MitchtheStitch Posted 7 hours ago Share Posted 7 hours ago Adds in simplified N-Body mechanics mostly on vessels NANO for KSP2 What this mod does is mostly vessel-based N-Body fluctuations in your flights and orbits depending on distances between you and the body against the bodies distances to each other. This will give you slingshot capabilities past what you would get with the stock gravity calculations. To put it simply everything above a certain size will affect everything else below a certain size all simultaneously. based on where they all are (updates every real world second) You will need more fuel to complete escapes of the different bodies. Ie more fuel than before (or less depending on skill) to return from landing on a moon near Jool than a moon for Duna as Jool will have more influence than Duna and it’s calculating them ALL. Yes Jool will have forces in play while at even a Kerbin orbit.. not enough to really matter but it IS happening. I’ll try to have some sort of UI working soon to be able to make changes to the system in real time. Including maybe main attractor lines for visibility during flight planning. Dependencies: BepInEx, SpaceWarp Performance: my game loads 5 minutes to load now vs around 2 before Known Issues: Most common problem is constant roll clockwise rotation. Most likely due to non stock parts I’m still looking into it. License: MIT Link: https://github.com/SpaceMonkeez/NANO.git Quote Link to comment Share on other sites More sharing options...
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