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Is there a way to simulate gravity of another body on Kerbin?


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Hey Guys,

I'm trying to test out some surface base module designs, in particular, trying to see how well I can land them on the Mun. The problem is, it takes an awful long time to launch the craft, get them to Munar orbit, rendezvous with the other craft they need to dock with, and then land them. If my craft has a fundamental design flaw, I have to start that lengthy process all over again.

If there were only a way I could test out these designs on the flat grassy areas just outside the KSC.

But I need test these craft in Munar gravity, not Kerbin gravity. I know that in the debug menu, you can select hack gravity, and there is no gravity. Is there any way to change it to Munar gravity? I'm assuming there's no official way, but is there a way the program can be jerry-rigged to produce Munar gravity?

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I don't know about that either, but you can use Hyperedit:

Put the ship in the launchpad

Open the orbit editor, select the Mun and enter the desired altitude. Click on "set" and you're now orbiting the Mun

Now, if you need to dock with something, you use the RV option in the orbit editor. You select the lead time (I'd suggest a bit more than the default 0.1. Maybe 0.2 or 0.3) and select the target vessel.

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I may give that a try if it turns out there's no other way.

As mentioned by others, a fresh sandbox save plus Hyperedit is probably the way to go.

Why would you rather do them in the paddock? If a real KSP was testing this sort of stuff, they'd be doing it in a computerised Mun simulator (like a slightly flashier equivalent of sandbox KSP + Hyperedit) rather than creating helium-filled physical props or whatever.

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Why would you rather do them in the paddock? If a real KSP was testing this sort of stuff, they'd be doing it in a computerised Mun simulator (like a slightly flashier equivalent of sandbox KSP + Hyperedit) rather than creating helium-filled physical props or whatever.

Not sure if that's realistic. You're writing it as if software that emulates physics on Mun (or Minmus, or even Kerbin) is readily available and can be used to see how Rockomax and Probodobodyne parts interact with each other. Next you're saying that something like that requires so little computer power that it could even run on home computers!

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Not sure if that's realistic. You're writing it as if software that emulates physics on Mun (or Minmus, or even Kerbin) is readily available and can be used to see how Rockomax and Probodobodyne parts interact with each other. Next you're saying that something like that requires so little computer power that it could even run on home computers!

Not actually sure if you're being serious here, but just in case you are:

57d985bc42dd32e9aed68b58723ca56c_zps71d333c1.jpg

This is regarding the onboard guidance computer rather than ground-based simulators, but it should still make the general point.

21st century computing is very good.

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