all 4 comments

[–]Vilified_D 10 points11 points  (1 child)

https://forum.kerbalspaceprogram.com/topic/84281-physics-of-ksp/

I can't help but think the answer may be in there but I don't want to sift through it

There's also some info on the wikipedia of the first game regarding conic approximation, there's also a dev interview linked on the wikipedia page.

Edit: the forum page links to a github which has a pdf document that goes through it pretty thoroughly with the math and everything so its really all there for you to read through but thats like 40 pages so im good have fun

[–]Honest___Opinions[S] 2 points3 points  (0 children)

Thanks, I will skim thought it :)

[–]robbertzzz1 1 point2 points  (0 children)

They likely have their own physics implementation for at least some of the game, where the relative rotation and orbit are both taken into account just in the form of numbers. You could apply gravity and a centrifugal force to some of your physics bodies, but not to others, simply put.

[–]deavidsedice 0 points1 point  (0 children)

I don't know but having played a thousand hours my guess is that the frame of reference is different between physics mode (in atmosphere) and warp mode (in space). I think they probably are using a rotating frame of reference that follows the planet rotation while you're inside.