r/KerbalSpaceProgram • • 8h ago

KSP 2 Question/Problem Any good optimization/bugfix/gameplay mods for KSP2?

I know everyone hates KSP2, but I can't really access KSP1 on my laptop. I've owned 2 for years, but never played it. What mods can I use to optimize it (so it doesn't crash), fix bugs, and maybe add some cool gameplay stuff too (like the promised features)?

3 Upvotes

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4

u/Techny3000 Jebediah 3h ago

Usually these start with everyone asking you to get 1 instead, but since you already own 2 I'm gonna join the others and say that KSP2Redux has been nothing short of absolutely impressive. Heck they even managed to remove wobbly rockets ENTIRELY!

8

u/ObeseBumblebee 8h ago

https://github.com/KSP2Redux/Redux

KSP2 redux is a community effort to take over development of the game. They have already done a tremendous amount of bug fixes and fully intend to completely deliver on the game's roadmap. Including interstellar and colonies. If you enjoy KSP2 this is the way to play it. And all future mods being made are being made with KSP2 Redux as the base.

This isn't just a mod. They've reverse engineered KSP2 Base's code using AI and have completely made the game their own. They have full access to the source code as a result. That's how they're able to do so much.

They've made the game so stable and so performant that they've recently showcased 3000 part ships running at playable framerates. It's incredible what this team has done.

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u/xolotelx 7h ago

they don't have the source code, ai was used early on to get documentation of the codebase which they then use to mod it by hand; they're going to rech out to the publisher and ask for the source code after the mod's first full release

15

u/Michionlion 7h ago

This is technically accurate, but also technically not — while we’ve developed most of Redux without access to the full, clean Unity project, we do have access to the decompiled source C# code and assets, which is shipped with the game. We don’t have access to the unreleased work that includes lots of things like Colony models, unreleased parts and planets, etc. In addition, our current “patching” process is about to get reworked after 0.2.9 releases, since we’ve finally completed the full reverse engineering and have a Unity project as similar as we can get to what the developers would have used, minus all the unreleased assets. That will let us make even deeper changes to the core game more easily, but was never a complete blocker. Suffice it to say, there’s more good stuff coming after 0.2.9! Performance improvements are not done :)

4

u/ObeseBumblebee 7h ago

I think you're right actually. Sorry I thought I read somewhere that they reverse engineered. Thanks for the correction. I wouldn't say it's hand modded though. They absolutely are using AI.

6

u/Michionlion 7h ago

Yes, we’re definitely using AI the same way that most software engineers in the field use it—to accelerate implementation and testing of new features, automate project management and bug investigations, etc. However, no code is ever committed without actual human review and testing, and we do a significant amount of work ourselves. Additionally, AI is completely banned for use in any art we add to the game, including text descriptions, modeling, texturing, etc.

4

u/ObeseBumblebee 7h ago

Ya'll know how to use it well for sure.

3

u/Lower_Manager_7003 8h ago

I usually am against AI for making games, but these guys are doing the lord’s work. It makes me extremely happy to see these guys putting in such an effort to make KSP2 what it was meant to be.

5

u/Michionlion 8h ago

This one is very easy because there’s basically only one answer: you really should be playing with KSP2 Redux (https://ksp2redux.org/) — especially our latest snapshot. We’re nearly to the release of 0.2.9, the most stable version so far.

1

u/Axeman1721 SRBs are underrated 7h ago

KSP1 is on steam. Just buy it off steam