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
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.
2 body orbits shouldn’t be a problem. They are easily solvable. 3 body systems are the ones that are problematic.
Yeah, he says n-body problem in the video I linked above. I have no idea why I am saying 2 body problem.
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
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.
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
Problematic in a computer model or…? How does real space travel account for the gravitational pull of 3+ celestial bodies?
Roughly, that’s why long distance missions need mid course correction burns.