this post was submitted on 13 Apr 2026
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[–] Cethin@lemmy.zip 17 points 2 weeks ago* (last edited 2 weeks ago) (7 children)

You can automate control of your craft in KSP with a mod. All you need is to have it send the data to the Apollo computer and then send the output to the craft. It should probably work with the real solar system mod.

Now that I saw this though, I swear I saw this exact video already. Scott Manley or someone may have already done this.

[–] bl4ckp1xx13@lemmy.dbzer0.com 4 points 2 weeks ago (6 children)

If that works with the real solar system mod that is honestly the finest testament KSP can get for its mathematical accuracy.

[–] NocturnalMorning@lemmy.world 3 points 2 weeks ago (2 children)

KSP is not mathematically accurate and it can't be or it would have trouble running on computers. They split up and use simplified 2 body dynamics in the game.

We use super computers to model the n-body problem bcz of how complex it is.

[–] bl4ckp1xx13@lemmy.dbzer0.com 1 points 2 weeks ago (1 children)

Of course, NASA ain’t modelling actual missions in KSP.

I imagine KSP is simple Newtonian physics which is accurate at macro-scales, whereas obviously NASA is going to use Einstein’s equivalent. Far more computationally intense but really important once you scale up the small errors in Newton’s equations.

[–] NocturnalMorning@lemmy.world 2 points 2 weeks ago* (last edited 2 weeks ago)

Actually, we don't use relativity so much. For some stuff like light time delays, yes, but for orbit determination we use newtonian mechanics still. It's just that once you start adding more than two bodies, you have to shift to doing numerical integration to find solutions, which doesn't work for real-time stuff like video games.

For most applications, F = -GM1M2/r^2 is still a valid approximation.

Edit: And by most applications, i mean sending a satellite to a planet in our solar system. If you were trying to go to Alpha Centauri, you damn sure better use Relativity to model your trajectory.

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