About the Game
The original Kerbal Space Program is one of the most beloved games of all time and, years after its release, it's bigger than ever before. Its sequel, Kerbal Space Program 2, has been fully redesigned from the ground up to meet the demands of modern and next-generation space exploration, all while maintaining the monumental foundations of the first game. Build a space program, construct powerful spacecraft, and navigate expansive celestial bodies as you explore cosmic mysteries.
Key Features to come during Early Access
Next Generation Technology
As the game updates progress, players will gain access to a whole new set of next generation tools and technology including new engines, parts, fuel, and much more. This new tech will not just create novel puzzles for players to solve, but will also enable new feats of space exploration within and beyond the original Kerbolar System.
Colonies
Brand new to Kerbal Space Program 2 are colonies. Colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types. Eventually, these colonies become advanced enough for vehicle construction, propelling deep space exploration and beyond.
Interstellar Travel
Next-gen tech, colonies, and systematic resource gathering all lead to a whole new level of exploration: interstellar travel. In Kerbal Space Program 2, interstellar technologies pave the way to a host of new star systems and celestial bodies, each comprising novel challenges and harboring secret treasures. Among them: Charr, a heat-blasted world of iron; Ovin, a ringed super-Earth with relentless gravity; Rask and Rusk, a binary pair locked in a dance of death; and many more to reward exploration.
Multiplayer/Modding
The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Soon players will be able to share the challenges of deep space exploration. More details on these features will be revealed at a later time.
Screenshots
17 images
Version Information
Steam Patch Notes
Official update history
Bug Fixes
Construction
- Fixed: Moving stages around in the extended staging stack is difficult
- Fixed: Duplicated wheels, wings, and decouplers connected to physicsless parts will occasionally fall off or cause the craft to disassemble when launching the vessel
- Fixed: Loading a craft file with parts surface-attached to other surface attached parts causes parts to show on the floor of the vehicle assembly building
- Fixed: Duplicating a stack in the VAB that includes a decoupler and an engine causes errors when launching the vessel
Flight & Map
- Updated parachute safety and destruction algorithms so that parachutes will not deploy in situations where they will immediately break
- Adjusted parachute default deploy pressures from 0.01 to 0.04 atm so they will deploy after reentry regimes
- Revised parachute drag numbers to provide a more consistent experience
- Fixed: Parachutes that are staged via the staging stack do not appear as staged in the Part Manager
- Maneuvers can now be created in the map even if a vessel shows 0 delta-V available
- Fixed: Using the Surface Teleport cheat to move a craft with landing legs extended can cause orbit lines to disappear
- Fixed: If a vessel is decoupled on the ground, launching will cause a permanent 'Landed' state, causing orbit lines to not be drawn
- Fixed: Fairings contacting their base plate after being jettisoned causes a permanant 'Landed' state, causing orbit lines to not be drawn
- Fixed: Using the Teleport to Rendezvous cheat from ground to orbit will cause a permanent 'Landed' state, causing orbit lines to not be drawn
- Fixed: Craft with landing legs, wheels or landing gear regularly clip into the terrain after timewarping
- Fixed: Fairings disable parachutes placed inside or near them, even after fairings are ejected
- Fixed: Fairings and cargo bays sometimes do not detect encapsulated parts correctly
- Fixed: If a vessel is recovered during the smoke sequence, the next vessel sent to the launchpad will auto-launch
FX & Audio
- Fixed: Smoke sequence VFX and SFX are missing after reverting to launch
Menus and Settings
- Updated game credits
- Removed the Private Division Launcher
Missions and Tutorials
- Revised Launch A Rocket and Out of Atmosphere missions to require players to land or splash their vessels for successful completion
- Fixed: The tutorial vessel overheats during the Atmospheric Reentry tutorial
Saving and Loading
- Added aditional autosave points during Flight gameplay
UI / UX
- Added a dedicated Recover Vessel button in the flight HUD
- Added notifications for when a player attempts blocked actions during timewarp or paused states
- Added UI signpost when timewarping
- Added notifications for when a parachute breaks in flight
- Reduced the duration of the pre-launch countdown sequence
Submitting Bug Reports and Feedback
If you'd like to provide feedback about this build:
Suggest a Change on the KSP Forums
Bug reports should be shared to:
Dedicated Bug Reports on the KSP Subforum
KERBONAUTS, WE HAVE LIFTOFF! 🚀
The time is now - For Science! is now available! We're so excited to release this major content update to everyone.
Full release notes for v0.2.0.0 can be found here. We'd love to hear from you about feedback and bug reports on the update - please submit them to the KSP Forums.
Dive into and explore For Science! – and don’t forget to share with us your creations, accomplishments, and discoveries.
To celebrate the release of For Science!, Kerbal Space Program 2 is 20% off until January 4th, 2024 at 1PM ET.
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The For Science! update comes with a brand-new campaign type - Exploration Mode, which adds progression and Science collection through missions, experiments, and journeying through the Kerbolar System. Collect and transmit Science from unique locations and redeem it back at the Kerbal Space Center's (KSC) newly opened Research and Development Center to unlock new part technologies, learn novel concepts, and journey further away from the Kerbal's home planet. While working through the tech tree, unlock the means to extend your reach across the Kerbolar System - from right at home on Kerbin, to the furthest regions of Eeloo, and to the murky depths of Eve. Exponential progression ensures that the rewards for your efforts match your ambitions.
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How will you collect Science? With all new Science collection parts! Integrate these parts to vehicles (be sure to take note of their shape and mass, it matters!) to carry out different experiments, depending on your mission. Keep an eye out for new Kerbal animations when Science gathering during Extra-Vehicular Activity (EVA)!
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We've overhauled the Science collection and transmission interface for KSP2. During flight, it's now easy to know when there's an opportunity to take measurements or collect samples via a new Experiment Actions button, which provides detailed information about what opportunities are available in your current location. The brand-new Research Inventory gives clear information about how much Science you've already collected and the ability to transmit Science data. The Mission Tracker app helps you keep track of in-progress and completed objectives. New flight planning tools have also been added to the Vehicle Assembly Building (VAB), including altitude and environment-specific readouts that show thrust-to-weight ratio, burn time, and Delta-V for each stage. Data persists and continuously updates in-flight.
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On your journeys, uncover a wealth of new research locations and mysterious geological formations spread across the Kerbolar System. Locate them and unlock special Science-gathering opportunities - we wonder what you're going to find...
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The days of stress-free atmospheric re-entry have come to an end with the introduction of atmospheric re-entry heating effects and thermal part behavior.
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We've also made significant quality of life improvements:
- An enhanced joint system has been developed, dramatically reducing wobbliness of large vehicles
- Updated ambient sound systems
- An all-new Boat Dock - complete with cranes and gantries for use both in-and-out of missions. With this comes additional buoyancy improvements!
From us at Intercept Games and Private Division, thank you. We hope you enjoy For Science! and your time amongst the stars!
https://store.steampowered.com/app/954850/Kerbal_Space_Program_2/
🚀 <-- This rocket denotes a fix that community members directly helped our dev team fix. Thanks to all of you who send in bug reports!
Bug Fixes
Flight & Map
- 🚀 Fixed: Orbital decay fix causes vessels to travel sideways above Eeloo at certain altitudes
- 🚀 Fixed: EVA Kerbals are unable to move along vessels via magboots or ladders while in Orbit
- 🚀 Fixed: Loading screen soft locks after a revert to launch while game is paused
- 🚀 Fixed: A.I.R.B.R.A.K.E.S. mirror symmetry clones deploy backwards
- 🚀 Fixed: Fairings fly towards celestial bodies after being jettisoned
- 🚀 Fixed: Vessel focus behavior is wrong when using stack separators
- 🚀 Fixed: Kerbals in non-launch assemblies are lost when launching the vessel
- Implemented conic section highlighting when cursor hovers over trajectories in Map view
- Fixed: Discarded stage's orbit changes when timewarping with acceleration
- Fixed: Joints break when decoupling parts on vessels with physicsless parts
- Fixed: EC drains at the rate used by active reaction wheel even after torque is disabled and no actual torque is being applied
- Fixed: Vessel stage deploys after the Go button is pressed while time warp is above 1x and then dropped down to 1x
- Fixed: LV-99 XL gear sometimes hover above runway upon landing
- Fixed: Celestial body trajectories are a solid color when viewed in the Map or Tracking Station
- Fixed: Light tree shows all green lights earlier than intended on maneuver burn timer
- Fixed: Decoupled stage without probe core/pod is controllable
Optimizations
- Optimized CPU use for cloud rendering
- Optimized MessageCenter to improve performance in flight scene
- Improved GPU performance at KSC by rendering KSC ground during terrain prepass
- Improved CommandBuffer performance by delaying execution until end of frame, avoiding unnecessary UpdateRenderBounds work
- Fixed: Drastic loss of performance during a specific time of day in Kerbin's atmosphere
- Fixed: Vessel splashed-down behavior causes performance to drop
- Fixed: Water and cloud render textures cause memory leak
- Fixed: Stranded references in the Simulation Update code
- Fixed: ParametricLineGenerator leaks memory
- Fixed: Memory leaks from VegatationSystem
- Removed unnecessary code when returning to main menu
- Removed unnecessary calls in SetOceanMaterial code
- Removed unnecessary planet textures to reduce GPU memory
- Removed unnecessary calls in GetLiftVector code
- Reduced memory usage on water rendering
- Reduced unnecessary calls in the IVAPortraits code
Saving & Loading
- Fixed: Unable to launch a vessel under the Workspaces folder from the Launchpad menu at KSC
Parts & Stock Vessels
- Added gridfin parts GRFN-125 and GRFN-250
- 🚀 Fixed: Extended engine bells load from save in wrong state for Cornet, Trumpet and Tuba engines
- Updated mesh generation code for fairings
- Fixed: LY-60 and LY-90 landing legs wheels are misaligned or flipped when extended
- Fixed: Separating any part from ST-Micro-1 truss causes all remaining child joints connected to any other ST-Micro-1 truss on the active vessel to break
- Fixed: Docking ports cannot always be targeted
- Fixed: LT-1 landing leg does not align to the ground when extended
- Fixed: Ground parts under compression fully extend during timewarp in game
- Fixed: Antenna ranges for fixed antennas not calculated correctly
- Fixed: Rover wheels lose steering at low velocity
- Fixed: Drag system errors when loading a vessel in atmospheric flight
UI / UX
- 🚀 Fixed: Part Tooltip Info in the VAB shrinks or enlarges until it disappears on cursor hover
- Updated UI for Kerbal Manager
- Updated Part Manager UI style
Construction
- 🚀 Fixed: Max Impact statistic shows twice in part info tooltip
- Reenabled ALT to disable stack attach
- Increased timeout for Fairing and Wing edit icons
- Fixed: A.I.R.B.R.A.K.E.S do not open when selecting Deploy in the parts manager in the VAB
- Fixed: Vessels with changed assembly roots cause failure of surface attached parts, as well as broken save behavior
- Fixed: Triangle panels placed with mirror symmetry are not oriented correctly
- Fixed: The RA-15 antenna appears inverted when placed in mirror symmetry mode on a vessel in the VAB
- Fixed: The DTS-M1 antenna is not oriented correctly when placed in mirror symmetry mode on a vessel in the VAB
- Fixed: The Pegasus 1 ladder appears inverted when placed in mirror symmetry mode on a vessel in the VAB
- Fixed: The Communotron 16-S antenna appears inverted when placed in mirror symmetry mode on a vessel in the VAB
Environments
- Cloud lighting and shading improvements
- Application of atmosphere transmittance to cloud lighting
- Unification of ambient light calculation for ray-marched, baked, and scaled clouds
- Recalculation of average position for clouds to accommodate density
- Updating scattering to use average/weighted position estimated from density samples
- Moving some code into functions, and separating cloud shadows out of scaled cloud shader and into a new shader that renders below the atmosphere
- Application of atmosphere transmittance to cloud lighting
- 🚀 Fixed: Lighting is not consistent from all camera angles when viewing the surface near the poles of several celestial bodies
- 🚀 Fixed: Lighting is inconsistent at Laythe’s north pole
- 🚀 Fixed: Lighting is inconsistent at Vall’s north pole
- Changed lighting at sunsets by using atmospheric scattering to soften lighting - sunsets are now realistically red on Kerbin, blue on Duna, etc.
- Improved atmospheric scattering integration on terrain and clouds to make atmospheres softer and horizons smoother
- Improved cloud blending with the atmosphere
- Implementation of biome and triplanar mesh bucketing for terrain rendering
- Optimized cloud shadows
- Adjusted dynamic resolution calculation for clouds
- Increased Eve's atmosphere scatter height
- Fixed: Wrong scale on KSC light colliders creating log spam
- Fixed: Decals not visible at higher altitudes above Eeloo
- Fixed: Water is invisible when landing at a specific location on the surface of Eve
- Fixed: Bop's polar crater appears distorted in map and tracking station
- Fixed: Terrain spikes at Bop's south pole
- Fixed: seen from orbit, Jool's surface disappears while medium quality clouds are enabled
EVA
- Fixed: Attaching a decoupler that creates a fairing too close to the MK1 Command Pod which prevents Kerbals from exiting vessel
- Improved self shadowing on Kerbal skin materials
- Improved smoothness of the blink animation
FX & Audio
- Adjusted Logitech Lighting FX when vehicle crashes
- Adjusted Logitech Lighting colors when reaching some celestial bodies
- Fixed: Wingtip vortices jump when entering celestial frame of reference
- Fixed: Incorrect key colors during docking control for Logitech Lighting FX
- Fixed: Booster engine VFX spawn to the side when flying past ~21.5k altitude on Kerbin
Tutorials
- Fixed: Reverting after using the Tutorial Menu to return to flight causes soft lock
Localization
- Text updated for antialiasing options in Settings
Modding
- Upgraded Unity to version 2022.3.5f1
Known Issues
Gridfins GRFN-125 and GRFN-250 Are Not Affected by SAS: This is due to a recently identified problem with control surfaces and how they interact with SAS. SAS is intended to work with Gridfins in the future, but for now they are manual control only.
PF-AD-XL 2500 Fueled Adapter Is Invisible When Viewed in VAB and Flight: We are aware of issue and are investigating.
First Time User Experience Prompt Does Not Appear When Vessel Loses Power for the First Time in Flight: This is new to v0.1.5.0, and we are investigating.
Submitting Bug Reports and Feedback
If you'd like to provide feedback about this build, there are many different ways to do so:
Submit Feedback through the Game Launcher
Suggest a Change on the KSP Forums
Join us on Discord to Discuss Potential Changes
Bug reports should be shared to either:
Private Division Customer Support
Dedicated Bug Reports on the KSP Subforum
This fix will both stop the Registry issue from happening and retroactively safely remove extraneous values created by the issue in previous releases.
You can expect the hotfix to be released at 10am PDT.
The KSP Team
🚀 <-- This rocket denotes a fix that community members directly helped our dev team fix. Thanks to all of you who send in bug reports!
Bug Fixes
Flight & Map
- Added input binding for toggling freecam in flight
- Added NavBall texture color changes based on velocity state
- 🚀 Improved orbits decaying when vessels are not applying any thrust
- 🚀 Fixed: Airbrakes respond to roll inputs
- 🚀 Fixed: Camera orientation flips 180 degrees after switching to flight from map
- 🚀 Fixed: Normal SAS orientation maneuver burn at periapsis is inaccurate
- 🚀 Fixed: Kerbals eject with extra velocity when EVA'd from Grumble Seats while in space flight
- Fixed: Dates don't start on Year 1 Day 1
- Fixed: Activate/deactivate action button for engines gets out of sync
- Fixed: Alternators produce power when engines are off
- Fixed: Animated engine gimbal forces are incorrect after reverting
- Fixed: Animated gimbals don't function when offscreen (when in map or offscreen during flight)
- Fixed: AP and PE markers of inactive vehicle in orbit stay on screen after switching focus to a landed vehicle within the Tracking Station
- Fixed: Action vessel can be controlled while in the Tracking Station
- Fixed: Camera zooms in and out when scrolling in some flight apps
- Fixed: Cargo bay aero shielding sometimes leaves contained parts out of collider checks
- Fixed: Errors generated when launching a vessel with a fairing
- Fixed: Hibernate in timewarp doesn't work properly for probes
- Fixed: Mouse look does not stay active when pressing Tab in flight
- Fixed: Probe cores stop consuming electricity after being decoupled
- Fixed: RCS blocks don't work in fine control mode
- Fixed: RCS thrusters remain on when switching away from a vessel
- Fixed: SAS and throttle sometimes reset when decoupling stages
- Fixed: SAS mode buttons do not always register clicks
- Fixed: Timewarp overshoots when crossing SOI boundary, causing orbit to change
Optimizations
- Added LODs to some KSC buildings
- Added LODs to spotlight shadows at KSC
- Cleaned up code and UI to improve performance of some windows
- Improved performance when hovering over items in the parts picker UI
- Improved UI performance when adding or removing stages in the VAB
- Improved VAB framerate by optimizing part bounds calculations
- Massively improved speed of PAM deployment/closure
- Optimized code in the sonic boom system preventing unnecessary calls
- Optimized terrain shader by removing expensive and infrequently-used features
- Optimized undo and redo actions in the VAB to reduce update delays
Saving & Loading
- Fixed: Error generated and failure to load when attempting to load a game with a crash-landed vessel
- Fixed: Error spam while loading a game with a vessel orbiting Kerbol
Parts & Stock Vessels
- Adjusted colliders for all landing gear parts so they are more accurately selectable/highlightable
- Fixed: LY-60 landing gear sometimes flips when extended
- Fixed: Rovemax M1 twitches back and forth at the suspension when off the ground in flight
- Increased fairing maximum length for AE-FF000, AE-FF125, AE-FF250, AE-FF375, and AE-FF500 parts
- Updated drag cube for the HS-I Deluxe Inflatable Heat Shield so that it properly changes when deployed and retracted
- Updated the side count of the RF-AD-L 800 fuel tank to better match like-sized parts
- Updated the side count of the RS-AD 800 fuel tank to better match like-sized parts
UI / UX
- 🚀 Fixed: Flight UI flickers when using an AMD GPU
- Adjusted interactable area on scrollbars
- Improved how loading tips are displayed to show more of them
- Updated fairing editor icons to improve legibility
- Fixed: HUD issue that occurred when scaled to 50%
- Fixed: Holding click and dragging some buttons can cause the wrong visual state to display
- Fixed: Only one celestial body name can be pinned at a time in the Tracking Station
- Fixed: Part description does not expand when pressing Shift in the part picker
- Fixed: Save window in the VAB can be dragged horizontally
- Fixed: Tracking Station load screen remains visible when transitioning from Training Center
Construction
- 🚀 Fixed: Center of Thrust, Center of Mass, and Center of Pressure markers appear when there's no vessel in the VAB
- 🚀 Fixed: The player is unable to change symmetry modes while holding the first part of a strut or fuel line. It is now only locked when holding the second part.
- 🚀 Fixed: When Alt-copying a subassembly with wings, the copy has one of the wings flipped upside down
- Fixed: Camera panning orientation does not update when toggling vehicle orientation modes in the VAB
- Fixed: Engine shrouds are generated incorrectly when stack attaching a non-root engine above other parts
- Fixed: Current anchor point and potential anchor points are not differentiated in the VAB
- Fixed: Fuel bar is sometimes empty when loading a vessel in the VAB
- Fixed: Undo removes the held part
- Fixed: VAB and anchor points appear when they should not
- Fixed: Parts Manager shows the pod icon for all categories
- Reduced delay for disappearance of fairing and wing edit buttons when cursor has moved away from procedural part
- Fixed: New workspace not resetting history snapshots for the Undo tool
- Removed duplicate history snapshots for the Undo tool for compound parts
- Fixed: Part of the LY-35 Landing Gear shakes uncontrollably when placed in the VAB
- Fixed: Base size of TOOB-375 adjustable tube causes stacked tubes below to generate the wrong size fairing in the VAB
- Fixed: RF-AD-B 400 does not create a copy of the part when node attaching a part
EVA
- Fixed: Jetpack cannot be used on previously EVA'd Kerbals when EVAing a new Kerbal
FX & Audio
- Adjusted timing of voiceover when reaching a maneuver in the burn timer
- Fixed: Audio stopping under some circumstances
- Fixed: Sounds based on time of day do not play correctly at KSC
- Fixed: Vessel audio is not heard when throttling or staging the vessel while in map mode
Tutorials
- Fixed: First time user experience confuses map view for tracking station view
- Fixed: The player loses keyboard and camera control when pausing and resuming a tutorial mission while in map mode in the Training Center
- Fixed: Training Center shows artifacts in the background when transitioning from VAB
- Fixed: Tutorial "Deorbiting" does not detect a crash event correctly
Localization
- Integrated: Localized strings for save gameplay menu
Modding
- Fixed: LoadByLabel not properly respecting assets in addressables in mod asset bundles. Labelled addressables should load properly now.
Known Issues
Orbital Decay: Improvements have been made to address the issue and we continue to work on eliminating it completely.
Performance Degradation: While we have seen improved performance in many ways as noted in the Optimizations section above, some players may see issues on GPU-bound setups while in orbit around Kerbin or on the surface of other planets. We are working to resolve this issue. If you see any changes in your performance, please fill out a bug report through the link below.
Submitting Bug Reports and Feedback
If you'd like to provide feedback about this build, there are many different ways to do so:
Submit Feedback through the Game Launcher
Suggest a Change on the KSP Forums
Join us on Discord to discuss potential changes
Bug reports should be shared to either:
Private Division Customer Support
Dedicated Bug Reports on the KSP Subforum
Bug Fixes
Map and Tracking
- 🚀 Fixed: Trajectory position changes when vehicle transitions between spheres of influence (SOI) [Original Bug Report]
UI/UX
- 🚀 Fixed: Navball markings are blurry [Original Bug Report]
Submitting Bug Reports and Feedback
If you'd like to provide feedback about this build, there are many different ways to do so:
Submit Feedback through the Game Launcher
Suggest a Change on the KSP Forums
Join us on Discord to discuss potential changes
Bug reports should be shared to either:
Private Division Customer Support (for game-breaking bugs)
Dedicated Bug Reports on the KSP Subforum
Bug Fixes
Flight
- 🚀 Atmospheric drag not correctly applied to capsule after decoupling [Original Bug Report]
UI/UX
- 🚀 Procedural fairing editor buttons overlap one another in VAB [Original Bug Report]
Submitting Bug Reports and Feedback
If you'd like to provide feedback about this build, there are many different ways to do so:
Submit Feedback through the Game Launcher
Suggest a Change on the KSP Forums
Join us on Discord to discuss potential changes
Bug reports should be shared to either:
Private Division Customer Support (for game-breaking bugs)
Dedicated Bug Reports on the KSP Subforum
🚀 <-- This rocket denotes an issue or change that community members directly helped by sharing or suggesting it to our dev team. Thanks to all of you who send in bug reports and suggestions!
Bug Fixes
Flight & Map
- Added ability to toggle visibility of some 3D map elements
- Added multi-joint system for wings that places a scalable array of four joints along the length of the wing root
- Added new IVA Kerbal animation to show reaction to and recovery from non-catastrophic impact events
- Added player setting to allow toggling of Navball in Map view
- Added settings for toggling tooltips and for setting default throttle
- Fixed: Activating or staging an engine causes decouplers and fairing shrouds below that engine to stage
- Fixed: Brake activation applies to multiple vessels simultaneously after undocking
- Fixed: Camera drifts away from recently-decoupled vehicles
- Fixed: Changes made to landing gear friction level settings in the VAB do not propagate to flight
- Fixed: Countdown does not pause when time warp is paused
- Fixed: Gantry positioning code produces errant event registrations
- Fixed: Imprecise cloud shadow masking causes aura when shadow appears behind vehicle
- Fixed: In-cockpit Kerbals sometimes show T-pose due to corrupted fidget animations
- 🚀 Fixed: Inline drag calculations use incorrect facing directions when calculating cross sectional area
- Fixed: XM-G50 Radial Air Intake intake drag cube oriented incorrectly
- 🚀 Fixed: Instances of decoupled sections remain linked when decoupling a non-command root part that is separated from a command part by an engine mount
- Fixed: Kerbal flag-planting and flag object animation de-synchronize when time-warp is used
- 🚀 Fixed: Landed EVA Kerbals disappear when a vehicle time warps into their physics range
- Fixed: Inactive crash course warning is fired when vehicle is placed on the launchpad or when player returns to KSC from flight
- Fixed: Inactive crash course warning occurs when a Kerbal performs EVA at the launchpad
- Fixed: Landed vehicles cause torrent of VesselLandedAtRest spam
- Fixed: Launch gantry does not adjust position to accommodate wide vehicles on launchpad
- 🚀 Fixed: Launching "Jumping Flea" vehicle causes null states
- Fixed: NaN displayed in the drag/lift ratio value
- Fixed: NRE errors occur when parts get destroyed
- Fixed: Out of Electricity message event fails to trigger when EC depleted
- Fixed: Some docking ports fail to release when undocking
- Fixed: Structural tubes don't occlude aerodynamic drag
- Fixed: Strut joint is misclassified as "lingering" and automatically destroyed when loaded to launchpad
- 🚀 Fixed: Symmetrically-attached radial decouplers eject with different forces
- Fixed: Thermal indicator generates log spam
- Fixed: Undocking docking port destroys vehicle if it has wheels or wings attached to it
- 🚀 Fixed: Undocking vehicle sections that are connected with struts fails to detach struts
- Fixed: Ground parts remain attached to the main assembly when their parent part is destroyed
- Fixed: Vehicle falls through terrain when returning it to focus after launching another vehicle outside its physics range
- 🚀 Fixed: Vehicle teleports inside Kerbin when partial fuel depletion event triggers during time-warp
- Fixed: When loading a second vehicle to launchpad after first vehicle has been destroyed, launch button shows "No Stages" and is not clickable
- Fixed: Wingtip vortices display incorrectly due to incorrect case handling for contextual events
- Planetshine adjusted to improve reflected lighting on vehicles above the Mun, Minmus, and Eeloo
EVA
- Adjusted over-reflectivity of Kerbal eye materials
- Fixed: "Bobus" ladder does not provide seamless transition to adjacent ladders
- Fixed: Bill's and Bob's eyes have incorrect symmetry and color settings
- Fixed: Placeholder notification text displayed when Kerbal performs an EVA
- 🚀 Fixed: Time warp keyboard shortcuts are still active when typing in details for planted flags
Optimizations
- Added new compute kernel to improve terrain performance by reducing rendering of non-visible detail
- Optimized cloud shader algorithm to improve GPU performance
- Implemented job system to handle per-part water detection (for 150 part vehicle, CPU time reduced from 10ms to 1.5ms)
- Optimized and improved quality of lens flares by using a commandbuffer
- Optimized cloud rendering when camera is below cloud layer
- Optimized GPU and memory usage for water rendering by using stencil buffers and new shaders
- Optimized KSC instancing to reduce draw calls
- Optimized Part Manager by removing several layout groups
- Optimized per-engine point lights by turning off shadows
- Optimized PQS terrain textures to reduce memory usage
- Optimized rendering of 3D UI elements in VAB and flight
- Optimized scatter object performance by using more compact scatter spawn buffers to reduce GPU memory usage
- Optimized tesselation factor for medium and low quality water to improve GPU performance
- Optimized water tesselation factor for water viewed from high altitude
- Optimized runtime CPU performance for water rendering by updating some properties less than once per frame
- Reduced GPU memory used by local space shader by 75%
- Reduced low and medium quality cloud texture sizes for Kerbin, Duna, Eve, and Laythe
- Removed unnecessary logging for time warp interpolation
- Updated Eve's shorelines to reduce visual blockiness and improve CPU and memory usage
- Fixed: Cloud shadows are broken on Eve
- Fixed: Clouds have dark edges
- Fixed: Memory leaks triggered by loading saved games, loading tutorials, and reverting to VAB
- Fixed: The game crashes when attempting to view the EULA and Privacy Policy in Russian
- Fixed: Trees vanish before they are completely off-screen
- Fixed: Scatter objects render at first level of detail at all distances
Saving & Loading
- 🚀 Fixed: TravelLog Manager causes runaway save file inflation
- Fixed: Vehicle spawns beneath terrain when loading saved game with EVA Kerbal in focus
- Fixed: Interstage fairing size does not persist correctly when loading a workspace
- Fixed: After launching a vessel, loading into a different game save with a flight in progress, and then reverting to the VAB, an incorrect vehicle from another game save is loaded
- Fixed: Descriptions disappear when making new workspace save from a stock vehicle workspace
- Fixed: Log fills with autosave spam
- Fixed: Autosave cooldown timers don't trigger
- Fixed: Thumbnails for saved games sometimes incorrectly display transparency
Parts & Stock Vessels
- Added A.I.R.B.R.A.K.E.S part
- Added Clamp-O-Tron Inline Docking Port, Clamp-O-Tron Shielded Docking Port, and Mk2 Clamp-O-Tron Docking Port parts
- Added Cornet, Trumpet, and Tuba engine parts
- Added S3-28800 Methalox fuel tank part
- Adjusted MEM-125 Engine Mount color mask and part size to match similar parts
- Added auto switching for multi-mode engines like the Rapier
- "Sustainer" descriptor added to appropriate engine subtitles
- Increased breaking force for wings, control surfaces, and stabilizers
- Methane engines are now surface-attachable
- Fixed: RTC "Rottweiler" truck chassis has incorrectly-oriented stack attach node and low texture resolution
- Fixed: "Statistics" header not properly localized in VAB
- Fixed: Air intake parts display unnecessary sliders in VAB Part Manager
- Fixed: Gimbal animation code causes log spam
- Fixed: Intake air listed as a transferrable resource in the Resource Manager
- Fixed: Mesh for SRB-KD25k "Kickback" Solid Fuel Booster is 7.5 degrees from correct rotation
- Fixed: Non-convex collision mesh for RF-AD 2000 Mk3 to Mk2 Methalox Adapter causes error message
- Fixed: Small nosecone base diameter does not match small stack parts
- Fixed: Stack node position on Mk1 "Explorer" Command Pod slightly misaligned
UI / UX
- 🚀 Added flight HUD UI scaling in player settings
- 🚀 Added player-controllable splash screen bypass ability
- Added description to the "Tab Away Audio" player setting
- Added notification when F5 is used to quicksave
- Added player setting to toggle visibility of Vessel/Object labels
- Added stock vessel filter to KSC launchpad menu
- Game View UI element is hidden when there is no active vessel
- Updated section names in input settings
- Updated settings menu user interface
- Updated UI for VAB header, launch assembly icon, fairing construction icons, procedural editing icon, fairing visibility icon, and root part icon
- Enabled configuration of unique spawn points for tutorial dialogs for each tutorial lesson
- Fixed: Code error in main menu when trying to access a deleted object
- Fixed: Implementation of localized File Date/Time is incorrect for regional formatting
- Fixed: In some languages, incorrect capitalization used in text for Pause Menu options
- Fixed: In wing editor, text has incorrect linebreak in some languages
- Fixed: Insufficient campaign save window height causes text overlap
- Fixed: Large values in the Tracking Station's Celestial Body Information panel are too long due to absence of large-magnitude unit conversions
- Fixed: Launchpad location button selection state does not change when deselected
- Fixed: Normal/anti-normal markers on Navball don't match SAS icons
- Fixed: Not possible to re-bind "E" key in input settings/controls
- Fixed: Part info tooltip text overlaps in some languages
- Fixed: Part tooltip appears behind part icon
- Fixed: Passive notifications remain visible when UI is toggled off using F2
- Fixed: Stage numbering reverses after switching focus between decoupled vehicles
- Fixed: Staging stack drop line indicators appear in the middle of stages instead of between them
- 🚀 Fixed: Text layout for burn timer does not accommodate long text
- Fixed: Trip planner layout does not allow longer localized text
- Fixed: Users cannot back out of the Privacy Policy window after exiting to the Main Menu from gameplay
- Fixed: VAB part module text extends beyond info panel bounds in some cases
- Fixed: When an vehicle is destroyed via the object picker in Tracking Station, parent celestial body list entry does not close
Construction
- 🚀 Fixed: Fairing editor button stays on the cursor when moving fairing in the VAB
- 🚀 Fixed: Fairings don't properly get out of the way in the VAB internal/exploded mode
- Fixed: Fairing length slider gets stuck after reverting to the VAB from flight
- Fixed: Lower stage Delta-V displays 0 when adding an empty stage above an engine in the VAB
- Fixed: Changing radial symmetry count after placing the first part of a strut causes the strut to break
Fixed: Log error in some situations when selecting the visibility mode icon on an interstage fairing - 🚀 Fixed: Toggling control surface in wing editor fails to remove control surface when editing multiple wings
- Fixed: VAB becomes unresponsive after clicking the fairing edit button and doing an unrelated action
- Fixed: When holding ALT and hovering over part in the VAB, part asset name shows instead of part name
- Fixed: Wrench icon appears before placement of procedural wing
Environments
- Adjusted PQS transition range for Vall
- Integrated KSC trees into mesh scatter system, reducing lines of code and improving performance
- Added level of detail to aviation lights at KSC
- 🚀 Fixed: Some lights have missing textures when viewed at KSC
FX & Audio
- Adjusted VFX for launch clamps
- Adjusted VFX positioning for procedural engine plate shrouds and interstage fairings
- Fixed: Log spam every frame when air intake makes contact with the ground
- Replaced raycast-based lens flare occlusion with depth-based occlusion
- Added pixel-count solution to correlate lens flare intensity with nearest star's visible area
- Updated VFX for stack separators and decouplers
Tutorials
- Enabled dragging tutorial windows by headers
- Fixed: Fail state dialog does not properly display when failing some tutorials
- Fixed: Feature image for "Orbital Transfers" tutorial is incorrect
- Fixed: Player-adjusted position of tutorial message box does not persist
- Fixed: Subtitles missing from various sections of Orbits are Weird tutorial
Localization
- Fixed: "Go" button text field too small for some translated text
- Fixed: Bold text illegible in some Asian languages
- Fixed: For some languages, anti-aliasing settings have incorrect localization
- Fixed: For some languages, non-localized celestial body name appears on SOI entry
- Fixed: In some languages, "Fly Safe" placeholder vehicle name not translated
- Fixed: Incorrect word order on burn timer UI
- Fixed: Localization missing from Kerbal EVA controls window
- Fixed: Orientation cube text obscures 3D vehicle icon in some languages
- Fixed: Pre-made vehicle information in Save/Load window is incorrectly localized
- Fixed: Some text in Settings menu not localized
- Fixed: Part description for HFT ""Spherotron"" Hydrogen Fuel Tank not localized"
- Fixed: The Enter Text text box for the Campaign Name is displayed in English while creating a new game in a foreign language
- Fixed: The Velocity tab's 'Target' text is not translated when observed in any language other than English
- Fixed: Tutorial dialogues have minor bugs in some languages
- Fixed: Unlocalized strings appear in staging stack
Modding
- Fixed: LoadByLabel not properly respecting assets in addressables in mod asset bundles. Labelled addressables should load properly now
Submitting Bug Reports and Feedback
If you'd like to provide feedback about this build, there are many different ways to do so:
Submit Feedback through the Game Launcher
Suggest a Change on the KSP Forums
Join us on Discord to Discuss Potential Changes
Bug reports should be shared to either:
Private Division Customer Support (for game-breaking bugs)
Dedicated Bug Reports on the KSP Subforum
Current Release
14669105
Uploaded Mar 20, 2026
System Requirements
How to Install
KSP2_x64.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
31.1 GB
14669105
5EC1225F
12209386827e392c959100605bfdbb02a9d971b5c49ecc9a84dbf7967bc6bfc7
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