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DEV BLOG

Graphics Update: Dynamic Sunflares

Redux Update: Sunflares

Hello! I’m dan, one of the developers on KSP2 Redux. You might know me as the guy who made some KSP1 & 2 mods (mostly relating to graphics).

One of the things mentioned in the Redux Trailer were improved graphics, and I’m here to share a nice change I’ve done to the sunflare.

Sunflare Colors

I’ve changed it so that flare elements use the color of LocalSpace_Light_Kerbol (the light source for Kerbol in flight view). This means you get a white sunflare in space, a blue sunflare on Duna (on sunset/sunrise of course), and etc. While it’s a small change, it does add a lot to the cinematic experience!

Duna sunset

Kerbol space flare

Kerbin sunrise

Community Update: Contributing to Redux

Hi! We are starting to think about how to integrate people who want to contribute to Redux into our processes. Right now we mainly think that external contributions would be best suited for asset development (parts design, model and textures, sound, animations, …) and possibly QA in the future. If you have experience working on this kind of stuff and would like to contribute to Redux, send me a DM or ping me in https://discord.com/channels/1078696971088433153/1340177797196414996. This message also extends to modders who would like to be guided through migrating their mods to Redux when we get closer to release. People familiar with UI design and Unity UITK are welcome too.

Trailer Footage Clarification

Hey all, NexusHelium here (the editor of the trailer)!

A lot of people have (rightfully so) noticed that a good chunk of the footage is noticeably lagging. This was due to issues with the editing software, so I decided to make a video with the raw footage showing the real FPS for those various shots. We also wanted to correct an honest mistake that one of our team members made, stating that the footage was not shot in Redux - it was an assumption he made based on the last communication between us, before I recorded these specific clips.

All of these shots except for the reentry visuals (which were done as a separate mod prior to becoming part of Redux) are recorded in KSP2 Redux.

Here it is: https://www.youtube.com/watch?v=LNW0zmNv_7I

Debug Tools Updates

Update: Debug Tools

  • Added new “Vessel Tools” window with various helpful features included (thermal, mass & maneuver node data; flight axes & SAS display; joints manipulation; buoyancy indicators; and others)
  • Added transparency to all existing windows

We will be trying to send similar changelogs as we work on the project to keep you updated.


Update: Debug Tools

  • Added “Vessel Coordinates” window with various info about the current position to the “Vessel Tools” stats windows.
  • Added a “Kerbal Roster Tools” window with ability to edit the roster, add and delete Kerbals.
  • Added an “Experiment Reports” section to the “Vessel Science” window with ability to create and submit reports.
  • Added a “Teleport Bookmarks” window with the ability to create bookmarks in multiple “Bookmarks Lists” from the vessel’s current position. Comes with a built-in list of bookmarks to help debugging.

With this, all the debug windows I wanted to get done before the first release should be complete.

Debug tools window

Expanded debug tools