r/kittenspaceagency

Version 2026.5.11.4462

  • Add ambient lighting to 2d clouds
  • Add normalmap support to 2d clouds
  • Make new 2d cloud textures for earth with normalMaps out of Nasa data. 2d clouds now look more realistic and the lighting on the terminator region should look more natural and less reddish. Formats for the new textures are not optimized yet, will be re-encoded from the raw textures to ktx cubemaps. These will also not perfectly match volumetrics at the moment but this will improve.
  • Fixed rotation of emitter local offset on creation.
  • Fixed an error where the body bounding sphere radius would not get recomputed when the center of mass changed.
  • Fixed an error where position-dependent surface parameters would get reset when a landed object went on-rails.
  • Draw both geometry- and body-centeric bounding spheres in the physics debug overlay.
  • Fixed crash on linux, fixed case of clouds texture in XML for case sensitive OSs.
  • Added initial WIP planet impact particles. The particles themselves are still placeholder effects, however they are now triggered when a vehicle impacts the ground above a certain speed.
  • Fixed impact particles calculating terrain impact speed incorrectly.
  • Temporarily changed planet impact mesh to ParticleSphere while some bugs are resolved.
  • Primitive fix for secondary viewport lights affecting the main viewport. This is quick fix while we work on a better multi-viewport solution.
  • Added definition options to GaugeShader to narrow in editing. These are only soft restrictions on shader/rect combos.
  • Fixed gauge label background assignment was inconsistent, and didn't properly work with transparency. This limited their utility. Next step is to remove the current enum color approach, and use a color value assignment.
  • Added smart rect functionality when making a new components in new canvases.
  • Refactored gauge colors from packed IndexedColor enum to per-channel ColorRgbReference / ColorRgbaReference with optional Name="..." palette lookup. TextColor, BackColor, and ForeColor are now child elements, and GaugeCharacterReference owns a unified PackData1 layout (textRGB / bgRGBA / foreRGB / scale+flags) consumed by UnpackTextAttr in the Label/Digit/Button shaders, with Label and Digit updated to alpha-composite against the new background opacity. Renamed ColorReference to ColorRgbReference (XML element name preserved) and updated call sites.
  • Possible fix for the rampant Antivirus false positives. This was related to how our update checker and change log was retrieving information from the web. Fingers crossed this solves your AV issues (it solved mine).
  • Fixed worker tasks to not terminate when there are still emitters being updated.
  • Added physics position and rotation into particle emitters and update via the worker tasks.
  • Fixed Merge of Physics Bubbles losing Assigned emitters.
  • Propagate velocity into emitter particles.
  • Fixed split vehicles not inheriting the tangential velocity from their spin.
  • Partial reversion to the AV patch as it breaks the post build pipeline.
  • Fixed quaternion order for propagation of physics rotation. Gotta love those quaternions.
  • Refactor of coloring assignment for labels and buttons, extended to split out hardcoded values for Idle and Disabled. These can all be set to any values, rather than just IndexedColor library ones. IndexedColor library references are maintained, to help with ease of authoring for common colors.
  • Don't exclude the bubble leader from being off-rails when there is analytic precision danger.
  • Changed AA_WIDTH to apply to buttons and other elements, but a different value for navball which needed more AA.
  • Refactored how particle emitters and particle meshes were setup in the ModLibrary.
  • Fixed particles not reading velocity shift properly from XML.
  • Fixed input field typing falling through to input processing.
  • Fixed argument out of range in vehicle worker tasks when they are only processing emitters and there are no vehicles left in the worker.
  • Fixed a second occurrence of the out of range on the vehicle worker task.
  • Fixed > is not the same as >=
  • Added gamepad left stick translate and right stick pitch/yaw in fly controller (Free camera mode).
  • Added gamepad right stick camera rotate in Orbit controll (Orbit camera mode).
  • Particle emitters can now opt into inheriting velocity when spawned. This is needed for the decoupling and thruster spark effects, however for the planet impact particles the impact particles would rotate around and fly along with the rocket which was wrong. This can now be toggled in XML along with the other particle options.
  • Further cleanup to ParticleEmitterReference.
  • Add initial distant glinting code for distant objects that are specular and non-spherical (currently only the Kitten static celestials due to their shiny suit). The feature is currently disabled in a debug menu until a few bugs are fixed. The code modifies the C# pixelDiameter variable in the static celestial rendering to change the size of the pixel. The glints work by taking the CPU player time as input and putting the value through many sin waves, then combining those sin waves together to simulate different glint flashes of different intensities.
  • Planet impact particle effect now uses a rock mesh instead of a generic sphere. It also has a new Pbr material resuing the luna surface textures.
  • Fixed make sure both vehicle solvers and orbit solvers are finished before we apply any of their results.
  • Fixed planet impact particle emitter only half initalizing, resulting in particles rendering incorrectly.
  • Changed particle emitters UpdateUniforms function to also check if the emitter is registered as an extra safety measure.
  • Refactor of Color editing in gauge inspector. New color widget in ImGuiHelper that will show indexed color options for ease of use.
  • Converted all inertia tensors to be stored and used as Bepu Symmetric3x3s.
  • Added new volumetric fade particle updater. Previously all particles would shrink overtime, however with volumetric particles they should instead increase in size but decrease in density to simulate smoke dispersing. This implementation should be abstracted further as currently SimpleMovement also handles shrinking particles, so for now VolumetricFade also updates positions aswell.
  • Fixed cached position and rotation matrix values on Parts and Subparts after being modified in the debug vehicle editor. Fixes issues like misaligned thrusters, etc when the vehicle has had parts rotated and moved in the debug vehicle editor.
  • Fixed calculation of bounding box to vehicle Asmb when existing the debug vehicle editor.
  • Change planet impact mesh back to ParticleSphere as the rock mesh is still causing inconsistent crashes on launch.
  • Consolidate last lot of changes for managing cached pos and matrix data to now do it via the PartTree.
  • Added ability to set GaugeBindings and their internals to GaugeEditor. This is the next step in fully allowing gauge editing in the game itself. After that, making gauge positions able to be saved/loaded by users across sessions.
reddit.com
u/panic_in_the_galaxy — 13 hours ago

No pc but making my own story mode for this. “WSO, World Space Organization” mod concept. I got carried away.

u/raydarNRW — 1 day ago

Version 2026.5.10.4424

  • Fixed a single frame of incorrectly-displayed orbit when transitioning spheres of influence while off-rails.
  • Made a small reduction in duplicated bubble origin maintenance.
  • Fixed camera serialize and deserialize to correctly restore and set the follow information regardless of the current main viewport camera settings. This was not being set correctly especially when restoring a save with the mainviewport camera set to map view resulting in the following information not being set for the base camera.
  • Improved raytracing denoiser to fully remove all grid artifacts and maintain stability. This is done by implementing a proper ATrous algorithm into the denoiser, recursively denoising and increasing the step size each iteration. This implementation may need to be investigated further as it introduces 5 new compute dispatches, however we are still getting ~2ms savings with the new implementation.
  • Added LaunchGameTime to Vessel class. Used to set the game time a vehicle is initially launched.
  • Add deserialize of LaunchGameTime
  • Cleaned up raytracing renderer to remove unused variables.
  • Added basic particle emitter editor to help make particles easier.
  • Refactored particle emitter editor to correct directory.
  • Raytracing denoiser properly implements a 3x3 kernel size instead of a 5x5 kernel. While this was mostly already implemented, there were a few places that were acting as if the kernel was still 5x5, such as the spatial weighting array having 5 elements instead of 3.
  • Major refactor of Gauge UI system. Like components are now coalesced into GaugeBundle, which are what is drawn. This reduces drawcalls by the gauge system by 30% in the standard case, while retaining the flexibility of making multiple components for ease of editing.
  • Added GPU profiler information to gauge editor hierarcy. This gives GPU timing data while the hierarchy window is open, indicating the real overall cost of the shader (above minimum values).
  • Removed unused legacy tiling heightmap params.
  • Fixed particles constantly changing hue when spawned while sim speed is 0, while also using the HueShift updater.
  • Raytracing denoiser's, ATrous step size is now explicitly passed in as a specialization constant, instead of being inferred inside the shader.
  • Setup light map dummy descriptors for secondary viewports to avoid visual artifacts (for now)
  • Optimized Navball. Test case went from 250μ to 50μ.
  • Reordered main pixel sample in raytracing denoiser so that it gets sampled after the early exit for invalid prePass. This removes an additional pixel sample when e.g looking out the IVA windows.
  • Added UT/MET button to gametime gauge. Time displayed toggles between Universal Game time and Mission Elapsed Time.
  • Adjusted raytraced glass fragment shader to help make reflections that aren't directly lit by the sun easier to see. Previously the reflections could only really be seen if they had direct sunlight on them.
  • All glass fragment shaders now properly set the star and atmosphere reflections, based on the games settings. Previously these were hard-coded to on.
  • Optimized Gauge base shader includes for drawing lines and letters. This resulted in a significant reduction in gpu timing for all gauge elements of between 10-40%. Navball went from ~50mu to ~30mu.
  • Added avg and spike values to gauge ui profiling in the hierarchy editor.
  • Fixed kitten idle animations not playing correctly. The timer was completely broken for this, resulting in the kittens playing an idle action for a set amount of time repeatedly, and then never playing another animation again.
  • Kittens no longer have a fixed delay between idle actions. This is now randomly set each time an idle action is played.
  • Pulled most hardcoded strings in GameSettings to be localizable strings.
  • Added Gauge shader selection to inspector to help with editing.
  • Added ability to make new Canvas and components to Gauge Editor. Still WIP and somewhat crashy.
  • Update Brutal.ImGui to 2026.5.0
  • Update usages of LString in ImGui to implicitly convert to LString instead of using Format
  • Fixed GaugeBundles were not disposing when removed. Only really affected editor.
reddit.com
u/panic_in_the_galaxy — 1 day ago

Light Speed Kraken drive?

I'm not sure I'd call it a bug, but a consequence of massless parts under force.

I tried to see if I could build a craft with two docking ports attached to each other to later try an Apollo mission. When I undocked the port, it flew off at the speed of light.

youtu.be
u/SodaPopin5ki — 4 days ago

Version 2026.5.7.4397

  • Fixed various terrain errors on Earth caused by the biome map being invalid in some areas.
  • Implemented the DSatur algorithm, used when generating the biome map textures. Combined with backtracking, this should now produce a valid biome map 100% of the time.
  • Modified flight physics to use a local floating origin. This is a vital pre-step to enabling collisions, as most collision physics use single precision floating point numbers.
  • Turn off the flight computer auto-burn mode when the shutdown key is pressed.
  • Combined Decoupler.Decouple() and DockingPort.Undock() into Vehicle.Split().
  • Modified Camera.GetPositionEgo(Astronomical) to not go through ECL if it doesn't have to. This helps avoid camera judder when very far from the sun.
  • Scubbed uses of Camera.EclToEgo() and converted them to GetPositionEgo() where possible.
  • Removed vestigial Celestial._parent.
  • Added Orbit.CciToCci() which will convert coordinates between different IParentBody instances using the most-local common reference to preserve as much precision as possible.
  • Added IParentBody.Rank to support body-to-body transforms in CciToCci().
  • Fixed the DrawIncrements routines which were broken in several ways.
  • Fixed the order of mass properties and bounding geometry computation for vehicles.
  • Fixed decouple particle effect to originate at the connector rather than an arbitrary position. Rescaled the emitter data to subtract out the connector scale.
  • Allow target orbit to be unbound in target tracking window.
  • Added key binding for vehicle light switch toggle (Default "U").
  • Added persistence of light state across vehicles.
  • "U" key now toggles all lights on and off on the currently controlled vehicle and is persistent.
  • Material Index is no longer packed into ParticleEmitters Extra.X value, and is now explicitly set.
  • Removed screen space collision specific data from the base particle emitter. This should be setup using the particle emitters 'extra' data, and should not be tied to the emitter itself. Only a single updater is using this data, it is not that important that every emitter needs it.
  • Cleaned up particle shaders to either remove redundant code, fix formatting or generally help readability.
  • Fixed an error where decoupled stages would not have their initial positions set correctly.
  • Particle emitters can now be registered to multiple particle updaters. This provides flexibility in how particles are setup, as currently color information is updated inside the updater, meaning that position and color data are tied together even though they are independent sets of data. While this doesn't enforce that separation, it allows that separation to exist if wanted.
  • Removed some redundant heap allocations when passing in additional descriptor sets to the particle renderer.
  • Refactor of GaugeEditor to reduce code duplication and cleanup implementation. Includes snapping of anchor and pivots with the implementation pushed into the classes themselves. Means that gauge components and canvas get snap anchor/pivot behaviors.
  • Added multi-select across components to Gauge editing. This is much more useful than before. You can only, functionally, do multi-select using CTRL and not SHIFT.
  • Fixed all raytraced emissives appearing red. This was caused by emissives textures getting changed to grayscale, yet still getting treated as RGB in raygen.rgen.
  • Added multi-selection for gauge editor across different types, allowing mixed rect/component selection.
  • Fixed bug with gauges where the canvas would not rebake its changes when resized, this affected gauge editing and also was a bug preventing caching/loading of gauge ui positions by users.
  • Added gauge editor alignment options when multi-selecting.
  • Fixed an error where the free camera no longer had the correct orientation.
  • Fixed closest approach calculations not updating when passed.
  • Tidy Milky way shader code to have clearer variable names.
  • Reimported Core Landing A with animation.
  • Particle emitter renderer and updaters can now be defined in XML. Previously these were explicitly set when initializing the particle emitter, however now this data can be defined in XML. As a result of this, particle initialization is handled by the particle emitter manager instead of the particle emitter itself. The previous implementation is still usable if needed.
  • Fixed duplicated closest approaches being calculated and displayed.
  • Clean up magic numbers and document Milky Way shader code.
  • Fixed imgui error displaying key bindings in the settings menu.
  • Missed fix from last commit
  • Fixed overflow in catch assessment.
  • Fixed the followed object's map position not being returned correctly.
  • Particle emitters can now have references to other particle emitters. Particles effects are often made up of multiple different particle effects stacked on top of each other, while this was possible by explicitly calling different effects at the same point in time, its not a very flexible workflow. Now multiple effects can be stacked into different particle effects, requiring only a single particle effect to be 'initalized' regardless of the number of particle effects internally.
  • Fixed tMax set in FindClosestApproach. Use Synodic Period for better results.
  • Added serialization for KeyframeAnimation.
  • Added way to extend KeyframeAnimation functionality with an interface and created the first one that handles SolarTracking.
  • Fixed the flight computer receiving delta velocity measurements in the wrong frame if burning inside the atmosphere.
  • Fixed an error where an object leaving the physics radius of a planet could try and propagate its origin without an osculating orbit set.
  • Added the prepass to the Editor render path since lights were not interacting with the meshes properly
  • Removed unneeded Device parameter in SimplePipeline as it is gets the Device on creation.
  • Cleaned up particle emitter updaters. Now that particle emitters can register to multiple particle updaters, some functions that were previously running across all particles can be pulled out into their own optional particle updater, for example per particle hue shift was previously part of the default updater, it is now an optional updater that emitters can opt into.
  • Renamed the 'default' particle emitter renderer and updaters to be named 'SimpleColor' and 'SimpleMovement'. There is no longer a default updater/renderer.
  • Recompute orbits for split vehicles immediately to avoid stale data being used before the next frame.
  • Removed materialId from the decoupling particle effect in XML.
  • Added burn arrow widgets to target tracking window that you can now click/click drag to change Burn delta-V.
  • Add ability to drag burns to different times in the target tracking window. Add ability to edit burn time in the burn editor popup from the target tracking window.
  • Raytracing denoiser now offsets the stepsize based on the direction of the pass. Without this the denoiser was creating an obvious grid artifact. While the grid artifacts still exist, they are much less noticeable.
  • Raytracing denoiser now handles high contrast environments better.
  • Raytracing now supprots perInstanceData, previously raytraced assets only had their transforms passed in now the full perInstanceData is passed in. As a result we are now able to turn the lights on and off in the IVA, which previously were always enabled regardless of if any lights were in the scene.
  • Raytraced reflections now has indirect lighting added to it. Previously in low light environments raytraced reflections would just be black however they now visually match the rest of the raytraced scene.
  • Tweaked the fake indirect lighting contribution in raygen.rgen to account for the new indirect lighting added in MeshIndirectRaytraced.frag, but also as an artistic adjustment to help reduce the parts of reflections that looked too 'flat' as a result of this.
  • Added closest approach markers to target tracking window.
  • Added displacement-aware terrain blending between the surface and slope materials.
  • Refactored surface colour and surface material retrieval in the ground clutter and terrain tessellation shaders.
  • Reduced obvious low frequency repeating patterns in the desert sand displacement map.
  • Fixed TableString.ToConsole causing game to crash if it has no rows.
  • Fixed columns and checkboxes with no label causing Imgui errors.
  • Fixed artifacts in raytracing caused by how depth was getting sampled in raygen.rgen conflicting with certain texture resolutions.
  • Adjusted luminance values are handled for raytracing as the previous implementation slightly over-corrected. This is a better middle ground that doesn't remove emissives but also helps prevent flickering in low light environments.
  • Adjusted the raytracing step offset. This was added to attempt to break up the grid artifacts, while they are still present this helps cover them up a bit better. This will likely need to be fixed properly in the future.
  • Indirect lighting denoiser now exits early when depth and normals for the sampled pixel are invalid. This is mostly only valid when looking out the windows of the IVA, however it provides a slight performance boost by skipping invalid pixels aswell as reducing any invalid data that may have bled through.
  • Fixed bug in transfer planner offering up Sol when it's not a valid option. Instead will now tell you no destinations are available if that is the case.
  • Add exhaust refractions, reuse the same Target as for the ocean refractions, take care to pre-composite background transparencies and solid objects before the MSAA transparencies resolve when using exhaust refractions
  • Write out weighted UV offsets for exhaust refractions and sample the background only once per-pixel
  • Add exhaust refraction blurring, pre-blur the screen copy and sample mips where needed
  • Use log distance scale and derivatives in screen-space to try and keep refraction noise look consistent. Avoid stretching/compressing or skewing the refraction noise visually when approaching the plume or looking at an angle
  • Ocean refraction tweak
  • Use fast atan everywhere in the exhaust shader
  • Fix crash when setting exhaust instance count to zero
  • Fixed error where the auto warp speed selection had been moved after the simulation step had been decided, wreaking havoc.
  • Changed FindClosestApproaches to use the vehicle's orbital period instead of synodic period. Because as it approaches it's target vehicle the synodic period gets longer and longer causing a performance drop. Will come back to this later.
  • Replace vehicle Owner on ParticleEmitter to now be based on Bubble Origin. Also they will be maintained and updated via the vehicle worker threads. Still todo: We still need to update their offsets in the worker threads.
  • Minor cleanup to how particle emitters are reset.
  • Removed lazy updates of vehicle kinematic states and evaluate them on every frame. This greatly reduces the number of special cases and is required both for updating modules and for future collisions.
  • Fixed several bubble frame conversion errors revealed by the simplified kinematic scheme.
  • Fixed an error where decoupled vehicle velocity was not being incorporated into its new orbit.
  • Fixed an error where two vehicles without bubbles would be considered in the same bubble to the camera.
  • Fixed an error where engines producing no net thrust would not drain propellant even if they were consuming it.
  • Sort bubble vehicles prior to the physics update.
  • Renamed 'LastKinematic*' to 'Kinematic*' in Vehicle.
  • Fixed clicking "New" on the save game Menu will check and ask before overwriting existing save.
  • Fixed clicking Create "New" and then using an existing filename would not save the game.
  • IVAs now render in secondary viewports with raytracing disabled. This is just an initial implementation to get something working, as previously no interior was rendered. Raytracing is still not supported in secondary viewports and artifacts can be seen when both the main viewport and secondary viewport are active in IVA.
  • Fixed a vulkan validation error when launching a secondary viewport.
reddit.com
u/panic_in_the_galaxy — 5 days ago

can i run ksa with my specs?

processor: AMD Ryzen 3 5300G with Radeon Graphics (4.00 GHz)

RAM: 23.3 usable

GPU: AMD Radeon RX 5500 (4 GB)

AMD Radeon(TM) Graphics (496 MB)

storage: 400gb left

cpu: AMD Ryzen 3 5300G with Radeon Graphics

VRAM: 4.028 GB

reddit.com
u/Mysterious-Tip-8916 — 4 days ago

Time warp under acceleration is a big deal!

Just had this realisation. It's not just a QoL thing, it enables new gameplay.

Minimum time brachistochrone trajectories (a la The Expanse), multi pass aerobraking, long low thrust burns, "MechJebbing" through a multi burn sequence under warp.

Lots to try!

reddit.com
u/kiwicrog — 9 days ago

Rocket production

While watching some videos on the Apollo and Artemis program, I had an idea on what if for KSA career mode, there was a system where you had to manage the manufacturing of your rockets.

It can be just as simple as making it so that it takes time to build a rocket, but further it could be you have limited production slots, first time builds taking longer (encouraging standardized rocket models), and managing construction and expansion of your space centre to scale with the space program.

More unrealistic ideas I had were managing production of individual parts like engines and probes, out-sourcing production of certain parts to contractors, and or having to deal with a scenario like current NASA with difficult small scale production because of poor management or something.

Ofc I assume there would be an amount of automation involved in some of the wilder ideas to prevent KSA from turning into a spreadsheet manager game.

reddit.com
u/Ill-Corner-3060 — 8 days ago

Is it known what kind of physics the game will have?

Title. Are the physics going to be sphere of influence based like KSP or n-body like with Principia?

reddit.com
u/apollon1779 — 12 days ago

Raster prop monitor is the kind of UI style this game should aim for

I am a sucker for detailed yet readable UI and UX in games where you constantly interact with menus, systems, and information panels, and I think the game could really benefit from a stylistic approach similar to the Raster prop monitor mod for KSP. I think KSP 2 aimed for that kind of aesthetic, but not for the full functionality and immersion that the mod itself provides.

What I think makes raster prop monitor so immersive is that basically every important function and piece of information can be accessed directly from the IVA cockpit screens inside the spacecraft itself, and the cockpit feels highly functional and alive. I also really like the visual style of Raster prop because Its interface looks properly digital and "aerospace-y" inspired, with dense technical information and "nasa-punk" monitors, while still remaining readable and intuitive during actual gameplay. It manages to feel like real spacecraft instrumentation without becoming visually exhausting.

I understand that the current UI in KSA is still placeholder and will evolve over time, but because of that I think it’s also important to make strong stylistic and functional decisions early regarding what kind of interface identity the game should follow. Personally I think the Raster prop monitor approach would fit extremely well not just in IVA, but as the whole UI for the game: a unified interface philosophy where every gameplay screen, telemetry panel, navigation tool, and spacecraft system available in the standard HUD is also replicated inside the IVA cockpit displays. The modular nature of the screens in Raster Prop Monitor would perfectly match the kind of independent, floating, and customizable windows and menu system that KSA seems to be aiming for. Being able to rearrange, resize, or pin different information panels while still maintaining a coherent visual language would make the general UI feel both highly functional and deeply immersive.

P.S. This is my first post in the KSA community, so please be gentle :)

reddit.com
u/Dieguscus — 10 days ago

Version 2026.5.6.4337

  • Optimized the hapke lighting. Simplified or factored out all trig functions (multiple instances of sin, cos, tan, acos) and ensured variables needed multiple times in different equations are only computed once. All that remains is an unavoidable atan2 which is pretty cheap. The tangent of mean slope roughness is now computed and passed to the planet UBO in place of the raw mean slope roughness, since only the tangent is used in the literature. All equations still follow the literature exactly, so the lighting should be identical.
  • Increased the strength of the Moon's surface textures' normal maps from 60% to 80%, making it look more powder-like.
  • Fixed imgui UI error in set orbit debug menu showing the Sun twice.
  • Clean up Milky Way shader code. Settings have been added at the top of the shader to modify how the Milky Way looks.
  • Added WIP launch debris particle emitter in XML. This is not setup to execute in game yet.
  • Particle spawn on surface logic now offsets the start position slightly based on the normal. This helps to prevent particles from spawning 'inside' of vehicles.
  • Fixed some sync hazard validation errors for Atmosphere, Clouds and Ocean
  • Fixed an issue where the vehicle update task was not updating engines correctly after staging or altering the rocket due to an issue with how it is handling global engine state. It's a temporary bandaid, the side effect is the worker task will run more often than it should for updating the engines.
  • Remove redundantly clearing caches twice.
  • Sort the Activation InputEvent processing so we handle in this order: Decouple, Engine Controller, Thruster Controller.
  • Fixed camera state deserialization loading save games. If no previously controlled vehicle was set in the save, tghe camera would not correclty deserialize.
  • Particle emitters can now sample the color of the terrain. While not currently used for anything, this is important ground work for dirt and debris when vehicles crash into the planet. As part of this change, new fragment and compute shaders have been added for this.
  • Cleaned up and reviewed how particle data was getting packed, this allowed us to remove some redundant packing data, aswell as abstracing some variables that were previously explicitly named for a specific function, when the parameters should be treated as generic data used in the compute shader and should not have had explicit usages in their parameter names. (All emitters had parameters for screen space collisions when only one particle updater used that data for collisions).
  • Renamed the particle updaters in ParticleEmitterManager from ComputePipeline to Updater to follow the naming convention of the Renderers.
  • Added ParticleUpdateShared.glsl, this contains common functions for the compute shaders to prevent code bloat.
  • Made LightDebug Spawner available in production build
  • Added more debug spawn options for lights
  • Fixed handling of invalid vehicle saves when attempting to launch them from the launch menu UI.
  • Added WIP PlanetImpact particle emitter in XML. This is not currently used anywhere, and will be a usful reference when we do implement impact particles properly.
  • Fixed issue where if you tried to use the F7 Vehicle save dialog in the vehicle editor to save your vehicle, you ended up with an empty/invalid vehicle save.
  • Major refactor of gauge editing first pass. This system replaces the old and broken gauge editor. This system allows the live editing of gauge information in prep for saving out as XML changes. Includes handles for resizing, moving pivots and anchor points. This is done via the Gauge Hierarchy and Inspector windows. Additional work remains to full functionality. This should also enable gauge position saving/loading between sessions in future.
  • Fixed UI jitter at low frame rates.
  • Added visibility of burn markers in Target Tracking Window.
  • Added ability to create and modify burns in the Target Tracking Window.
  • Fixed vehicle lists and view/projection matrices not being updated for a frame after loading a save.
  • Consolidate burn editor UI between main viewport and target tracker into one function.
  • Fixed the timing of when we process the exit from the debug vehicle editor vs the vehicle worker threads causing conflicts and bad data, which resulted in lots of red console messages in some cases depending on what you did in the vehicle editor.
  • Updated all part emissive textures with fewer mips so there's less bleed as you zoom out from parts. Also changed to BC4 compression from BC7 since it seems to be only greyscale for now.
  • Updated CoreElectricalA's diffuse and PBR textures.
  • Updated CoreFuelTankA's PBR texture.
  • Add ImguiHelper.DrawDiamond function.
  • Changed TargetTrackWindow to use DrawDiamond.
  • Added initial implementation of volumetric particles. This is not implemented into any particles current, however the core framework is there when needed. A basic volumetric particle has been defined in XML for reference later.
  • Refactored the screen space collisions particle updater to transition the depth image after updating particles, as previously this was handled externally by the particle emitter manager.
  • ParticleEmitterRenderer now takes the depth stencil state and color blend attachment as an input on construction. This means that the volumetric particles are able to still use the same ParticleRenderer as all other particles, helping to reduce code bloat for specific rendering systems.
  • Particle Emitter Manager now renders opaque and translucent particles seperately, previously all particles were renderered through the same function, however there is are now specific opaque and translucent functions.
  • Renamed particle shaders to remove 'Frag' and 'Vert' from the shaders names. They are already denoted with '.frag' and '.vert' so this was unnecessary.
  • Added initial volumetric particle shaders.
  • Fixed Vulkan validation error caused by screen space collisions returning early when no emitters are registered to the system, resulting in depth image not transitioning correctly.
  • Fixed particle emitter 'extra' data not getting set from XML correctly.
  • Added ability to change the number of orbit periods to show in the Target Tracking Window.
  • Added support for billboarded particles.
  • Added basic plane mesh for use by billboarded particles.
  • Refactor of Gauge UI editing second pass. Added fit/stretch to component and rect as a context menu item. Also includes new approach to adding rect instances on Components that is context sensitive, better reflecting the actual use case.
  • Changed SerializeWithoutNaN streamwriter no longer disposes the callers memorystream so that it can be utilized by the caller.
  • Refactor Third Pass of Gauge Editing. Now you can multi-select gauge elements in the hierarchy with standard selection conventions (CTRL for non-contiguous elements, SHIFT for continguous). Introduced an intermediate transform type to handle scaling for these selections.
  • Fixed crash when setting range to 0 when using the Light Debug Spawner
  • Added small padding to the light range when culling meshes to avoid flickering shadows.
  • Fixed regression in gauge editor that would reset pivot/anchor when using the stretch/fit context menu elements.
  • Added context menu item for gauge elements in hierarchy to allow reseting pivot, and switching anchor points to cardinal points on parent.
reddit.com
u/panic_in_the_galaxy — 12 days ago

can i run KSA on my computer or will it detonate

I am posting this to ask if i can run KSA on my pc
my specs are:

OS: bazzite (steamos but fedora based)
CPU: intel i5-7500 3.80ghz
GPU: amd firepro w5100 4gb ddr5 vram
Ram: 16gb ddr4

note: im not on controller or steamdeck i just really like bazzite and im not on big picture mode

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u/Flyingcatfart — 11 days ago

Mod:kittens to humans.

Would love to see a kitten replacement option. I don’t wanna see kerbals or kittens. Not that I don’t see the appeal, or like the style, but I would love to see just, straight up humans. They could be proportioned like the kittens; stylized/cute, but seeing as it seems that we have rss in game, why not have the option for “kitten replacement”?

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u/raydarNRW — 11 days ago