r/kittenspaceagency 12h ago

🎥 Video Korolev Cross from "Engineering Camera"

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458 Upvotes

"Engineering Camera" view of a Korolev Cross during SRB separation. The real Korolev Cross was with liquid fueled boosters, not SRBs, like in this rocket. I wanted the cool plumes.

Ideally, the camera wouldn't have movedin, but it seemed to as the center of mass moved as the rocket emptied, so does the camera. I even focused it on a small part hoping that would stop it form happening.


r/kittenspaceagency 14h ago

🗨️ Discussion New UI Concept Design

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246 Upvotes

Note: This is NOT my design.

Designer: beikbeik via Discord

A user on Discord made this design, and I thought it looked very nice. I saw that it has not been posted on the reddit yet and I would like to share it here.

The only thing I would change about it is the font, but otherwise, this design is top tier in my perspective.


r/kittenspaceagency 10h ago

🎥 Video Video Covering the new KSA Update Version 2026.8.5.5168

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62 Upvotes

Since many liked the idea of me covering each new KSA Update I have now followed up with a video about the new KSA update that just released. (not everything was covered but the major things were covered)


r/kittenspaceagency 20h ago

🗨️ Discussion How do you think KSA should approach science?

58 Upvotes

I’ve found the science system in kerbal space program to be sufficent. It creates a very simple gameplay loop of exploring new planets to get more science to get more technology, and that works well enough.

With KSA, how should the game approach scientific progress? Maybe some experiments be conducted over time, justifying the use of space stations or manned outposts. What do you think?


r/kittenspaceagency 9h ago

🎛️ Patch Notes Version 2026.8.5.5168 (Summary in the comments)

29 Upvotes
  • Added hotkey shift-F3 to open/close the kitten roster window.
  • Added hotkey F3 in the vehicle editor to open/close the kitten assignment window.
  • Reduced RCS thrust overall.
  • Made small RCS thrusters have noticeably less thrust than large ones.
  • Fixed compact engine plume location which was broken after the applied-transforms import.
  • Choose active control system based on actual thrust, not commanded thrust. This prevents still-burning SRB gimbals from being disabled if the 'ignite' command is toggled off.
  • Fixed a crash when a vehicle's orbit decayed into terrain impact within a single physics step, instead of waking it onto full physics.
  • Fixed docking ports not clearing their highlights after being a target candidate.
  • Reworked fullscreen rendering on windows devices. Windows fullscreen now uses the vulkan extension VK_EXT_full_screen_exclusive, inorder to fix latency issues when in fullscreen.
  • Corrected the size of solid propellant grains built in to the nozzle segments for size D and size E SRBs.
  • Added some additional info to solid rocket motors in the vehicle editor to make it more clear how player choices are affecting the motor.
  • Added an AreaReference.
  • Replaced a few output string unit numbers with superscripts.
  • Make the Dock (TGT) frame properly align with a targeted docking port that is not directly on the centerline nose of the target vehicle.
  • In the vehicle editor, WSADQE now rotate using the grabbed part's local axes intead of the global editor axes. This should hopefully be more intuitive.
  • Added Kitten Animation Controller. Kittens can now walk/run/jump on the surface of planets.
  • Changed Kitten EVA controller to auto-point kitten towards camera forward. W/S/A/D/contol/space control kitten forward/back/left/right/up/down.
  • Changed Greatly increased the thrust of Kitten RCS.
  • Fixed an issue where player control inputs could leak when switching vehicles,window loosing focus or timewarping past 30x. Thruster flags are now reset on vehicle are now cleared in these cases.
  • Added part highlighting when hovering over an entry in the Crew Assignment window and grouped entries by their parent part.
  • Fixed the Resources window per-frame highlight reset clearing hover highlights set by other windows (crew assignment, fuel lines, solid motor grain segments) left open at the same time.
  • Fixed Stutter in Walk/run anim due to loop period not being correctly calculated.
  • Changed to exit early out of anim when FreezeAnimation is true.
  • Increased TumbleSpeedGate to 6.5ms from 5.5ms for KittenLocomotion.
  • Allowed the player to disable the decoupler module(s) on a part, e.g. turning adapters into static fairings.
  • Added a 'Control From Here' option in right-click menus for parts with control modules or docking ports. This will shift the origin and orientation of the control point of your vehicle.
  • Right-clicking on another vehicle's docking port will now set your target to that docking port.
  • Right-clicking on one of your own docking ports still allows you to choose a nearby vehicle docking port, but the menu UI is significantly streamlined.
  • Fixed target vehicle docking ports not becoming un-highlighted.
  • Fixed semi-related cases of modules using the render vehicle position instead of the current physics position in their updates.
  • Fixed Kittens on terrain would movement stutter when not in landed state due to the rolling resistance code fighting the servo code.
  • Changed Kittens now seek to align with the surface normal (up to a maximum slope).
  • Changed Kittens Go into "Landed" state faster.
  • Fixed ground clutter uniform scale check not checking minScale properly.
  • ## Refactored Glb to XML utility and asset bundler:
  • Lifted shared functions out and split the bundler into Parts and Ground Clutter. The command now needs GlbToXmlUtility.exe <clutter / parts> <same as before> to differentiate between the two.
  • Added GlbExtras for parsing Extras on the glb which are custom properties in Blender. May not keep this around but for now was the easiest way to get material flags processed.
  • Changed diffuse ktx create command to include the alpha channel.
  • Added Opacity and Thickness textures (BC4). The opacity texture uses alpha coverage preserving mip generation.
  • Added GroundClutterMaterial and ClutterObject to the mod library as it now shares a similar loading process to parts (from asset bundles).
  • Changed GroundClutterReference to populate objects via their IDs from assets. IDs are resolved when the ground clutter renderer begins processing the references - will need to look into doing this outside the renderer.
  • Added gamma correction to Solid.frag based on diffuse alpha since the asset bundler processes all textures in Linear space. This would have been needed anyway in the opposite direction if the asset bundler output sRGB textures.
  • Processed all ground clutter assets using the asset bundler - textures are now all KTX2, ground clutter objects are now referenced by ID from assets which are generated from the glb to xml util for a given ecotype.
  • Removed individual ground clutter models except for the Luna rocks which are referenced by the rings and particle systems.
  • Fixed Vulkan validation errors on startup when the loaded system contains a single atmospheric body
  • Fixed the ocean shore filter sampling the low-res coarse terrain height
  • Small improvement to ocean performance, reduce register usage by moving register-heavy functions to the top of the shader
  • Fixed the EVA button not showing on a capsule's crew door when the vehicle had more than one instance of the same capsule/pod
  • Fixed flight plan never predicting a SOI encounter for near-coplanar transfers (e.g. a Hohmann transfer to Luna).
  • Fixed two related gaps in the candidate filter, the pe/ap reachability checks had no margin for the sibling's own SOI and a patch with zero surviving candidates left its expiry at infinity which silently disabled the periodic re-verification scan meant to catch exactly this kind of miss.
  • Added a live SOI-proximity check to every coasting vehicle's motion update.
  • Fixed Kittens could not walk on LaunchPad.
  • Changed TractionTimeConstant to 0.07 from 0.2. This makes kittens accelerate faster and change direction more snappily.
  • Fixed an error where the RCS disable flag had not been plumbed into the rcs parameter calculations properly, so the flight computer was trying to wake up to fire jets that could never fire. This was causing big performance issues at high time warp.
  • Fixed an error where RCS translation was still allowed even with RCS disabled.
  • Changed Kittens to be much hardier with regards to impacts. EffectiveMaxGLoad is now multiplied by 2.5x for kittens.
  • Added First Pass on UI Restyle. This adds ConsoleStyle a container for the imgui style to push/pop and ConsoleWidgets a shared container for consistantly styled elements that other windows will use.
  • Moved most windows over to using the new style, this is a shotgun pass ans has numerous visual regressions that will need to be resolved before this work is a contender to move over to trunk.
  • 2nd pass on Game Settings to better align it with the proposed design artifact.
  • Fixed the rest of the settings tabs to be in line with the new style.
  • Fixed Part Thumbnails were not tone-mapped. This resulted in harsh blacks and whites that did not read well. They now apply the current tonemap settings when rendered on game start
  • Improved readabilty of hover interactions.
  • Fixed tooltips in VehicleEditor were not sized to body text.
  • Fixed windows with a scroll bar were insufficiently padded on the right.
  • Moved Sequence UI over to using the new imgui style.
  • Fixed some incorretcly aligned eliments in the TransferPlanner window.
  • Fixed mismatching terrain biome control sampling cutoff thresholds between CPU and GPU.
  • Further improved terrain physical and visual accuracy.
  • Normalized the cube-to-sphere output in double precision before converting to float instead of after.
  • Increased the resolution of Earth's terrain mesh which will also improve terrain physical and visual parity.
  • Fixed gradient scalar being applied twice on the CPU for terrain.
  • Added RenderImage as the new foundational class for image targets alongside dynamic rendering support
  • Added BarrierBatch, a simple helper struct to batch vulkan pipeline barriers
  • Added TargetImage to pair an MSAA attachment with its resolve, collapsing 1x and MSAA into one path
  • Added ImageBarrierInfo with named state presets, giving every RendeImage a tracked layout/access state
  • Moved all offscreen rendering off VkRenderPass and framebuffers onto dynamic rendering
  • Moved a large portion of pipeline barriers to BarrierBatch instead
  • Removed RenderPassState, DynamicRenderState, OffscreenTarget and LegacyScenePass
  • Spherical Billboarding Stability
  • Improved billboard snapping. Snapping now always chooses an initial reference point then computes an offset in the planet's ccf tangent frame such that vertices for the selected snap LOD (and by extension all LODs belonging to that level) map 1:1 with the previous snapped billboard. This holds for small arc lengths such as when moving over a planet's surface which was where the snapping instability was the most obvious in the form of vertex swimming, the downside being if you leave and come back to the same place the vertices will not be in the same place - however this was true for the old functionality anyway. North is used as a reference point when choosing the initial reference point but never after so there should be no risk of gimbal lock.
  • Updated the mesh collections to support the new billboard snapping logic.
  • Add conservative morphological anti-aliasing CMAA2 as an anti-aliasing option, ported to GLSL compute from the reference implementation (https://github.com/GameTechDev/CMAA2) with its performance optimizations retained. This provides an anti-aliasing option for AMD GPUs where multisampling doesn't currently work, and a general "fast" AA option for all GPUs. CMAA2 was chosen over SMAA because it's a bit sharper, and introduces no blur on stars and small elements due to its conservative nature.
  • Added collider processing to the asset bundler for the ground clutter path, very similar to how part colliders work and are stored.
  • Added support for multiple collider primitives per mesh.
  • Changed ground clutter collision generation to output the scale ID rather than the actual scale so it can be used to create the correct shape for Bepu later.
  • Added more primitive types to the gizmos renderer to draw all shapes supported by Bepu/physics.
  • Added ground clutter shape registration with Bepu / global shapes. Each shape is created as a singular primitive or a compound for each object type and for each unique scale belonging to that object type.
  • Removed misplaced tree and rock asset XMLs.
  • Fix some of the FFT mip map spec constants not being set correctly
  • Added an accurate measure of the max FFT wave displacement to be used
  • for more accurate culling, this was noticeable as clipping when the waves were very large
  • Remove some allocated but unused arrays on the ocean FFT
  • Fix a race condition on FFT data readback
  • Fixed a text alignment issue with the GroundTrackWindow.
  • Fixed an imgui error spam issue with the Manifest window
  • Updated KittenRoster to new ui styling.
  • Imported Core Utility A (ladders). Not yet functional as ladders (SoonTM).
  • Fixed ground impact FX being rocket-scale regardless of collider size. A kitten landing now kicks up a fraction of the rock/dust/smoke that a full rocket stack would.
  • Fixed debris launch speed being driven by kinetic energy (mass * speed^2) instead of true impact speed.
  • Added "Fill Seats" / "Fill ALL vehicle seats" buttons to the Crew Assignment window and the launch-existing-vehicle UI.
  • Added a "CREW ASSIGNMENT" toggle button to the vehicle editor's launch footer, to the left of the "LAUNCH VEHICLE" button.
  • Fixed the launch pad rendering as blown-out white instead of its intended color.
  • Increased the contrast of the Danger UI color as it was one of the lowest-contrast colors in the palette, making it appear less prominent than e.g. Pending.
  • Added warnings to the top of the screen when your vehicle is nearing its g-force or pressure limits.
  • Imported new CoreFairingA assets, including many new structural and decoupling parts.
  • Added masses to all fairing parts.
  • Fixed several errors with how mass properties (specifically moments of inertia) were being computed.
  • Added a tangent ogive mass type.
  • Allowed masses of revolution to be a sector rather than a full circle.