v0.2.3 Beta 2
v0.2.3 Beta 2
Section titled “v0.2.3 Beta 2”We have just released the second prerelease of Redux v0.2.3: https://discord.com/channels/1078696971088433153/1444156522127954064/1446963570389553365
We have just released the second prerelease of Redux v0.2.3: https://discord.com/channels/1078696971088433153/1444156522127954064/1446963570389553365
Hello everyone, after a quick round of closed testing and fixing a couple more bugs, we decided to let the floodgates open and give access to the newest beta build to everyone. Please, carefully read the linked post before downloading and/or asking questions, just in case it’s already been answered there.
Keep in mind that this is intended for testing and catching any other last minute bugs before the actual first release.
Instructions and download are available here: https://discord.com/channels/1078696971088433153/1444156522127954064
First of all, let me apologize for the lack of news in the past month and a half. We have been struggling hard with various Unity issues plaguing several of the developers, and they irritatingly always affect each just one person and no one can ash figure out why, and the obvious solutions like reimporting files, setting up a fresh copy of the project or even reinstalling Unity just don’t help. (More details: https://discord.com/channels/1078696971088433153/1340177797196414996/1422618937430118500)
In order to get something to you as soon as we can, we have made the decision to cut ISRU out of the initial 0.2.3 release, as it was the biggest blocker for the release - one of the main ISRU developers is one of the people affected by those Unity issues. That should give us some time to hopefully resolve these issues and polish it enough for a later release (which was originally the plan anyway, before we decided to roll all of the Foundation stage into a single release).
Back in June, when we teased the “Summer 2025” release, it seemed very likely that we’d have the release ready by the end of July, or by the end of August in the worst case. That obviously turned out to be wrong, and a large part of that was the fact that we gave ourselves this arbitrary deadline. It caused a lot of stress, overworking ourselves, and inevitably, burnout, which lead to a large part of the dev team stepping back from the project. I take personal responsibility for this, as I was was the one pushing for the internal July deadline and the public announcement of a summer release date, thinking it was a good idea and would motivate us to finish faster.
For that reason, we can’t give you an updated release date because as we’ve learned the hard way, progress is extremely unpredictable and putting pressure on people working for no compensation in their free time just makes this passion project into a very bad unpaid job. So, I’d like to ask you to keep that in mind and give these volunteers the space to do their thing out of the love for the game and the community, and not because they feel under pressure.
PS: Just to give you some sense of the progress of the release, here’s a little peek at our internal task tracker - we’re sitting at 118/125 done, and most of the game code changes are finished.
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Improving performance of background part modules.
Some of you may remember the infamous “2500 background parts” test thread from the forum.
If you’re not familiar, it was a test using 10x250 part vessels in the background, and a single capsule in the foreground.
So far, Redux has incidentally made some small improvements on that test. The development branch is about %15-20 faster than stock, mostly due to general improvements in spatial calculations and flow request processing.
However, I hadn’t really tried to tackle the elephant in the room, which is just the shear amount of parts. Even tiny amounts of overhead for each part really adds up when we’re talking about multiple thousands of them. One save a player shared with me had organically hit 560 parts even while keeping per-vessel part count low, so it’s not really far fetched that real players could hit 1000+ parts.
So I took a look back at the 2500 parts test, and was able get another ~%10 more fps with a couple of relatively simple changes. (51.4ms -> 46.2ms)
Module_Light. It just checks if the vessel should look like it’s had a power failure or not.)All in, Redux runs the test about %30 faster on my machine. Stock KSP2 vs this branch: 16fps -> 21fps
Left/Blue is Redux development branch. Right/orange is this change set. Comparison over 384 frames.


Hey everyone!
Just wanted to drop a quick update on where we’re at with KSP2 Redux. We were originally shooting to get the first update out this summer, but unfortunately real life had other plans. Since this is all volunteer work, a lot of our team has had to focus on more important stuff outside of the project, which slowed things down more than we expected or wanted.
On top of that, the update itself kind of exploded in size. What was supposed to be a smaller “starter” release has turned into something way bigger, with a bunch of features we didn’t think we’d be tackling until way later.
We know delays aren’t ever seen as a good sign, and we totally get if it’s frustrating (trust us, coming from KSP2, we really get it). While we can’t say for certain when we’ll get this mod out to you guys, we’re still hoping to get it into your hands before the end of the year, so keep an eye out for updates regarding that!
Thanks for hanging in there with us. We can’t wait to share what’s coming!