this release, you'll build it yourself. Only takes a few minutes:
Install the .NET 10 SDK if you don't have it:Β https://dotnet.microsoft.com/download
Install Git if you don't have it (you can also download this whole repository by clicking the Source code button at the bottom of this page):Β https://git-scm.com/downloads
Open a terminal and run:
git cloneΒ https://github.com/KSAModding/CKAN-KSA.git cd CKAN-KSA ./build.ps1 Release
When it finishes, your exe is at _build/repack/Release/ckan.exe (the .NET Framework 4.8.1 build). That's the one to run.
If you don't want to do those steps, which is understandable you'd need to wait until we merge this fork into the main CKAN repository.
Contributors
- Maxi
- PlazmaBoltz
- averageksp
- WARECRAFTER
Thanks for helping test this out.
Download Link
New Vehicle Editor Guide for Kitten Space Program
For version 4826.
Version 2026.7.2.4824 and 2026.7.3.4826
Version 2026.7.2.4824
- Changed Resource Groups are now behind a tab on the stage window. They are still set to automatic by default.
- Changed VehicleEditor, Removed menu bar from Parts Window.
- Fixed crash when editing un symmetrical part (regression form previous commit)
- Changed Vehicle Editor Staging Window, Hovering over parent stage elemnt now automatically highlights all items in the stage. This has replaced the Highlighted checkbox.
- Fixed copy paste error in DefaultAssets.xml. The scale icon would sometimes incorrectly appear where the angle snapping icon could be.
- Adsed automatic fill logic to vehicle editor. When we attach an engine any empty tanks in the same stage will be automatically filled with that engines combustion resources.
- Changed VehicleEditor, grabbed part now moves with the cursor when zooming or translating.
- removed Shift + e hotkey opening current craft in editor. This feature is still available through debug menu.
- Fixed Symmetries were not getting saved when saving a craft in the editor. This fix only applies to newly created craft.
- Changed naming of stage back to sequence, pending further design discussion.
- Made the physics debug map state variables static.
- Added ability to define default combustion process to a Tank template.
- Added prefill logic for tanks that have a default combustion process defined when attached in the vehicle editor.
- Added MMH_NTO_1.6 (RCS fuel) to the three spherical radial tanks so they are automatically prefilled with RCS fuel.
- Added basic wetness value to vehicle shaders. When a vehicle falls into the ocean any parts underwater become wet. Once a vehicle is out of water it will begin to slowly dry off.
- Added WIP frost effect to vehicle shaders. This is not currently visible, however the core of the effect has been implemented in MeshIndirect.frag.
- Add a specular preset glint curve which is copied to all newly created vehicles. This allows newly created vehicles to have a good approximate starting curve instead of the default zero curve. The preset curve has two large peaks and produces good looking glints when tested with the current vehicles.
- Save glint data on game save. This includes all glint curves for each vehicle and editor settings.
- Use vehicle normals for the irregular glint curve calculation if available instead of the bounding box. Normals are currently available in the C# code for Gemini, Rocket, and newly created vehicles, but not the Kittens as the Kittens render their meshes using a different system. If normals aren't available, the bounding box calculation is used instead as a fallback. The normals allow a more accurate calculation as glints depend a lot on the variation of normals across the vehicle surface (e.g. satellites in real-life have a lot of panels with widely varying normals). The calculation is done by taking the normal variation across the x, y, and z axis of the vehicle and averaging the results into a single curve, representing the averaged axis. This final curve is able to be represented nicely as 0 - 1 values across 360 degrees, which is how the current glint curves are represented.
- Fixed vulkan validation on shutdown due to frost buffer not getting disposed of properly on shutdown.
- Cleaned up frost texture parameter names.
- Change milky way default quality from "Medium" to "High" as there was a recent speedup of about 1.5x across all quality settings from Dan (commit hash a3438d6). There is also a significant jump in quality from Medium to High, so I felt this change would provide a lot of benefit to players.
- Removed deactivate of part modules when decoupling.
- Fixed loss of control inputs on split vehicles. This means engines, etc, etc will continue to burn now after a decoupling event.
- Added resource groups (Stages) back into the staging UI in flight if manual resource group mode is off.
- Remove old ROCKET_GLINT_ID string.
- Hotfix - Use the preset specular curve instead of auto generating the irregularity curve as the auto generation is causing stutters.
- Made vehicle editor snapping align more correctly by utilizing both a forward and up vector.
- Vehicle frost now supports sampling from a mask packed in the TFI_Heat textures B channel.
- Turned off face snapping when the editor is still trying to compensate for camera smoothing. This is a temporary fix for part trees rotating all over when we try to handle face snapping and compensate for camera smoothing at the same time.
- FxTemperature now goes between -1 to 1 instead of 0 to 1. Values below 0 are used to determine how frost should build up on the exterior of vehicle parts.
- Added new graphics settings and category for vessel effects. This includes water, frost aswell as thin film interference and vessel ambient lighting (Which were previously part of the general graphics category). By default frost is disabled as it is still a WIP.
- Temporarily removed the frost mask from MeshIndirect.frag. We currently do not have any updated textures yet with frost masks, meaning with the mask enabled no frost is visible.
- Fuel Tanks are now PartModelDynamic instead of PartModels, this means that they will render with the correct temperature and frost hash defines.
- Fixed heat bleeding through at lower temperature values for the vehicle frost.
- Change glints to update after part tree modification so that splitting and a few other places in the code are also regenerating the glints.
- Change the glint auto-irregularity curve to use the bounding box calculation.
- Implement easy optimization to only compute width once in the bounding box calculation. Before applying this optimization, using a profiler revealed that we can have about 1 million parts before the bounding box calculations over all the parts add up to 0.3ms, which is where it starts becoming significant on the main thread.
- Reword glint "Auto-generate from mesh normals" to "Auto-generate from bounding box"
- Added full disposal to RecreateResourceManagers so that they don't leak down to the GC finalizer.
- Removed redundant direct call to RecreateResourceManagers in PartTree.RecomputeAllDerivedData (perf improvement).
- Changed usage of memoryOwner to arrays in ResourceManagerBase - eliminates ArrayPool rent/return/clear overheads (perf improvement).
- Changed temporary visited parts List to HashSet in ResourceManagerBase - Further memory usage improvement.
- Changed SpanOwner to stackalloc in ResourceManager.FindReactantsNodeGroup - stack allocation so no heap hit.
- Removed unnecessary UpdateAfterPartTreeModification from Vehicle class (perf improvement).
- Reworked thin film interference and frost ordering so that thin film interference is applied first and then frost acts as a layer overtop of it, instead of thin film interference applying overtop the frost.
- Replaced spec constant usage with preprocessor macros in the ground clutter shaders.
- Removed some logging related to ground clutter compile times.
- Fixed ground clutter terrain blending not being affected by the graphics setting.
- Added first pass on improving connection interactions when connecting items to to fuel tanks with multiple aligned connectors. (additional data authoring is still remaining to bring most parts into this new behaviour)
- Fixed 2m engines were not snapping to 2m internal connectors.
- Added Aligned definitions for other fuel tank connectors.
- Reworked the experimental volumetric particles so that they spawn based on the fuel tanks temperature. Previously the only criteria for the particles to spawn was for the fuel tank to not be empty. This also means that they are able to properly free themselves back into the emitter pool once the temperature warms back up.
- Fixed an asyymetic connection behaviour between capsules and tanks.
- Fixed Engine Plates connections not flagged as internal.
- Added aligned definitions to Connectors on Engine Plates
- Reworked solid ice particles to spawn based on the fuel tanks temperature. Previously they spawned attached to the exterior of the vessel and would randomly dettach as the vessel moved, now the particles spawn already dettached as we are no longer relying on just particles for the frost effect.
- Initial frost blend implementation. Instead of a linear fade in this has the frost grow across the surface of the vessel. This was implemented in still a WIP and not currently visible in game.
- Added Clicking deploy/retract button on a part that has symmetrical parts (i.e landing legs, solar panels) will cause all symmetrical parts to execute that action if possible.
- Added basic spawn logic for water splash particles when a vehicle lands in the ocean. This is currently not tied to any particle effect and is purely just the logic to detect when to spawn particles.
- Added basic water splash particle effect. This is just a placeholder particle effect that adds some basic volumetric particles on impact.
- Added Tooltips in Vehicle Editor for Part electrical consumption and production.
- Added Force info to Tooltips in VehicleEditor for parts with a decoupler component.
- Improved temperature values for fuel tanks and thrusters. Previously there was a disconnect between the thrusters and the fuel tanks temperatures. The temperatures are now alot more stable.
- Added a temporary branch in MeshIndirect.frag. If a part does not have a valid Tfi_Heat texture, it defaults its frost mask to 1. Once we have proper frost masks implemented this can be removed, however for not it fixes an issue with fuel tanks not having any frost build up on them.
- Update KSA and Planet.Render.Core shader code for the current Brutal.ShaderC API. (#93)
- Bump RocketWerkz.Brutal.ShaderC to 2026.7.0
- Remove IsLocal conditional project references from Planet.Core and Planet.Render.Core
- Changed VehicleEditor, When placing tanks radially, tanks will prioritise connecting to a radial decoupler FromSurface conncector and fall back to surface snapping if a FromSurface connection can not be aquired.
- Fixed Loading a game while in VehicleEditor now closes the editor.
- Fixed an error where a bogus frame conversion would cause billions of g's of gravitation when escaping from a body under full physics.
- Added primitive support to MeshReference.
- Added preliminary multi-mesh and multi-primitive support to ground clutter. Does not yet support multiple materials per object.
- Fixed grass LOD0 sharing the same model name as a particle mesh.
- Fixed ground clutter terrain blend end distance not being calculated properly.
- Merged primitive counts and offsets into one buffer.
- Renamed 'submesh' buffers to 'primitive' to be more in line with the gltf format.
- Added frost masks to CorePropulsionA and CoreFuelTankA textureAtlases.
- Removed temporary shader code that was added while waiting for frost masks to be created which defaulted frost masks to always be enabled.
- Minor optimization so that thin film interference only gets sampled if there is a valid tfi texture.
- Cleaned up FxTemperature.cs
- Added Holding middle mouse button while in editor maps mouse up/down to zoom in/out.
- Cleaned up some shared functionality in the symmetry handling in the editor.
- Reverted a decoupler symmetry change to fix SymmetryLinks getting phantom entries.
- Fixed an old bug related to symmetry inheritance without symmetry that caused a part to not properly get assigned a SymmetryLink in some nested cases.
- Added SequenceGroups are now serialized on Part (rather than being automatically derived from Symmetry information). Any part of the same type in the same sequence can form a sequence group by dragging/dropping it onto another valid part. Parts can now also be dragged out of a sequence group.
- Fixed issue on Linux X11 with multi-monitor layouts. The symptoms include dropdown menus and tooltips being offset when the game is being displayed on the non-main monitor. This does not affect Windows or Wayland Linux. There is a couple of side-effects of this change. Popups and tooltips can overlap the GNOME top bar or dock. Detached windows can be placed under panels.
- Ambient occlusion now uses the prepasses normal texture as an input. Previously it was recreating the normal from the depth input. This means that we now get ambient occlusion using the same normals the fragment shader uses, instead of an approximation.
- Changed Improved drag/drop interaction feel of items in sequence window in vehicle editor. The dragged part is now previewed in any potential valid sequence position.
- Changed SequenceOrder (i.e. the parts index in the sequence) is now serialized at the part level.
- Chnaged Selected Diameter is retained when swapping between regions in the part window in VehicleEditor.
- CACAO ping pong textures are now 8 bit instead of 32 bit, this saves ~0.2ms with no noticable loss in quality.
- Added new star binary, provided by community member u/briarthrain. This fixes a number of problems with alignment of stars, brightness, smimmering. This is the product of intense work by them, and the community, to generate more appropriate data files for star binaries. Future update will see options for players to select more higher density ones.
Version 2026.7.3.4826
- Significantly improved the performance of terrain sampling by skipping most unnecessary work.
- Place the terrain patch at the predicted vacuum impact point rather than directly under the vehicle to avoid sampling terrain we will never hit.
- Don't sample terrain at all until an impact is imminent.
- Improved tracking of when resampling is actually necessary.
- As a side benefit, improved the prediction of the terrain impact point as seen by the Kepler orbit lines (by using the same method).
Help meeee
I recently installed KSA, and found that everytime I try to launch it gets stuck on planet rendering for ages, before the windows not responding thing appears and it does nothing...I did some research and found its a common problem, but when I tried the common fix of setting everything as low as possible, going earth only, and setting ground clutter and ground clutter terrainbelnding to false, it still isn't working properly. The first time it took awhile but got past planet rendering, got to loading completed then just crashed, then the second time I started it after making the changes it got stuck on planet rendering again, is it something to do with vram? MY PERFORMANCE: 16 gb ram, snapdragon(R) X - X126100 processor, X1-45 gpu
My dreams for the future of Kitten Space Agency ππ±
Hi everyone I rewrote my post that I published a hours ago.
It was deleted because I used Artificial Intelligence to translate the script of the post that I originally wrote into my language.
I want to apologize to everyone for breaking a rule by using Artificial Intelligence. Now I've tried to rewrite the post myself translating my original script by myself without using Artificial Intelligence I just got a little help from Google Translate for some phrases that are a little more difficult to articulate.
In the screenshot I've attached the comments from the deleted post. Added a brief reflection on the use of AI.π
P.S: I use a lot of emojis it's me, not AI ahahah.
I know KSA is currently in development and is more like a simulator than a videogame. However that does not stop me from dreaming. I am sure that in a years KSA will become an amazing game, capable of exciting me even more than KSP did.
KSP is a super fantastic game but it has its limitations. Here's a list of what I'd like to see in KSA and what features I'll like to see.
I already think the development team is doing a job and I will support the KSA project no matter what direction they choose.
1. Life Support and Stress π©βππ
As a fan of the Kerbalism mod, I think the life support and stress management settings greatly enhance the game. Once i try these difficulties, they changed my experience completely! Even a simple mission on Minmus becomes much more challenging and exciting. (Note: I've read that this has already been confirmed, Yuppyy!!! :D Wiki Link).
2. Changing Weather βοΈπ¨
It might be very difficult to code and program. How awesome would it be if the weather could affect solar panels or the aerodynamics of a rocket. Imagine a storm on Duna that causes a lander to crash because its center of gravity is too high.XD
3. A Better Tech Tree π¬π³
In my opinion mods like Unkerballed Start offer a better tech tree than the stock one. I'd love to see something in KSA. It's more satisfying to land on a planet after sending robotic rovers out to explore rather than land with kittens in the very first mission. (Note pt.2 : I've read that this has already been confirmed, Yuppyy!!! :D )
4. Making the Career Mode Meaningful in the Long Run ππ
In Kerbal Space Program Career mode loses interest after a while. Why would you return to a planet if I've already done the experiments and planted a flag. In life returning to the Moon or Mars is extremely important there are a million reasons to come back. I'd like KSA to motivate me to visit a planet after three or four landings.
How can we solve this problem? Here are some ideas:
- Kerbalism-style science: complex experiments that take a long time to complete (perhaps one or two in-game years) to complete.
- Hidden Easter eggs to discover.
- Complex ISRU (Resource Extraction): a deep system for building self-sustaining colonies that requires a lot of missions to complete. (With a difficulty slider in the menu for players who want a more relaxed experience.)
- Special and dynamic contracts.
Do you have any other ideas?
5. Alien Microorganisms π¦ πΎ
It would be amazing if KSA decide to and alien microbes to be discover in midle-late game.
Perhaps they could randomly generate in each new save file, making every game different and KSA incredibly replayable!
In my mind, they could be procedurally generated with casual traits at the start of each game. Some microbes could be beneficial (e.g., a bacteria that helps grow food faster in colony greenhouses, or creates a powerful biofuel), while others could be dangerous (a toxic mold that increases kitten stress or degrades spaceship parts).
This would turn biology into a real gameplay mechanic: you would explore planets to find useful microbes to boost your colonies, or you would need to build quarantine modules to protect your crew from alien contamination.
6. Rival Space Agencies (NPCs) π’π
Do you like the idea of Ai agencies competing against you? They could try to beat you to milestones like landing on Mars first or stealing contracts.
I guess this is very hard to code. It would change the total feeling of the game.
7. A Less Empty Home Planet ππ‘
I always felt the Kerbin is empty. There is the Space Center. Nothing else around it: no cities, no nations. Why are the Kerbals here?
I would really love it if KSA will show a bit of the kittens civilization, around the planet just to avoid that feeling of complete loneliness that Kerbal Space Program has.
8. More Kittens jobπ¨ββοΈπ¨βπ³π¨βπ§π¨βπ«
Scientist, engineer, mechanic, biologist, cat trainer, contracts manager, pilot, worker... How jobs would you like to see?
I have a base of coding but I am not a game developer so I do not know if my dreams are too hard to make a reality.
What do you think? Which of these features would you like to see?
To the KSA Team: you are doing a job keep it up!!!π₯πΎ
Game planning to have feature to export rocket engines to KSA
I was browsing around That Game Marketplace and happened to find this interesting looking game. In it's description it says it has engine export to "space games." I decided to look a litttle further in and on its website it mentions having export to KSA. This could be interesting...
My dreams for the future of Kitten Space Agency ππ±
Hi everyone!
I know that KSA is currently in early development and is more of a simulator than a complete game. However, this doesn't stop me from dreaming! I hope that in a few years, it will become an amazing game that will excite me even more than KSP did.
Kerbal Space Program is a great game, but it has its limits. Here is a list of what I would love to see in KSA!
I already think the development team is doing an incredible job, and I will support the project no matter what direction they choose.
1. Life Support and Stress π©βππ
As a fan of the Kerbalism mod, I think life support and stress management make the game so much better. Once you try playing with these difficulties, you can't go back! Even a simple mission to Minmus becomes much more challenging and exciting. (Note: I read that this is already confirmed, yey!!! :DWiki Link).
2. Changing Weather βοΈπ¨
This might be very hard to program, but how cool would it be if weather affected solar panels or rocket aerodynamics? Imagine a strong storm on Duna flipping over a lander that is a bit too tall! XD
3. A Better Tech Tree π¬π³
In my opinion, mods like Unkerballed Start offer a much better tech tree than the stock one. I would love to see something similar in KSA. It is so much more rewarding to land kittens on a planet after sending robotic rovers to explore first, rather than sending kittens on the very first mission! A good tech tree and life support system would help with this. For example, maybe you can only unlock advanced life support parts after keeping kittens alive on a space station for a few years?
4. Making the Career Mode Meaningful in the Long Run ππ
In KSP, career mode loses its meaning after a while. Why should I go back to a planet if I already did the experiments and planted a flag? In real life, going back to the Moon or Mars is extremely important. I want KSA to keep me motivated to visit a planet even after 3 or 4 landings.
How can we fix this? Here are some ideas:
- Kerbalism-style science: Complex experiments that take a long time (maybe 1 or 2 in-game years) to finish.
- Hidden Easter Eggs to discover.
- Complex ISRU (Resource Mining): A deep system to build self-sufficient colonies that requires many, many missions to complete. (With a difficulty slider in the menu for players who want a casual experience).
- Special, dynamic contracts. Do you have any other ideas?
5. Alien Microorganisms π¦ πΎ
It would be amazing to discover alien microbes in different biomes using advanced science tools. Maybe they could generate randomly in every new save file, so every playthrough is different and KSA becomes super replayable!
6. Rival Space Agencies (NPCs) π’π
What do you think about AI-controlled rival agencies competing against you? They could try to beat you to major milestones, like landing on Mars first! It would bring a totally different, exciting feeling to the game. But I guess this is very hard to code.
7. A Less Empty Home Planet ππ‘
I always felt the Kerbals were too "alone" on Kerbin. There is the Space Center, but nothing else around it: no cities, no nations. I would really love it if KSA showed a little bit of the kittens' civilization around the planet, just to avoid that feeling of complete loneliness that KSP has.
I know some coding but I am not a game developer, so I don't know if my dreams are too hard to make a reality.
What do you think? Which of these features would you like to see?
To the KSA Team: you are doing an amazing job, keep it up!!! π₯πΎ
Kitten Space Agency Custom Patch Submissions Open! (Official Contest)
Posted by Taylor (Ahwoo) on Discord:
> Weβre giving the community the chance to design custom KSA patches for our jumpsuits.
> Submit your artwork for the chance to have it turned into an embroidered or woven patch, which will be displayed on one of four Kitten Space Agency jumpsuits.
> These jumpsuits will be used to help publicly promote the game, so your design could end up being seen by players, press, and space fans around the world.
> Weβd love to see what you come up with.
> Submit your designs here: https://forms.gle/k376ucVu4Wx3XeseA
Images: the jumpsuits, some examples
(This is a contest put together by Ahwoo (the game's distributor), not a fan contest - I don't know any more than you do!)
You're welcome to post your submission to the subreddit, but make sure you've submitted it first so nobody can take credit for your work! And we've been told this is mostly for fun - so don't take it too seriously!
I just tried the latest update to KSA and I really like the changes to the editor!
I was able to successfully slap together something that approximately looked vaguely like a rocket, even though I wasn't able to launch it or load any other examples. But at least parts didn't clip through each other!
The one thing I think is missing, unless I'm just being oblivious and not sure how to activate it, is scale snapping. For example, if I'm rescaling the diameter of a fuel tank I would like to be able to scale the X and Y dimensions in lock step so that it remains circular, and also for it to be able to optionally snap to the diameter of whatever it's attached to.
June 2026 Dev Updates | Vehicle Editor, Volumetric Trails & In-Game Linux! π
What was your favorite update this month? Mine definitely gatOS and the possibilities that come with it.
KSA Loading Screen Mod
Adds a better loading screen to the game
Spacedock: https://spacedock.info/mod/4350/KSA%20Splash%20Screen
Version 2026.6.9.4750
- Fixed the conflation of power and energy in the electrical system.
- Renamed JoulesReference to EnergyReference.
- Added PowerReference and Watts, with Watts.Integrate() and Joules.Differentiate() to change between power and energy through time.
- Made a separate EnergyReference.ToNearestElectrical() to use to power * time units (like kWh), used only where appropriate.
- Expanded unitless conversions (e.g. MILLI_TO_UNITS) and added inverse conversions (e.g. UNITS_TO_MILLI).
- Fixed the erroneous "joulesecond" term in universe conersions.
- Fixed docking ports interpenetrating after docking.
- Changed docking port latching threshold to use kinetic energy rather than impulse.
- Clarified that the docking port pushoff value is an impulse, not a force.
- Gave DockingPorts physical units for latching kinetic energy and pushoff impulse.
- Added ImpulseReference.
- Chaned ForceReference to use the new non-allocating form of ToNearest().
- Avoid dispatching collision handlers that are not possible (e.g. detect terrain collision between two vehicles).
- Changed ground impact threshold from a speed to a kinetic energy.
- Collision TerrainPatch now uses a full bounding box when in coarse mode.
- Collision TerrainPatch in fine mode now has a fall back bounding box underneath the fine grid of quads.
- Terrain collisions now have a tighter threshold for normals when generating contacts to avoid triangle edge collisions causing contacts perpendicular to the triangle face.
- Minor cleanup to how ambient occlusions proxy texture is accessed when ambient occlusion is disabled.
- Changed VehicleEditor snapping to utilize a Part's +z axis to find a consistent point for snapping a Part to another.
- Moved particle effects to be parented to the celestial now.
- Fix merge conflicts
- Fixed incorrect impact direction spawning ground impact particles. (was accidentally reversded by conflicts).
- Imported animations for ServiceModules B, C, and D.
- Fixed issue with origin bubble reset in freefall (same solution as when we are not in freefall).
- Fixed issue with timing of hue shifter update and position updates in particle system sharing the same field on the CPU side causing incorrect position corrections.
- Merged DynamicMeshIndirect into MeshIndirect.
- Fixed an issue where the dynamic thumbnail renderer's custom offscreen viewport was still being treated as a visible secondary game viewport. This should now be solved and will only render when hovering over a part button in the vehicle editor.
- Fixed an issue where pressing the Add Camera button for the first time would not show a secondary viewport. This issue was due to adding offscreen viewports for dynamic thumbnails and the menu item not factoring in offscreen views.
- Adjusted CACAO generation quality settings to be based on quality level 2. The initial implementation provides quality levels 0 to 3, however quality levels 0 and 1 were resulting in worse performance. This rework saves roughly ~0.3ms on lower quality settings.
- Exposed CACAOs edge sensitive blur levels 5 to 8. Previously we only had 1 to 4 exposed. 4 is still the default level.
- Added dynamic layer index macro to the blur shaders. This fixes a bug where the ambient occlusion would seemingly stop updating when the blur count was 2.
- Removed Ultra ambient occlusion setting.
- Added Mass, MaxCharge, Volume and Thrust info to part tooltips.
- Added Static function to RocketControllerData to calculate thrust from a template.
- Changed Default thumbnail size to 256.
- Changed Max Thumbnail size to 512.
- Reduced ambient occlusion intensity when inside the IVA. Previously the IVA interiors were recieving AO that had been adjusted for the exteriors, resulting in the AO being far too intense.
- Tidy glint code by removing redundant comments and tidying function names.
- Added IsControllable to Vehicle class. This is set based on whether our vehicle has a Control Module on one of it's parts. Vehicle control is then governed by this property. Now any vehicle that does not have a control module cannot be controlled by the player or the Flight Computer.
- Added Control Module to capsule part.
- Kittens obviously have a Control Module.
- Add IsControllable override to the physics debug tool menu.
- Add missing File. New Control Part Module.
- Removed deprecated TODO from MeshIndirect.frag
- Fixed ambient occlusion affecting clustered lights instead of just the ambient lighting contribution.
- Added explicit age particle updater. Previously particles ages were updated inside of the movement updaters. However now that the movement updaters need to be called before one time updaters, one time updaters that relied on the particles age would never trigger. This fixes ground impact particles not sampling the terrain correctly resulting in white particles.
- Now that the Venusian atmosphere is no longer a lightspeed cannon, allow vehicles floating in the atmosphere to go into the landed state, thus becoming aerostats.
- Ground impact particles now only scale the upper bound of the particle size based on the impact scale. This means that even when impact the planet at a high speed, small particles are still emitted, instead of linearly scaling the particle size based on the impact scale.
- Fixed Radial decouplers we set to allow face snapping be default.
- Ground particles now have a spawn cooldown. This reduces the excessive ground particles spawning when the vehicle accelerates across the surface of a planet.
- Fixed mismatched time printout when setting a new orbit.
- Readjusted ground particles impact scale calculation. Due to the recent ground particle rework the impact scale was consistently getting set to 3x regardless of how fast or slow the vehicle collides with the ground.
- Added approved list of valid targets for face snapping targets.
- Fixed vulkan validation errors in raytraced IVA caused by missing macros.
- Fixed raytracing dispatch group sizes not updating on a rebuild. This was resulting in the incorrect number of threads getting dispatched causing wide monitors or stretching the game across different monitors to not denoise the indirect lightign properly.
- Changed sequence window next window pos and size to only be set on appearing. Fix issue with drag and drop.
- Fixed VehicleEditor, Rotating the camera while a part was grabbed would cause the part to drift away from the cursor and loose its grabbed status. Now when camera is rotated, the grabbed part will snap to the correct cursor position upon completion of the camera rotation.
- Fixed issue with decoupler releasing the wrong connector.
- Fixed VehicleEditor, When translating or zooming with mouse-wheel the grabbed part position would drift away from the cursor, it now snaps to the current cursor position when camera lerp has completed.
- Added depth validation check to CACAOs first pass. If there are no valid depths found we can skip the remaining passes, dynamically enabling and disabling ambient occlusion based on the validity of the depth input.
- Fixed up some vertex modules not getting disposed correctly on shutting causing vulkan validation errors.
- Fixed VehicleEditor, Some parts with ToSurface Connectors were not correctly getting snapped to the parent surface (they would be misaligned by 90degrees).
- Added 'UpdaterExtra' parameter to particles. This is for data intended for use in the particle updaters, and helps prevent data conflicts between fragment shader inputs and updater inputs.
- Fixed ground impact voluemtric particles being white. Their color is now based on the impact position similar to how the rock particles calculate their color.
- Adjusted ground impact particles to reduce huge rocks spawning at slow speeds.
- Added part size filter to part toolbar in the vehicle editor.
- Added filtering of parts per category by size filters where applied. User can now filter categories by diameter sizes.
- Added part size data to XML files.
- Fixed an error where the game could access uninitialized memory when creating a vehicle with <= 2 physics colliders due to a sneaky Bepu memory optimization in that case.
- Added ILeafBoundsWriter with two implementations to handle this. These are passed as type parameters so that we only have to branch once by checking the tree's child count rather than on every single bounds update for every child.
- Added First pass for replacing text with icons in sequence window. Symmetrical parts are now grouped together and can be collapsed. Note: this change only applies to the sequence editing window in the editor, the in-game window is currently unchanged as it has a different code path.
- Fixed a regression in commit 85c1a7d1 that broke placement for radial decouplers
- Changed VehicleEditor, Rotation Snapping and inherit symmetry on by default.
- Fixed VehicleEditor, When rotationSnapping was enabled FaceSnapped parts rotations could get slightly mis-aligned due to the rotation not being snapped along with the position.
- Changed VehicleEditor, clicking inherit symmetry no longer resets symmetry back to 1.
- Added dynamic buffer resizing for ground clutter collision data generation.
- Fixed pushing duplicate IDs onto the stack in MultiCubeCellGrid.
- Removed the need to regenerate cell data when reallocating ground clutter collision data.
- Fixed unsafe descriptor write updates when reallocating ground clutter collision data.
- Changed from host coherent to host cached for ground clutter collision data readback buffers which should improve readback speed.
- Fixed unmapping memory that may still be in use from previous frames when reallocating ground clutter collision data.
- Fixed missing collisions-on guard around ground clutter physical data OnGui.
- Update KSA to use the latest Brutal packages
- Added depth validator to the pre-pass. This checks if anything was written to the opaque depth pre-pass texture. We can use this check to get cheap frustum and distance culling on effects that rely on the prepass. Ambient occlusion and clustered lighting now only execute if the depth pre-pass is valid.
- Added CoreEditorTagsGameData.xml. In this file we define the vehicle editor category/tags.
- Added load and process of editor tags into game startup.
- Moved hard coded category/tags into XML file.
- Tags can now be separated from categories via a NotaCategory flag in the XML.
- Renamed Stages to Resource Groups. As that is essentially what they are in KSA. This is to avoid confusion with other games that used Stages to describe Activation Sequences (as well as resource groups), which in KSA are called Sequences.
- Added option for particle renderers to sample from the depth buffer in their fragment shader.
- Volumetric particles now fade out based on depth. This means there is no longer any noticable clipping when a volumetric particle passes through another mesh.
- Volumetric ground impact particles no longer have a hue shift applied to them. This means that they will all be the same color helping them to blend in with each other as a cohesive effect.
- Fixed Radial deoupler icon not working in sequence UI.
- Fixed Engine plates were missing the NoFaceSnapping tag, making them hard to place as they would try to snap parrallel to the tank face.
- Fixed Tank mass was not being displayed in Part Window Tooltip.
- Fixed VehicleEditor, New Vehicle button is no disabled when editor is empty.
- Fixed SolarPanelB was not faceSnapping correctly.
- Fixed ToSurface Connections were only working for some connection rotations.
- Fixed Hatch Parts were missing the NoFaceSnapping Tag.
- Changed Vehicle Editor, Removed Interstage as a category type. Interstage parts have been moved to Coupling (if the have a decoupler component) and to structural if they possess no coupling component.
- Changed VehicleEditor, EditorCameraFocus key will reset camera offset when no part is highlighted.
- Changed Forward face of editor to be lit by a blue light (until we have a VAB model it is useful to have some concept of forward in the greybox)
- Removed Free-rotate tool in vehicleEditor (hold alt).
- Combined ModelGlass and ModelEye into one shader to prevent needing to maintain shaders that are 99% identical.
- Cleaned up conflicting layout indicies in MeshIndirect
- Decoupling particle effects now don't spawn in atmosphere. This is a naive implementation and should be linked to a proper temperature system along with the ice particles.
- Thruster sparks now spawn when turning a thruster off instead of on.
- Cleaned up ModelTranslucent.frag.
- Added Editor Duplicated Key command (currently bound to LControl + D). This will duplicate the currently highlighted part and its children.
blackrack | First look at fully volumetric plume trails
"Hereβs a first look at volumetric plume trails.
"This is a novel rendering system where each trail is fully volumetric and built from connected curve segments. No particles are used. Instead, the entire plume, or multiple plumes, can be rendered as a single continuous volume.
"This is still an early WIP, so you may notice some dithering in the current footage. Later iterations will support long-distance shadowing and godrays, as well as proper occlusion with clouds. Iβm using the current rocket for debugging/testing in this clip, but the system is intended for solid rocket plumes."
How do i activate the exhaust flumes
i have been watching alot of videos on ksa andi awnted to try for the plumes but there was none how do i activate??
Is this game been more optimized since like 2024, my computer couldnβt handle it but I got a better one now.
Last time I tried to play it just wouldnβt load and instantly crashed.
Current ksa expierience
I tried to play ksa but These are the Problems I ran into.
rocket in the ground
no reaction wheels in command modules
no delta v display in vab
navball being hard to read
I am aware itβs in developement but I need help.