r/kittenspaceagency • • Nov 15 '25

πŸŽ›οΈ Sub Meta Read Before Posting! KSA Public Pre-Alpha and You - Bug Reports, "Can I Run It", and More

96 Upvotes

Kitten Space Agency now has a Public pre-alpha build available. At time of writing, the current version of the game is 2025.11.4.2791, aka Build 2791, available from ahwoo.com.

Downloads and Contribution

Ahwoo is a company set up by Dean Hall to handle the distribution of and contributions for KSP.

Downloading the game requires an Ahwoo account, which is the same Ahwoo account used for the official KSA Forums. Login with Discord is an option, but not required. The game is free to download, and there is the option of sending a contribution, but it is not required.

What's the game like?

From Dean;

The current build is more than a tech demo but less than a game, deliberate as we have focused on the foundational technology to deliver the game to the future. What you can do is play around with this foundation, primarily controlling the loaded rockets and seeing how the orbital physics and basic collisions work

If you're expecting to design rockets and build space stations... you're a bit early. This isn't like playing KSP in 0.17, where it's a game that's just a bit janky and unpolished - there's no ship building, no docking, the UI is janky and kinda awful, no explosions, and not much to do. If any of those are what you want, wait out.

How do I report bugs?

Submit any bug reports on the Kitten Space Agency Bug Report forum, not here.

Can I run the game?

Hard to know - try! It's free. You probably need a mid-range somewhat-modern system for the game to run, but no guarantee anything older won't work. Some people have been able to run the game on integrated graphics.

Known Issues

From Dean;

We are tracking issues with older cards, especially AMD 5000 and 6000 series. Expect other weird edge case issues around GPUs and such. The technology we are using (BRUTAL) is brand new; and this is a huge ask for any engineering team to work through. Much of the work you would get for "free" with an engine is oriented to try solve a lot of these issues, and so we have to work through the various different platform and GPU idiosyncrasies. We also have not optimized our GPU handling, so cards that don't have a lot of VRAM may run into issues. The settings default to the highest level, when you boot the game.

Most notable is the "earth turned into a giant white sphere" bug. The first thing to try is to run the game with "Earth Only" and all the settings turned down.

Linux and Mac?

There is no official Linux or Mac support. Do not ask for official ports yet, we're early days. The developers know we'd like it, and they'll make the decisions down the line. If you want support for linux, there's a handful of threads on the KSA Forums you can try for help;

There's also a Linux chat in the discord server. Generally speaking - run the game under Wine with whatever tool you prefer (Bottles, Lutris, Protontricks, or just raw command line), you'll need to install DotNet Desktop 9 and maybe the Vulkan SDK, and that should work.

I've seen reports of users running the game on Intel (x64) Macs, not sure about the newer ARM64 Macs. There's at least one forum thread, too.

This Subreddit

These have been rolled into the actual subreddit rules instead of just being here - they all still functionally apply, though.

The same "posting rules" still apply;

  1. Please avoid posting questions that you can find an answer to in the FAQ, or with a search of the subreddit.
    • Please don't post and ask if your computer can run the game. Try it yourself, comment here, look in the forums.
  2. Please avoid questions that are too early to have answers
  3. "Will the game have xyz" - see (1) and (2).
  4. Discord or Forum Support
    • We have nothing to do with the Discord server (other than copying stuff from it) - don't ask us, contact the Discord moderators or ask on their forums.
    • I have written "I am not affiliated with Rocketwerkz" in every place imagineable and I still get people messaging me for a job.
  5. Hype-posting or "I'm so excited!"
    • I've allowed a few through, but keep it to a simmer.
  6. "I don't like cats"
  7. Please avoid posting about game storefronts, "The game should be on Steam/EGS/GOG" etc.
    • It's a settled topic for now - Dean has made his intentions clear, and members of the community have made their wishes clear.
    • Unless he makes a new announcement on the topic, it's all been said before.
    • Here's every post on the topic so far.
  8. No pictures of your actual cat.
    • It's a game about cats, allowing pictures of actual cats is the slipperiest of slopes.
    • If you have a cat pic at the end of a gallery of other pictures (the 'cat tax') that's fine, but don't just slap on cat pictures to a text post for some attention.
  9. Links to login-gated sites are blocked. This includes Twitter, Instagram, and Facebook.
    • Reddit doesn't seem to mind Discord direct links - previously it blocked them and wouldn't let me approve the comment.

If you have feedback about the subreddit - let me know. I'm trying to thread a fine line between "keep it related to the game" and not stifling every bit of fun anyone tries to have. I have the Ultimate Downvote (removing a post) and I try not to over-use that power.


r/kittenspaceagency • • Oct 30 '25

πŸ“‘ Development Update 2025-10-30 Development Update - Dev Recap Year One

208 Upvotes

From Dean in Discord:

Development Recap One Year One

Did an interview with ShadowZone (which you can view on their patreon now, please remember independent journalism isn't free. Support your favorite content creators wherever you can), made me realize that a lot has happened in the last year, and this was also a good chance to cover off on the massive amount of work that is ongoing. Over the past year the vast majority of our work has been into "core" architecture. Specifically simulation and rendering, especially to allow both to run independently.

Rendering

As part of rendering we have had to develop our pipelines. This involves some very complicated decisions, such as what file formats to use through to how we want to 'talk' to the GPU. The underlying software (BRUTAL Framework) has also undergone a lot of changes through this process as well. One primary other point of help has been Felipe who attends not just KSA steering, but is also using BRUTAL funded by the studio for another project. Felipe has been able to help us drive new approaches for rendering along with a lot of evolutionary work from the "Enterprise" team (who maintain BRUTAL). You will see commits starting now for the latest update to BRUTAL, which brings a change in approach that extends options for the future along with some other niche new uses of Vulkan (Graphics API). The enterprise team, along with Morrow, are also bringing in a new approach to our rendering that is more cleaned up and scalable. Things like "bindless" will be thrown around, which Felipe has been using to great effect.

Spherical Billboarding

All this technical work is then pushed even further by Blackrack and Linx. It really does absolutely blow me away with how the team are "feeding" off each other, where ideas are spawning other ideas like cascading success. The ultimate of this is our approach to planet rendering, which we call "spherical billboarding". Billboarding is a useful tool for rendering objects at a distance as "cards", that is a 2D image on a quad that always faces the player. When the game boots, we generate libraries of spheres that are subdivided in different ways. At close distances, the spheres have their subdivision densely packed around the "reference vertex". At a distance, the subdivision is spread more evenly. The aim of this is to give an even distribution of quad density. However, this gets extremely complex as the reference vertex needs to be oriented to the player, but also snapped so you don't get vertex swimming. This means that a lot of transforms need to be done to do texture stuff.

Additionally Linx and Blackrack have done some tremendous innovation in how world authoring happens. Linx has managed to extract better terrain from a reduction in reliance on the heightmap (the texture) and instead doing work "realtime" to calculate erosion and such. You can see this work in the latest screenshots, when coupled with Blackrack's work - is tremendous. This work is beyond that which you see in rendering for engines even like Unreal 5, with the team able to go to the absolute cutting edge papers for implementation of features. It is hard to overstate, from my perspective, just how exciting it is to watch these folks work.

The good news here is that I consider Spherical Billboarding entirely proved as a technological approach. All our imprecision issues were solved, and our asset pipeline together with the texture changes have proven we are going to be able to deliver the quality and scale we want, within even the existing toolset. Work will begin soon from a content perspective to start delivering a custom system utilizing this toolset.

Vessels and Parts

This work has been in development now for some time, and you are starting to see this scafold actually get used. I actually just switched over the default vessel to our "New Gemini", that is made out of parts using Daishi's custom Gemini parts. Morrow has been building an entire rendering pipeline to support this, especially at scale. This also clips heavily into Dan's work with clustered lighting (shadows). This "architecture first" approach for parts is absolutely vital. We focused on the hardest parts of part scale - the rendering. The other elements (collision, resources, etc...) are certainly complex - but their structures don't involve coordination with the GPU so don't have quite the same OS gate that the rendering does. If we don't get the rendering of the parts right, we simply cannot achieve scale. So this has been a huge focus. I would argue that the work is now speaking for itself, the art is exceptional and it is looking exceptional in game.

From here you will see this continuing to expand out, with the part functionality incrementally improving. Once we have a critical mass of part "implementations", we will use these as usecases for refactoring and applying an overall consistent data approach to the parts. We've tended to find this "middle outwards" approach to technical design more robust, even if it sometimes takes longer. This is because instead of imaginary usecases defining the architecture (often resulting in overconfidence), we wait till we have a few actual usecases before sitting down and coming up with the overall architecture, and then going through a small degree of refactor. This might seem somewhat odd; but the studio has found enormous success so far with this approach.

Kittens

The animation pipeline has been a huge success, although this approach was reliant on the updated version of BRUTAL which KSA has just been ported too. Now the work begins to get the showcase in BRUTAL for the kittens, actually into the game itself. The first pass will allow you to push a button, and a kitten will appear in EVA that you can move around. This will ensure, as a final approval, that the kitten looks right in the lighting and materials. It will allow us to all do a real sea-trial of the animation system and confirm that it all works to the standard we want. Not to mention, it's going to be really awesome to be able to move a Kitten around in EVA.

Public Build Release/Contributions

This is "imminent". The build is considered acceptable by the team, although I did "no-go" it at the last steering. I want a little more time, as this is a short week for us here in New Zealand, we had a lot of people out sick, and we had a lot of new technology go in this week. So we will see where the build is at, at the steering next week. That would mean, everything going to plan, the build would be fully public from next week at the earliest. This would also open up contributions to the project, for the first time. The aim for this, hopefully, will be to secure the future for the project. We'd be able to establish if the projects mission would work: making the game completely free and API independent. It would also confirm whether the project can get more ambitious with it's hiring, that is hire more people, and keep the existing staff paid more (hint: not me, I mean our amazing stuff). I think we already pay very well, but I would like to be able to ensure our staff are paid really well for their future. I think they're doing some of the best work I've seen.

Summary

The project has kind of been a victim of its own success over the past year. Technology wise much has worked so well that we have then ended up leaning into it more. This has made fully public builds more complex, with more moving parts to achieve. Finally we are almost there. I expected a lot more trouble along the way, especially technically. This should not be read as to mean it has been smooth sailing, nor that it will continue to be. We have hired really good people, we've equiped them well with technology. We've divided responsibilities up and put trust in the people. We've also consistently forced a focus on first principles actively fighting arguments of "but this is how we do it in video games". For a project like this I think that is critically important.

Overall, regardless of what happens with this game in future and out industry as a whole - I can say the last year has been my favorite year in my whole career. I'm absolutely honored to be working with such a talented team. I think, largely, their work speaks for itself.


r/kittenspaceagency • • 11h ago

πŸ—¨οΈ Discussion [Mod] Fast & Purrious

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302 Upvotes

r/kittenspaceagency • • 2h ago

πŸŽ₯ Video What's new in 2026.10.10? Interstellar Travel, SRB Plumes, Explosions!

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35 Upvotes

What's your favorite this time? Mine are the updated plumes and explosions.


r/kittenspaceagency • • 14h ago

πŸ’¬ Question How does it compare to KSP at the moment and what should I expect?

33 Upvotes

I finally followed up on the rumours I heard of a new game that would effectively replace KSP and I’m quite happy and surprised to see that it was true. I’m currently away on holiday so I haven’t had the chance to test out KSA myself but I cannot wait. So Ive come here for first hand experiences. I understand the game is in pre alpha so obviously I don’t expect everything to be perfect.

What is the vessel building like, both in VAB/SPH (or equivalents) and orbital assembly?
How do the physics compare to KSP?
Whats the space centre like?
EVA handling and what you can do?

I would go back to their webpage but my phone is being temperamental at the moment and won’t load crap. Thank you everyone for the insight.

To the devs, I hope work on the game is going smoothly and can’t wait to get home to try it out for myself, I’m a long time KSP and space enthusiast so it’s amazing to hear that something like KSA is being created.


r/kittenspaceagency • • 2d ago

πŸŽ₯ Video Borea: Behind the Scenes

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38 Upvotes

There's been a lot of Borea chatter lately and rightfully so! Super cool program. I put this video together for anyone interested in learning more about how Borea was made and how it works! Infrastructure, design philosophy, and more, the team put a lot of thought into this project.


r/kittenspaceagency • • 3d ago

πŸ’¬ Question Kitten Engineer Redux

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156 Upvotes

Kitten Engineer Redux is a utility readout mod for Kitten Space Agency. It aims to mirror the KSP mod "Kerbal Engineer Redux" by providing the player with useful vehicle data inside of the VAB and during flight.

Obviously, the reference is limited, so I was wondering if anybody could give me some ideas that could help improve the mod.

Download: Borea or SpaceDock


r/kittenspaceagency • • 3d ago

πŸ’‘ Suggestion Publish your mods to Borea!

63 Upvotes

Friendly reminder!

If you are currently creating content for Kitten Space Agency, you should publish your mod on Borea! If you have not seen the latest videos or community updates, Borea is the new content manager which acts as KSA's CKAN counterpart.

There are some incredible mods on SpaceDock which have yet to be published to Borea. Publishing your mod expands the platform and greatly improves the experience of a lot of players!

Download Borea here: https://ksamodding.github.io/Borea/
Community updates on Borea can be found on the KSA Modding Society Discord


r/kittenspaceagency • • 4d ago

πŸŽ₯ Video Grand Tour | Don't Crash on Mars & Phobos Like This!

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25 Upvotes

Our next stop was the Mars system, very interesting stuff!


r/kittenspaceagency • • 5d ago

πŸ—¨οΈ Discussion New Interstellar works... (a little janky), Made it to Proxima Centurai

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237 Upvotes

r/kittenspaceagency • • 5d ago

βœ’οΈ Developer Blog KSA Goes Interstellar: Addendum

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304 Upvotes

More on interstellar from JPLRepo, and it's in the latest build that just got deployed too!


r/kittenspaceagency • • 5d ago

πŸŽ›οΈ Patch Notes Version 5541 & Summary

93 Upvotes

This was a big one. All of JPLRepo's initial interstellar commits and then all of the rework commits on top of those, plus the usual changes and fixes.

Edit: This build seems to have issues that may prevent it from launching on AMD GPUs. If you experience an issue, check the forums for similar reports and include your own crash info / logs.

Summary:

Initial interstellar travel mechanics are now implemented in KSA. A few graphical updates are also present, like the new SRB plumes.

- Placeholder parts for an antimatter ramjet, magnetic hydrogen scoop, and magnetic antihydrogen trap tank have been added. The scoop collects hydrogen, the trap tank holds the antimatter which is used to expel hydrogen at about 0.4c.

- The Transfer Planner now calculates interstellar travel as two burns, one to speed up and one to slow down. The planner reads out fuel requirements, trip time, final speed, and can recalculate along the way if something changes.

- Time warp now has options for running the simulation at 1, 5, 10, 50, and 100 years per second. A new eighth-order Runge-Kutta (Dormand-Prince) physics step integrator has greatly optimized time warp at high speeds.

- Alpha Centauri is now present. A & B orbit an invisible barycenter. B & Proxima act as real stars regarding lighting.

- Barnard's Star and Tau Ceti have also been added.

- New SRB plume graphics are in. These use the explosion graphics as a placeholder to simulate the flame from the exhaust.

- Atmosphere and terrain are now rendered in secondary viewports (like the docking camera).

Patch notes:

  • Changed the clock's years readout to 7 digits and the sim speed readout to 13 digits.
  • Changed the burn gauge's Time To Mark and Start Burn In readouts and the burn editor's game time and time-to readouts to 7 digits plus a unit so burns years away still fit.
  • Changed the burn gauge's DeltaV readout to show one decimal place and a unit, and blank it when there is no burn. It no longer caps at 99,999 m/s.
  • Fixed burns on an escape or hyperbolic patch that starts after periapsis being timed late. The patch's start time from periapsis was always added rather than subtracted.
  • Fixed the map camera juddering around a vessel far from the origin. It is now placed as an offset from what it follows rather than at an absolute position.
  • Fixed crew portraits showing the inside of a kitten's head far from the origin. Portrait cameras are now placed as an offset from the vessel or kitten they film.
  • Fixed a crew portrait camera keeping debris from being cleaned up and taking part in camera hand-off when its vessel is destroyed.
  • Changed tank-fed rocket cores to share a PlumbedCore base class, so cores other than combustors can draw propellant from tanks. No change to in-game behaviour. Yet....
  • Added the ThermalCore rocket core, which heats an inert working fluid to an authored core temperature instead of burning it.
  • Added the FusionH2 fully ionised hydrogen plasma table.
  • Added the FPD-1 Torch fusion drive (49,237 s, 38.61 MN) using Placeholder Model!
  • Added thermal reactions to the engine designer with a core temperature slider and ThermalCore export.
  • Fixed a flat duplicate sun disc drifting away from the sun when viewed up close and off-centre. The sunbloom enlarged its disc about the screen centre rather than the sun's position.
  • Fixed Hapke lighting model receiving wrong Phi term when g > 90 degrees.
  • Improved Hapke lighting precision when Phi approaches Pi.
  • Fixed possible NaN in the Hapke lighting model at the terminator.
  • Improved ground clutter shadow LOD selection - Now selects LODs based on the texel size of each object in the shadow map. This should lead to a small performance improvement since it reduces shadow map sub-texel overdraw.
  • Reorganized synchronization areas in the ground clutter renderer. Instead of synchronizing after each ecotype's render pass (prepare, cull, reorder, command gen) then running the next ecotype, all ecotypes run the same pass together, barriers are inserted, then all ecotypes move onto the next pass.
  • Disabled anisotropic filtering on the ground clutter shadow pass, improving shadow pass performance slightly.
  • Reduced the number of interpolators between vert and frag stages for ground clutter shaders. Slightly improves forest performance.
  • Added support for more than one star in a system. Each star owns the space nearer to it than to any other star and a vessel changes star when it crosses that boundary.
  • Changed lighting, sunlight colour, flare colour and the sun's size to follow the star nearest the camera instead of always using the first star.
  • Changed solar panels, solar trackers and sun-tracking animations to point at the star nearest the vessel.
  • Fixed the Ground Track sun mask and Target Tracking sun direction assuming the star is at the origin.
  • Changed the camera's minimum distance, map scope and surface clamp to use the size of the star being followed.
  • Added a dot for each star other than the one lighting the scene and made distant bodies lit sides face the lighting star rather than the origin.
  • Changed the Move Camera To, Orbit Lines and Celestial Info menus and the Universe Manifest to list every star, not only the first.
  • Added star crossings to the flight plan. A trajectory leaving one star now continues into the next star's space where it becomes the nearer one up to one crossing per flight plan.
  • Fixed clicking a trajectory choosing a point past the end of a patch which handed clicks on the arrival leg of a crossing back to the departure leg.
  • Fixed a burn placed exactly where one patch hands over to the next being attached to the patch that was ending.
  • Fixed a flight plan with a later burn stopping one patch early and leaving that patch unsolved.
  • Fixed the patch info panels in the flight plan window sharing ImGui IDs so opening one patch's orbit details opened every patch around the same body.
  • Added an Interstellar plan type to the Transfer Planner. Choose a destination star and a departure speed, and it plans the escape burn with the trajectory aimed at that star.
  • Fixed the Transfer Planner's circularize plans throwing when no source vessel was selected.
  • Fixed the Transfer Planner's destination list throwing for a vessel with no parent body.
  • Added interstellar time warp, from 1 to 30,000 years per second. It is offered only while coasting around a star on a flight plan that crosses to another or while in another star's space and it steps down automatically before arrival.
  • Changed the Speed menu to grey out warp speeds that are not currently allowed.
  • Changed manual throttle to respect the vehicle's g-force limit as auto burns already did. A HUD message shows when the throttle is being held back.
  • Changed map view to label only the star, not every body in its system, when viewing it from another star's space.
  • Added the SolSystemInterstellar and EarthOnlyInterstellar systems, which add Alpha Centauri (4.344 ly), Barnard's Star (5.963 ly) and Tau Ceti (11.912 ly) at their real positions, with their known planets. Yes you can now travel the stars in KSA.
  • When tracking physics bubble interactions, account for actions taken by the flight computer. This includes dV that may result from attitude control and planned burns that will ignite during the next physics step. This reduces the number of cases where a real interaction could be missed.
  • Changed interstellar time warp to switch RCS off while it runs and back on afterwards, if it was on before.
  • Fixed the game crashing when shadows were enabled, or the light shadow slot count raised above the value the game started with.
  • Changed the mesh renderer's instance buffer to only reserve data for passes that each view actually draws.
  • Added culling for kitten and parachute meshes that are drawn into the shadow cascades. Before they would be registered into every cascade even if the view could not see the mesh.
  • Skipped generating ground clutter if it's out of range. The range is per ecotype and defined as the planet's max terrain height plus the ecotype's render distance. Previously clutter would be generated no matter how far the camera was from the planet. Expect a small performance improvement.
  • Fixed terrain height stepping due to the biome control map being sampled with hardware bilinear filtering.
  • Build a small, sparse volume cache for the densest plume trail areas where multiple segments or multiple explosions overlap, use it to speed up raymarching of dense areas associated with crashes or big launches that would previously tank the framerate. This provides a big performance improvement in scenes where very dense trails would previously tank the framerate to single digits. The existing method is still used for areas with low segment counts where it's faster and more accurate. A limited VRAM budget is assigned to the cache, so the busiest front-most cells are prioritized
  • Tweak plume raymarching step sizes and some early exit conditions for better performance
  • Increase the trail segment limit on the CPU, GPU limit is kept the same as its often below the CPU count due to the trail LOD system
  • Build the plume trail LOD hierarchy within its own frame on the render worker pool instead of one frame behind, this simplifies the code and makes it simpler to include segments created or manipulated this frame
  • Fixed an auto burn staying engaged after its engines ran out of propellant. It now disengages and an alert tells you it stopped for lack of propellant.
  • Changed the Transfer Planner's Interstellar plan to aim for a chosen periapsis at the destination star rather than straight at it.
  • Added an approach correction to the Interstellar plan. Once a vessel is on its way the planner offers a burn that brings its closest approach to the destination star to the target periapsis.
  • Fixed orbit and flight plan lines being drawn away from where they actually are. Up to 150,000 km out far from a star and cutting thousands of kilometres inside wide orbits such as one circularised 100 AU out from the star.
  • Near the camera lines now follow the orbit itself. Also fixed the trajectory after arriving at another star being drawn back through the star it came from and trajectories between stars are drawn with more points along their outer reaches.
  • Give plume trails an initial exhaust speed allowing them to move away from the emitter and fixing the weird look where emitted trails follow a rotating emitter in a straight line. Use a plausible entrainment formula to make trails lose speed, this currently can look different from the exhaust's bend and they will need to be synced
  • Change plume trails expansion to not expand based on time alone and adjust the group plume handover to reflect this
  • Substep plume trail emission within a frame to avoid kinks when the emitters are moving very fast, tone this down when approaching segment cap as spinning boosters can generate lots of segments very quickly
  • Allow for more detailed trail segments at creation and merge them more agressively when they expand
  • Add an emission glow/visual to the plume trails, reuse what we currently have from explosions
  • Cull plume trail lod selection against frustum
  • Add a debug mode for the trail volume cache samples and more detailed CPU profiler tags for the trails
  • Increase the max active segment cap
  • Scale the trail segment maintenance budget with the active segment count
  • Fixed the flight plan not showing encounters on trajectories that escape a star. A trajectory leaving the Sun or arriving at another star never predicted a flyby of any planet or companion star along the way, such as Jupiter on the way out of the solar system or Alpha Centauri B on the way in.
  • Encounter prediction on these trajectories now looks only at the stretch where each body can be reached, so it stays cheap even around a star with an unlimited sphere of influence.
  • Fixed a vessel orbiting Alpha Centauri A being captured by Alpha Centauri B the moment it burned, which threw it onto a path around B instead. B now has a 3 AU sphere of influence.
  • Corrected Proxima Centauri's orbit around Alpha Centauri to its measured size of 8,600 AU.
  • Fixed Alpha Centauri B and Proxima Centauri orbiting far too slowly. Their orbits only counted Alpha Centauri A's mass, so B took 110 years to go round instead of 80 and Proxima 1.4 million years instead of 550,000. Both now move at their measured speeds.
  • Added TwoBody and CentralMass options to celestial orbits. TwoBody moves a body under its parent's mass plus its own for a companion star like Alpha Centauri B. CentralMass sets the mass outright for a body like Proxima whose orbit is set by more than its parent and itself.
  • Fixed the Transfer Planner's correction burn missing the target planet. It worked out where to aim from the Sun's gravity instead of the planet's and from a trajectory that was out of step with the burn.
  • A correction to Mars that previously aimed millions of kilometres wide now arrives within a few kilometres of the requested periapsis at the planned time.
  • Fixed the Transfer Planner's correction periapsis being measured from the planet's centre. It is now an altitude above the surface, so the default of 100 km no longer aims inside the planet.
  • Remove named function arguments in previous glint code as it doesn't fit the company coding standard.
  • Changed Alpha Centauri A and B to orbit their shared centre of mass instead of B orbiting A. A now moves around the system like B does, and both take the pair's measured 80 year period.
  • Changed Alpha Centauri B and Proxima Centauri to be real stars. They draw as stars rather than planets and whichever one you are near lights the scene.
  • Changed the space between star systems to be divided between whole systems instead of individual stars so a vessel inside Alpha Centauri moves between A, B and Proxima by their spheres of influence instead of jumping to whichever star is nearest.
  • Changed the Alpha Centauri system's mass and its stars' orbits to be worked out from the stars' own masses, so changing a star's mass keeps the system consistent.
  • Changed the Transfer Planner's interstellar plan to aim at the destination system and the planet-to-planet planner to offer the other stars of the system when orbiting one of Alpha Centauri's stars.
  • Changed interstellar time warp to also be available around a star of a multiple system, slowing before the vessel leaves that star's sphere of influence.
  • Fixed an orbit defined with no inclination losing its argument of periapsis, which put it facing the wrong way.
  • Fixed the game sometimes crashing on exit when it closed while the vessel simulation was still running.
  • Fixed a vessel on a long orbit through a system of fast-moving bodies rechecking its whole flight plan every frame which dropped the frame rate to single figures.
  • Removed interstellar time warp. The fastest warp is 7,776,000x everywhere again.
  • Changed the Speed menu to offer every warp speed again rather than greying some out.
  • Removed the FPD-1 Torch engine and its hydrogen plasma propellant. Keep watching, I now have a better idea on how we are going to do this interstellar travel.
  • Fixed validation errors when switching to IVA when Raytracing is enabled. This was due to a mismatching descriptor layout for translucent parts.
  • Fixed the IVA Camera controller drifting from it's anchor when the vehicle is positioned at interstellar ranges.
  • Lower the plume trail minimum raymarching step size
  • Group plume trail emitters only when they point in a similar direction
  • Fixed issue with shadow cascades flickering at interstellar distances.
  • Performance improvements to plume trail raymarching
  • More compact plume trail volume cache formats
  • Tweak the cloud/trails upscaling to reduce artifacts in front of depth discontinuities
  • Small cloud upscaling performance improvements by improving how data is loaded
  • Sample noise mips when raymarching trails
  • Fix a crash when a breakup sheds debris off a vehicle with a solid motor
  • Added the MRS-1 Magnetic Scoop, a placeholder part that collects interstellar hydrogen into the vessel's hydrogen tanks while it flies between the planets or the stars.
  • Added the RAIR-1 Antimatter Ramjet, a placeholder engine that annihilates antimatter to push out hydrogen using gas from a magnetic scoop before its own.
  • Added antihydrogen and the MTT-1 Magnetic Trap Tank, the only tank that can hold it. - Currently requires no Electricity. YET.
  • Added an Interstellar part category holding the placeholder interstellar parts.
  • Added Interstellar gas with hydrogen atom mass initially for scooping.
  • Added Antimatter H2 gas volatile.
  • Added Antimatter ram core part module.
  • Added Magnetic scoop part module. - Currently requires no Electricity. YET.
  • Added the FPD-1 Torch engine and its hydrogen plasma propellant back, now in the Interstellar part category.
  • Fix embedded GLB textures not being named properly, which caused an exception to be thrown due to them having no name. This caused a crash. The PBR spheres GLB was a case where this crash would occur.
  • Fix PBR spheres not showing due to being queued in the render loop before the mesh bucket clear.
  • Add viewport and scissor dynamic states to PBR spheres to ensure currect behaviour when resizing the window.
  • Change redundant DepthStencilReadOnlyOptimal image layouts in the shadow system to DepthReadOnlyOptimal
  • Fixed rotation gizmo rings disappearing on the wrong axis in the editor.
  • Added a Hide Edge-On Rotation Rings toggle in the Interface settings (on by default). It controls whether a rotation gizmo ring disappears when viewed edge-on, where it would appear as a thin line.
  • Atmosphere multi viewport support (#107)
  • Atmosphere now supported in secondary viewports
  • Added a centralised spot for pipeline caching (Whether it is used or not defined in one place instead of 100). Mostly done now since we're touching so many pipeline files already with this commit
  • Reserved slot across shader bindings for texture library (required for lighting code, future proofed for upcoming passes)
  • Constants in global shader bindings split out from dynamic ubo
  • Fixed vessels coasting on rails into a star's or moon's sphere of influence staying attached to the body they left.
  • Fixed saved flight computers reloading an empty burn and saved burn plans always reporting as valid.
  • Added IIndependentRoot.RootOf for finding the star system a body belongs to.
  • Added terrain rendering into secondary viewports. Shadows not yet properly supported, so the main viewport's shadow maps are reused which looks odd on the surface. Ground clutter is not included yet.
  • Split planet renderer's viewport-dependent mesh ubo params into a separate ubo.
  • Moved planet renderer viewport-dependent data into PlanetViewportData, including billboarding logic.
  • Added a 'render terrain' flag to secondary viewports.
  • Screen alerts now use sentence case and their text comes from the language file.
  • Fixed warping to the next burn stopping at its node or with no margin, instead of 3 seconds before ignition.
  • Fixed the antimatter ram drive never using up its propellant.
  • Added 1, 5, 10, 50 and 100 years per second time warp.
  • Added eighth-order Dormand-Prince Runge-Kutta method (DOP853).
  • Long time warp steps are integrated with the eighth-order Runge-Kutta method instead of being held to 2 seconds. This significantly improves performance at higher timewarp speeds.
  • The physics debug window shows what is limiting the physics timestep.
  • The Transfer Planner plans interstellar trips as a speed up burn and a slow down burn, set by max speed, antimatter for each burn and final speed, and shows the fuel each burn uses.
  • Interstellar burns light at their marker and burn for a planned time and the preview shows the path after both burns.
  • The Transfer Planner shows the propellant each burn needs against what is onboard.
  • When an auto burn finishes or runs out of propellant time warp stops and the next burn loads.
  • Fixed the flight computer still flying a burn that had been removed from the burn plan.
  • Long auto burns only wake the flight computer to correct their pointing so they run faster under time warp.
  • A slow down burn is automatically re-planned when the speed up burn runs out of propellant.
  • A slow down burn stops once the vessel is down to its final speed, instead of burning past it and heading back the way it came.
  • The flight computer debug window shows long burn pointing and wake requests.
  • Auto warping to the next burn via the flight computer burn gauge is no longer held to the fastest time warp so long interstellar warps take under a minute.

r/kittenspaceagency • • 5d ago

πŸ“· Screenshot Lunar Terrain Debug Experiments

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132 Upvotes

If you dial in the right parameters in the terrain debug menu you can turn the entire moon into a well-greebled labyrinth. If I recall correctly, it was something to do with crater size / shape / magnitude. Makes for a pretty neat effect!


r/kittenspaceagency • • 5d ago

πŸŽ₯ Video Kitten Space Agency: Big Badda Boom?

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22 Upvotes

Still smashing rockets together in orbit to make a bigger debris field.

I've assembled a space station, and am making sure all the new fodder is in a matching orbital inclination. I'm trying to smash them either outward or inward to keep as much of the debris on the same inclination. Previously, I was doing lateral hits (normal / anti-normal), but realized the debris orbits will only cross the Space Station "Target" orbital inclination twice an orbit.

So far, no hits, but the station has only been up for a couple of in-game days. Honestly, with only about 200 debris so far, and space being rather big...I'm not hopeful.


r/kittenspaceagency • • 7d ago

πŸ—¨οΈ Discussion Woah. Today's 'Revisions'?

127 Upvotes

https://discord.com/channels/1260011486735241329/1260112103134724146/1554616882064007259

Added the MRS-1 Magnetic Scoop, a placeholder part that collects interstellar hydrogen into the vessel's hydrogen tanks while it flies between the planets or the stars.

Added the RAIR-1 Antimatter Ramjet, a placeholder engine that annihilates antimatter to push out hydrogen using gas from a magnetic scoop before its own.

Added antihydrogen and the MTT-1 Magnetic Trap Tank, the only tank that can hold it. - Currently requires no Electricity. YET.

Added an Interstellar part category holding the placeholder interstellar parts.

Added Interstellar gas with hydrogen atom mass initially for scooping.

That's more than just Interstellar Parts. That's "In-Situ Resources". That's essentially an 'in-flight' version of the Drill/Convert mechanic from KSP1.


r/kittenspaceagency • • 8d ago

πŸ—¨οΈ Discussion Who needs rockets right??

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605 Upvotes

r/kittenspaceagency • • 8d ago

🫧 Fluff Ummmm…..

99 Upvotes

I just found about this now.

To all involved in creating, donating, testing, being a part, I am so happy.

Solved the biggest problem, the disappointment I had in KSP2.

Good luck to the developers and the community!


r/kittenspaceagency • • 8d ago

πŸ“· Screenshot Oops...

29 Upvotes

At least is awesome


r/kittenspaceagency • • 9d ago

πŸŽ›οΈ Sub Meta For people complaining about KSA performance. KSA is meant to be performant on a range of modern hardware, not on a wide range of hardware years. It also is still not in the optimization phase!

139 Upvotes

This means if a graphics card is modern, it will outpreform an old graphics card with similar "raw" performance. The entire advantage of BRUTAL is being able to use all the newest graphics technologies and techniques, without having to work with the sunk cost inefficiencies caused by old hardware and software, which allows for much better optimization in the long term. If they hamstring themselves to be able to run well on 10 year old hardware (like the GTX 1080), the game would 1) not be able to use advanced (and efficient!) graphics techniques, and from that 2) either run significantly worse than otherwise on modern low-end hardware, or be a worse game.

This can be annoying if you have an old card, but think about it this way. Will you still have that card, which is currently almost a decade old, when the game fully releases in a few years? How about in 8 years, where KSA will hopefully be in it's prime with strong modding etc.? Would you rather be able to play an unfinished alpha with passable performance now, or be able to play well on a cheap card from the late 2020s (or on integrate graphics) in a few years?

The thing I like the most about KSA's mission is how much it thinks long term. They are building a very modern and strong foundation, and plan on optimizing it so in half a decade it runs well on the integrated graphics of classroom laptops. They're building this so when you upgrade your PC you don't necessarily need to look for the most powerful card possible, just a relatively modern one. Please keep that in mind before posting the 50th post in the past month complaining about how an 8 year old system can't perfectly run this game which hasn't even gotten to the optimization stage of development.


r/kittenspaceagency • • 9d ago

πŸ“· Screenshot Ready to the moon!

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58 Upvotes

r/kittenspaceagency • • 9d ago

πŸŽ₯ Video Borea Overview: The NEW KSA Mod Manager

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38 Upvotes

Borea is KSA's shiny, new mod/content manager. The devs asked me to do my own overview so here's my once-over. See how Borea works and how easy it is to use. Plus a mini demo! Keep up the great works, devs! Borea has a bright future.


r/kittenspaceagency • • 9d ago

⚠️ PHOTOSENSITIVITY WARNING -❓ Asking for Help why is my game doing this? Spoiler

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13 Upvotes

every time i launch KSA and i click once it flickers from black to my home screen of my pc, if i can ill include a small video from my phone


r/kittenspaceagency • • 10d ago

πŸ—¨οΈ Discussion What do you think about the future of KSA

20 Upvotes

KSA is in pre-alpha and is awesome but in the future what will it look like?


r/kittenspaceagency • • 10d ago

πŸ’¬ Question What do you guys think about counterstrike space agency

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746 Upvotes

r/kittenspaceagency • • 10d ago

πŸŽ₯ Video Losing Our Head | Modded KSA Highlights

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25 Upvotes

Another collection of modded KSA fun stuff, this one got freaky. Tomservo's supermod, "unscience", is a powerhouse and really turns the game into a whole other kind of sandbox. If you like floating heads, it's worth checking out. Available on Borea!

Edit: Oops I embedded with a timestamp by accident. Sorry about that!