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by deepsun
1888 days ago
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My biggest problem with trajectories in KSP was that they flip non-continuously once the trajectory passes through a sphere of influence. I believe it would be much clearer and easier if trajectories were continuously changing but just marked once they pass through a SoI. |
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In the real world, a spacecraft or other object in orbit around Earth is also being constantly influenced by other celestial bodies, especially the sun and moon. Over short timescales this causes the spacecraft's orbital parameters to slowly drift; over longer timescales, it means the long-term position and fate of an object is chaotic and unpredictable. The behavior near the "boundary" between two spheres of influence is just a situation where these perturbations are more noticeable.
KSP only implements two-body physics, so a spacecraft is only affected by the gravity of one celestial body at any given time. This allows you to put something in orbit and know that it will stay there without you needing to constantly check on it and perform stationkeeping.
It's also the key simplification that makes "time warp" possible, since two-body orbits have closed-form solutions. To implement time warp with many-body physics, you would need to either keep the integration step size the same and drastically increase the amount of computation, or increase the step size and suffer from extreme inaccuracy, causing objects to crash or fly off into space.