this post was submitted on 25 Sep 2023
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[–] BradleyUffner 17 points 1 year ago (2 children)

2 body orbits shouldn't be a problem. They are easily solvable. 3 body systems are the ones that are problematic.

[–] [email protected] 10 points 1 year ago (1 children)

Yeah, he says n-body problem in the video I linked above. I have no idea why I am saying 2 body problem.

[–] [email protected] 6 points 1 year ago (1 children)

Funnily enough, there is an n-body mod for ksp1, which makes interplanet interactions more realistic (in fact, the mod has to slightly change the default system to stop the moons of Jool from slingshotting each other out) and allows advanced maneuvers like ballistic capture and lagrange points

[–] Chailles 0 points 1 year ago (1 children)

And as someone who couldn't even land on the Mun without crashing, I downloaded that mod and unsurprisingly found things even harder since it disables the standard maneuvers.

[–] [email protected] 1 points 1 year ago

It is not a beginner's mod, the fact that its most often used with packs like RP-1 should say how hard it is

[–] [email protected] 3 points 1 year ago (1 children)

Problematic in a computer model or...? How does real space travel account for the gravitational pull of 3+ celestial bodies?

[–] [email protected] 3 points 1 year ago

Roughly, that's why long distance missions need mid course correction burns.