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I have seen at least several different users mention that they've found Kerbal Space Program helpful to understand issues of spaceflight and orbital mechanics.

According to Wikipedia:

While the game is not a perfect simulation of reality, it has been praised for its accurate orbital mechanics; all objects in the game except the celestial bodies are simulated using Newtonian dynamics. For instance, rocket thrust is applied to a vehicle's frame based on the placement of force-generating elements, and joints between parts have limited strength, allowing vehicles to be torn apart by excessive or misdirected forces.

The game simulates trajectories and orbits using patched conic approximation instead of a full n-body simulation; thus, it does not support Lagrange points, perturbations, Lissajous orbits, halo orbits or tidal forces. According to the developers, implementing full n-body physics would require the entire physics engine to be rewritten.

But that last bit is only because it was written with simplifying mathematical approximations in the first place, and just changing to 3-body Newtonian physics instead of patched conics would then allow "Lagrange points, perturbations, Lissajous orbits, (and) halo orbits..."; there would not be any need to invoke the extreme-sounding n-body limit. Within that framework, tidal forces would be straightforward to include as well.

disclaimer: KSP is a commercial product and I don't meant to advertise it by asking about it; personally I'd recommend starting with what you can get for free here in Stack Exchange, in books, on line, at various NASA, university, and private blog sites. But since it has been mentioned several times in this site I decide to learn more.

I am not sure if KSP teaches you any of the actual mathematics of spaceflight (e.g. equations) or if it just shows you what happens and gives you a false sense of "understanding" because after a while you start to know what's going to happen on the KSP screen, which is the whole idea behind getting better at a video game.

I'm interested in answers that explain (rather than just listing) how one can learn about spaceflight and orbital mechanics by paying money for and then playing this game. I am biased and highly skeptical that this game teaches you anything more than how to keep playing the game and posting comments here telling people to buy it; can you demonstrate otherwise?

uhoh
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  • Related: https://space.stackexchange.com/questions/4505/how-realistic-is-kerbal-space-program – Antzi Aug 30 '17 at 04:50
  • @Antzi that's a good link but the answers are all from 2014. I wonder if the information there is current, or there's need for some updating? – uhoh Aug 30 '17 at 04:52
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    I'm not sure how authoritative the answers are. It may not be the physics that is CPU intensive as much as the game and graphics aspect. I have a very strong hunch that the physics used in KSP is not in any way CPU intensive if it is written in a reasonable way. It could of course be intensive if written poorly! – uhoh Aug 30 '17 at 05:03
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    Well, the game physics ARE CPU intensive. Their is maybe some room for optimisation, KSP models most components of the spacecraft, it's not just a simple orbital computation, you also need to keep track of various forces on sometime hundreds of components, together with the forces interactions between them. This usually scales in a O(n^2) fashion. This tends to show limits when users start building rockets with hundreds of boosters firing together to push a gigantic space station to orbit. – Antzi Aug 30 '17 at 05:10
  • @Antzi OK but that's just keeping track of stuff like all games do, each of the hundreds of items is not in its own orbit. That's not orbital mechanics. – uhoh Aug 30 '17 at 05:14
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    What's complicated is NOT the orbital mechanics as implemented into KSP, but more The drag, thrust, acceleration, bending, heating, and will my ship hold together equations. Most games tracks hundreds of items individually (O(n) complexity)) while KSP tracks hundreds of items in interaction within each other (O(n^2)) complexity – Antzi Aug 30 '17 at 05:27
  • @Antzi OK I see what you mean, and that is in fact spaceflight related. So maybe you could add a little bit of that into your answer. If it does help one understand the complexity of rocket system design and interaction, that's something that one is not going to get just by studying math. – uhoh Aug 30 '17 at 05:33
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    Different people have differing learning styles. In broad, one may learn by reading, listening, watching/observing, and doing. Think back to riding a bike, or tying your shoelaces. Reading doesn't really make it clear, but watching and doing are probably the optimal for many people. KSP lets those who learn by doing, do, and it has pretty explosions for when it "doesn't" – Criggie Aug 30 '17 at 07:44
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    @uhoh KSP is mostly CPU intensive when it has to calculate the physics relating the flight in atmosphere, you only have a max physics warp factor of 4 in this area, but this may make the calculations too unstable, and cause problems relating to RUD (Rapid Unplanned Disassembly). Once you are in space, you can access a timewarp factor up to 100000, or even higher – Ferrybig Aug 30 '17 at 08:43
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    @uhoh Another reason patched conic wins out is that it allows forward plotting. If travelling to an outer plant, you (most likely) want to make an escape burn from a low Kerbin orbit. The game allows you to position a planned maneuvre node and tweak its parameters, allowing you to plot an encounter with a distant moon hundreds of days in the future, and adjust that encounter in real time. Your future orbital path is shown an updates instantly as you make it, and this isn't possible with full n-body simulation. – Slow Dog Aug 30 '17 at 08:55
  • @Ferrybig OK that makes a lot of sense. I had a hunch that in space the calculated physics should be very fast, and that seems to be born out by what you describe about transitioning to atmosphere. – uhoh Aug 30 '17 at 09:08
  • @SlowDog I don't know what "wins out" means. It's fast because it's an approximation. Nothing is really instant, but the difference between your orbital path updating in 10 microseconds or 1 millisecond while being a factor of 100 different might also be imperceptible. Also I don't really believe "...this isn't possible with full n-body simulation" is completely fair, but even just going to three bodies would be a major improvement on the "realistic-ness"; you don't need n-bodies. Anyway, thanks for the description, it's very helpful! – uhoh Aug 30 '17 at 09:12
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    @uhoh It's not an approximation because it's the reality of the game. And your "10 microseconds vs 1 millisecond" is merely a guess on your part. In fact, some really clever people have added full n-body simulation as a modification (KSP is highly moddable), and it imposes an upper limit to its predictions to keep the game playable. Long range plots aren't possible. – Slow Dog Aug 30 '17 at 09:19
  • @SlowDog yes it's just an example that slower could still be too fast to notice, so "impossible" is probably an extreme choice of words. – uhoh Aug 30 '17 at 09:24
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    @uhoh 3 body wouldn't be possible. The game isn't a simulation of a single spacecraft, it's a simulation of many spacecraft. If you left a satellite at a Lagrange point of the system's gas giant then you'd want it to stay there for a later rendevous mission. – Slow Dog Aug 30 '17 at 09:28
  • Comments are not for extended discussion; this conversation has been moved to chat. – called2voyage Aug 30 '17 at 11:54
  • The basic reason for patched conic over n-body is that no full solution exists for n-body. With the limited physics of the game it can plot where a rocket will be at any future time no matter how distant. If it were to do an n-body simulation this would not be possible, it would have to iterate the calculation at whatever time interval was deemed adequate and doing the same iteration at a lower time interval (lower time warp) would produce a different answer. – Loren Pechtel Sep 05 '17 at 01:35
  • One more comment on how useful it is: Look around this forum, especially at orbital mechanics questions. Note how many answers make reference to the game. We wouldn't be using it here if it wasn't a sufficiently accurate portrayal of the issue in question. – Loren Pechtel Jan 01 '18 at 01:52
  • @Ferrybig: Only up to 100000 (you'll need a mod to get higher timewarp speeds than that). – Vikki Jul 10 '19 at 23:40

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In my former job I was writing educational software.

In short, it's exactly what you described: we offered a paid version of what you could get for free by looking out on the internet, going to class, going to the library, ...

And yet, I'm still incredibly proud of it, knowing I made a difference.

What is the difference between well written software and a book?

It's all about pedagogy. Not only did our apps offer knowledge, they did so in a fun way. This is not about making the knowledge available, it's about making it desirable. With our apps, the kids not only learned (exactly the same content as they would've with books), but they actually wanted to!

That made all the difference.

Sure, maybe knowledge is enough of a motivation for you to learn about something, and thus you don't actually need this kind of software, but for many kids they need just a little bit more to get interested into learning, doing exercises, ...

Let me explain with some real life KSP examples:

  • KSP can be used as a simulator.

    Got an interesting idea about creating an orbital refueling station around the moon? Try it out and see the difference!

    Want to try fuel saving by using a gravitational assist? Go ahead.

    Will more boosters suffice to double your payload? Not even close.

    Sure you could take a sheet of paper and do the computations, but seeing it live on your screen, with the rocket and station you build and put in orbit yourself is a whole different thing.

  • It's a driving force to make you research things you wouldn't have searched otherwise.

    How to calculate if my ship has enough fuel to reach Saturn?
    => Learn about ISPs, rocket equation, ...

    What is the optimal trajectory to go to orbit?
    => Learn about gravity drag, atmospheric drag, ...

    This game builds up your interest in space. This is why they got a partnership with NASA and built a part of the game around it.

  • It allows you to experience things

    Some of the concepts of orbital mechanics are hard.

    Sure you can read 10 times about why you need to decelerate in orbit to overtake another spaceship.

    Sure you can learn that rendezvous is not aiming for where the other spaceship is, but where it will be.

  • It makes you ponder engineering challenges

    Did I forget the ladder?

    Are 3 landing legs better than 4?

    Is my CG (center of gravity) too high? Is it aligned with my vector of thrust?

    Should my aerodynamic surfaces go on the top or bottom?

    Should I put this booster further apart to facilitate separation, or will the induced stability issues, pilot induced oscillation destroy/slow down my rocket?

KSP lets you experience all this, making it much easier to understand and internalise rather than just reading about it.

Let me conclude with a quote from a NASA engineer, about the failed rendezvous of Gemini 4:

There is a good explanation for what went wrong with rendezvous. The crew, like everyone else at MSC, "just didn't understand or reason out the orbital mechanics involved[...].

Yes that's right. Kids playing KSP now have a better understanding of orbital mechanics than NASA engineers and astronauts from 1965.

Rob
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Antzi
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    Wow, that was fast! This is a well written and knowledgeable answer; this is clearly something you've thought about before. – uhoh Aug 30 '17 at 04:49
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  • The failed rendezvous was Gemini 4, not Gemini 6, says Wikipedia. – JiK Aug 30 '17 at 15:05
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    "Kids playing KSP now have a better understanding of orbital mechanics than NASA engineers and astronauts from 1965." This is probbly true, and absolutely amazing when you think about it. – Polygnome Aug 30 '17 at 20:45
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    @Polygnome can you point to even one example? How familliar are you with what NASA engineers did and did not know about orbital mechanics in 1965? I think this will turn out to be false, but it would be really interesting to be proven wrong. If you'd like me to ask a question about it to give you more space to answer, let me know. (People like Lyapunov and Oberth were born in the late 1800's for example, Lagrange in the 1700's). – uhoh Aug 31 '17 at 04:53
  • @uhoh to be fair, the quote is only about rendez vous and docking, not about the rest. – Antzi Aug 31 '17 at 05:33
  • @Antzi I see. Well the Wikipedia passage seems to be fairly well supported, so I guess it really is possible that with everything going on in 1965, someone had not thought this through because they were too busy doing something else, and not having thought something through might be construed as not understanding. But if you stopped someone in the hall and asked them "True or false, to change from one orbit to another orbit, all I have to do is point where I want to be and push go, right?" most engineers wouldn't agree. – uhoh Aug 31 '17 at 05:44
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  • Not just kids. Many adults play and enjoy this game. 2. Mods can add to the realism factor, allowing for advanced flight planning, delta-v management and improved physics.
  • – Weckar E. Aug 31 '17 at 10:23
  • Not only docking and rendezvous are good examples but also the reaction control system. Right now kids are comfortable piloting their lunar landers without atmosphere, back in the 60's NASA had to build the Iron Cross – riodoro1 Aug 31 '17 at 10:50
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    @uhoh Aldrins thesis about orbital rendezvous - which turned out to be an important cornerstone for NASA - is from 1963, just two years prior. So I think its at least probably that not everyone was familiar with it. I think they were knowledgeable about orbital mechanics, but the quote is about rendezvous - which can be very counter-intuitive. Aldrins thesis is about exactly that factor ;) I think its more that they didn't have the proper procedures, not that they couldn't figure it out in theory. They would probably have absolutely loved a simulator like KSP just to learn procedures ;) – Polygnome Aug 31 '17 at 15:24
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    @uhoh It's one thing to be "book smart" about a subject, able to answer even the most esoteric questions, but it's quite another matter to be "street smart" and be able to broadly apply the knowledge in an improvisatory way in chaotic situations. There's also a huge difference between a few top scientists who dedicated their lives to understanding something having a grasp of it, and everyone in the control room having that grasp. – Darren Sep 01 '17 at 18:42
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    tl;dr version In the 60s NASA engineers could do ALL the math. But without the intuition of seeing how that math actually applies to real life, the math was useless to dock. KSP is phenomenal at providing this intuition. – Shane Sep 01 '17 at 19:58
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    @Darren Reading the phrase "...apply the knowledge in an improvisatory way in chaotic situations." was an aha! moment for me. While situations like that are not currently happening (to my knowledge) very often, the future is another question entirely. Analogous to aviation where air traffic controllers and pilots rely on intuition when encountering and reacting to complex situations, future space "situational awareness" needs 3D intuition about trajectories in gravity fields. If it's not covered yet, maybe you can expand on that in an answer? – uhoh Sep 02 '17 at 02:38
  • @Shane similarly to my comment to Darren (above), if there is still some room to expand on the "intuition" aspect not completely addressed by other answers, consider adding an answer expanding on that? – uhoh Sep 02 '17 at 02:39
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    "It makes you ponder engineering challenges" Usually immediately before trying to land on the Mun. – Matt Lacey Sep 05 '17 at 00:33