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DEV BLOG

v0.2.7.2 Beta 5 Hotfix 2

We have just released the second hotfix for the 5th beta of KSP2 Redux, which includes a bunch of minor bug fixes as well as further improvements to SAS stability.

You can install the update in the Updater application (If you don’t have it yet, download on the Updater GitHub page). - Simply select the newest beta (highest number) in the dropdown and click Install.

You can find the full changelog on the Redux GitHub page or on Discord: https://discord.com/channels/1078696971088433153/1444156522127954064/1498461514145730750.

v0.2.7.1 Beta 5 Hotfix 1

We have just released a hotfix for the 5th beta of KSP2 Redux, which includes a fix for issues with Chinese, Japanese and Korean, Color Manager presets disappearing, adds 3 new missions, and a couple more bug fixes.

You can install the update in the Updater application (If you don’t have it yet, download on the Updater GitHub page). - Simply select the newest beta (highest number) in the dropdown and click Install.

You can find the full changelog on the Redux GitHub page or here on Discord: https://discord.com/channels/1078696971088433153/1444156522127954064/1497756315089637488.

v0.2.7.0 Beta 5

We have just released the 5th beta of KSP2 Redux, which includes an upgrade of the game’s Unity version from 6000.3.10f1 to 6000.4.1f1, an early release of the modding SDK, an experimental KSP1 part mod loader, first few SM+ size (1.875m) parts, support for Discord rich presence, game statistics tracking, custom flags, improved SAS and flight controls, and as always, a ton of bugfixes.

You can download the new Updater application on the Updater GitHub page. This application will now be the primary way of installing, updating and uninstalling KSP2 Redux. New installation instructions are available on the Redux GitHub page.

You will need a stock install of KSP2 0.2.2 for the initial install (meaning you CANNOT upgrade from beta 4), but this won’t be the case for any future updates, those will just be installed on top of beta 5.

You can find the full changelog on the Redux GitHub page.

Along with this new release and the (at this point almost mythical) Updater/Launcher application, we have also been working on the new website: https://ksp2redux.org, as well as on updating the modding SDK and template project for Unity 6+. You can find the instructions to set up the modding environment here: https://docs.rendezvous.dev/s/0a4a3e31-0b40-48e0-bd81-e14856f80d3d/doc/getting-started-with-modding-ea0cMbSQ3V.

Custom flags can be added to the game by creating a new folder inside your Redux install’s mods folder. You can call this anything, e.g. MyMod. Then, inside it, create a flags folder, and put your flag files in (ideally PNG). On the next game launch, you should see the flags in the campaign creation menu.

KSP1 part mod import can be tested by creating a folder called KSP1 inside mods, and then putting KSP1 mod folders inside it (generally, whatever folder would go into GameData in KSP1 will go into the KSP1 folder). Please, keep in mind that this is a very experimental initial version of this feature, and it is meant to serve as more of just a tech demo for the future KSP1 mod porting Unity tools that we are working on, meaning we won’t be providing support for mods that are not working properly or breaking the game.

API Documentation Pipeline Update

A short dev update from what ive been doing for today:

I have been working on our workflow to automatically generate API documentation from the doc comments we write in the code.

This is not as simple as it may seem because unity does not have any way to export the xml documentation like msbuild would normally have, so instead I had to force unity in the CI pipeline to generate the project files as it would with rider, then have a modern dotnet sdk build the files to generate the documentation files, which took a lot of fanangling as you might imagine (i even had to write a script to selectively fix an error for this step that only occurs when using the dotnet sdk).

Then later on in the CI/CD pipeline, I invoke docfx to build all the documentation, and push to a github repo (for ease of hosting it on our own domain).

You can see current documentation here: http://api.ksp2redux.org/

This is for the develop branch so it wont accurately reflect whats in the beta, however once the next beta is out it will redirect for that beta.

Project Shakespeare

Everyone, meet The Secret Feature™, or as we like to call it, Project Shakespeare (to honor the never-implemented, never-explained mod type called Shakespeare that can be found in the stock game’s code).

This is a very basic KSP1 part-only mod loader with currently mostly functional command modules, deployables and animations, decouplers, fuel tanks, engines, gimbals, plumes, engine mode switching, variant switching, and more. It includes support for some popular modded part modules as well, such as B9 part switching and animated decouplers.

There’s a lot that doesn’t work properly yet, such as WIP control surfaces (that’s why I didn’t put on the grid fins yet, as they result in a funny, although very motion sickness-inducing death spin), or RCS thrusters. Engine plumes are also just using the default KSP2 methalox plume attached in place of where the KSP1/Waterfall plume would be, and for some parts (e.g. the booster fuel tank in the video) the textures don’t look right, either.

IMPORTANT: this is NOT going to be a “plug-and-play” feature where you just copy all 300 of your KSP1 mods into the Redux folder and can play without any issues. It is extremely limited with a small selection of part modules and types that it can handle, it’s only able to do handle basic Module Manager patching logic in order to support things like engine plumes defined in MM patches instead of the base .cfg file (which is a pattern often used in KSP1 mods), and also, it’s EXTREMELY slow. I’ve seen loading times of like 2-3 minutes with 3 part mods, and that will possibly get even slower as I iterate on it more and introduce more module translations and other functionality (though it can be somewhat mitigated by the caching of translated parts and modules).

The purpose of this feature is to be a proof-of-concept, technical demo that lets your imagination run wild with what could be possible if your favorite KSP1 mod authors ported their mods for KSP2 for real, and it also serves as a technical showcase of what sorts of authoring and conversion tools we can and will provide to KSP1 mod developers to help them with the process of converting their mods over to KSP2 Redux.

Note: this will not be a part of beta 5, you’ll need to wait a bit longer for us to polish this more.

Mods used in the showcase are Tundra Exploration and Kerbal Reusability Expansion, some of my favorite KSP1 mods.