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	<id>https://modding.kerbal.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TheSpacePeacock</id>
	<title>Kerbal Space Program 2 Modding Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://modding.kerbal.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TheSpacePeacock"/>
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	<updated>2026-04-28T02:55:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Modeling_the_mesh_in_Blender&amp;diff=904</id>
		<title>Modeling the mesh in Blender</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Modeling_the_mesh_in_Blender&amp;diff=904"/>
		<updated>2025-01-23T06:23:32Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Useful links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page does not aim at teaching you the basics of 3D modelling in Blender, you can find plenty of resources on the internet to help you in this area. This page aims at providing you a few guidelines to help you in your part making journey. Those are not hard rules, just little tips that might help you have an easier time with KSP2 modding.&lt;br /&gt;
&lt;br /&gt;
== UV Unwrapping ==&lt;br /&gt;
[[wikipedia:UV_mapping#UV_unwrapping|UV unwrapping]] is the process of mapping parts of your 3D mesh to a flat &amp;quot;UV map&amp;quot; which will tell what part of the model a pixel on a texture corresponds to. As with modelling, there are a lot of resources online about UV unwrapping in Blender but here are a few steps you can follow to quickly unwrap a part&#039;s model:&lt;br /&gt;
[[File:Blender UV map example.png|alt=Screenshot of an UV map for a KSP2 part in Blender|thumb|Example of an &#039;&#039;&#039;UV map&#039;&#039;&#039; for a KSP2 part. The &#039;&#039;&#039;marked seams&#039;&#039;&#039; are visible in red.]]&lt;br /&gt;
#Mark &amp;quot;hard&amp;quot; edges as &#039;&#039;&#039;Seams&#039;&#039;&#039;, this means that the UV unwrapping algorithms will treat those edges as &amp;quot;borders&amp;quot; for islands of faces in the UV map:&lt;br /&gt;
## Press &#039;&#039;&#039;Tab&#039;&#039;&#039; to enter Edit Mode.&lt;br /&gt;
## Click &#039;&#039;&#039;Select &amp;gt; Select Sharp Edges&#039;&#039;&#039; (the angle should be 30°).&lt;br /&gt;
## Press &#039;&#039;&#039;Ctrl+E &amp;gt; Mark Seams&#039;&#039;&#039;.&lt;br /&gt;
## Manually remove excess seams: try to have only one seam for each series of continuous faces: &#039;&#039;&#039;Ctrl+E &amp;gt; Clear Seams&#039;&#039;&#039;.&lt;br /&gt;
# Press &#039;&#039;&#039;A&#039;&#039;&#039; to select the entire mesh.&lt;br /&gt;
# Click &#039;&#039;&#039;UV&#039;&#039;&#039; (on the right menu) &amp;gt; &#039;&#039;&#039;Smart UV project&#039;&#039;&#039;, with a margin of 0.003.&lt;br /&gt;
# Click &#039;&#039;&#039;UV&#039;&#039;&#039; (on the left menu) &#039;&#039;&#039;&amp;gt; Pack islands&#039;&#039;&#039;, with a margin of 0.003.&lt;br /&gt;
&lt;br /&gt;
The main thing to keep in mind when UV unwrapping is that you want to avoid faces overlapping in the UV map and you want the map to be as dense as possible to make full use of your textures&#039; resolution.&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
We recommend assigning the same single material to all objects in your mesh and giving this material a relevant name. This will make things cleaner when importing the mesh in a texturing software such as Substance Painter.&lt;br /&gt;
&lt;br /&gt;
== Exporting the mesh ==&lt;br /&gt;
[[File:Blender FBX export settings for KSP2.png|alt=Screenshot of Blender FBX export settings.|thumb|FBX export settings used for KSP2 parts.]]&lt;br /&gt;
Make sure the &#039;&#039;&#039;origin&#039;&#039;&#039; of the mesh is near where you want the &#039;&#039;&#039;Center of Mass&#039;&#039;&#039; to be. Make sure the mesh rests at the world origin &amp;lt;code&amp;gt;(0, 0, 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Make sure to apply all transformations to your mesh by selecting it and pressing &#039;&#039;&#039;Ctrl+A &amp;gt; All Transforms&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Also make sure to apply all &#039;&#039;&#039;Boolean&#039;&#039;&#039; modifiers, you can leave &#039;&#039;&#039;Array&#039;&#039;&#039; and &#039;&#039;&#039;Mirror&#039;&#039;&#039; modifiers not applied (this means however that the mirrored/arrayed objects will share the same texture).&lt;br /&gt;
&lt;br /&gt;
The export procedure is then as follows:&lt;br /&gt;
&lt;br /&gt;
# Select all objects in the mesh you want to be part of your asset.&lt;br /&gt;
# Click on &#039;&#039;&#039;File &amp;gt; Export &amp;gt; FBX (.fbx)&#039;&#039;&#039;. Give a specific name to the file, for example: &amp;lt;code&amp;gt;my_mod_my_part.fbx&amp;lt;/code&amp;gt;&lt;br /&gt;
# On the right of the window click on &#039;&#039;&#039;Selected Objects&#039;&#039;&#039; to make sure only stuff you want is exported.&lt;br /&gt;
# Uncheck &#039;&#039;&#039;Bake Animation&#039;&#039;&#039;.&lt;br /&gt;
# Click on &#039;&#039;&#039;Export FBX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
If you’re making an engine, put an empty single arrow at the world origin facing in the direction your engine will fire, then move it along the axis of the engine so that it’s at the exit of the engine. Name this object &#039;&#039;&#039;thrustTransform&#039;&#039;&#039;, and keep in mind that size does not matter.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
* Blender tutorial fuel tank KSP1: https://www.youtube.com/watch?v=VJy5cXd04uk&lt;br /&gt;
* Blender tutorial for modeling a pod for KSP1 (series): https://www.youtube.com/watch?v=rUXDb8mcW-A&lt;br /&gt;
* Setting up seams and UV unwrap: https://www.youtube.com/watch?v=Fr2SX1rZZM0&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:KSCbutton.png&amp;diff=903</id>
		<title>File:KSCbutton.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:KSCbutton.png&amp;diff=903"/>
		<updated>2025-01-23T06:16:27Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:KSCbutton.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KSCbutton&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:Inspector_filled.png&amp;diff=902</id>
		<title>File:Inspector filled.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:Inspector_filled.png&amp;diff=902"/>
		<updated>2025-01-23T06:14:52Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:Inspector filled.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;inspector filled&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:What_to_look_for.png&amp;diff=901</id>
		<title>File:What to look for.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:What_to_look_for.png&amp;diff=901"/>
		<updated>2025-01-23T06:14:07Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:What to look for.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what to look for&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:Box_following_cursor_.png&amp;diff=900</id>
		<title>File:Box following cursor .png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:Box_following_cursor_.png&amp;diff=900"/>
		<updated>2025-01-23T06:13:36Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:Box following cursor .png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;box following cursor&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:UE_inspector_blank_dropdown.png&amp;diff=899</id>
		<title>File:UE inspector blank dropdown.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:UE_inspector_blank_dropdown.png&amp;diff=899"/>
		<updated>2025-01-23T06:12:52Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:UE inspector blank dropdown.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UE inspector blank dropdown&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:UE_inspector_blank.png&amp;diff=898</id>
		<title>File:UE inspector blank.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:UE_inspector_blank.png&amp;diff=898"/>
		<updated>2025-01-23T06:12:23Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:UE inspector blank.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UE inspector blank&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:UE_menu.png&amp;diff=897</id>
		<title>File:UE menu.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:UE_menu.png&amp;diff=897"/>
		<updated>2025-01-23T06:11:22Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:UE menu.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Menu of Unity Explorer&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:ShowKSP2Events_1.2.0.png&amp;diff=896</id>
		<title>File:ShowKSP2Events 1.2.0.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:ShowKSP2Events_1.2.0.png&amp;diff=896"/>
		<updated>2025-01-23T06:08:26Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:ShowKSP2Events 1.2.0.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ShowKSP2Events 1.2.0&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:Blender_FBX_export_settings_for_KSP2.png&amp;diff=895</id>
		<title>File:Blender FBX export settings for KSP2.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:Blender_FBX_export_settings_for_KSP2.png&amp;diff=895"/>
		<updated>2025-01-23T06:01:26Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:Blender FBX export settings for KSP2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of Blender FBX export settings used for KSP2 part modding.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Modeling_the_mesh_in_Blender&amp;diff=894</id>
		<title>Modeling the mesh in Blender</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Modeling_the_mesh_in_Blender&amp;diff=894"/>
		<updated>2025-01-23T06:00:59Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* UV Unwrapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page does not aim at teaching you the basics of 3D modelling in Blender, you can find plenty of resources on the internet to help you in this area. This page aims at providing you a few guidelines to help you in your part making journey. Those are not hard rules, just little tips that might help you have an easier time with KSP2 modding.&lt;br /&gt;
&lt;br /&gt;
== UV Unwrapping ==&lt;br /&gt;
[[wikipedia:UV_mapping#UV_unwrapping|UV unwrapping]] is the process of mapping parts of your 3D mesh to a flat &amp;quot;UV map&amp;quot; which will tell what part of the model a pixel on a texture corresponds to. As with modelling, there are a lot of resources online about UV unwrapping in Blender but here are a few steps you can follow to quickly unwrap a part&#039;s model:&lt;br /&gt;
[[File:Blender UV map example.png|alt=Screenshot of an UV map for a KSP2 part in Blender|thumb|Example of an &#039;&#039;&#039;UV map&#039;&#039;&#039; for a KSP2 part. The &#039;&#039;&#039;marked seams&#039;&#039;&#039; are visible in red.]]&lt;br /&gt;
#Mark &amp;quot;hard&amp;quot; edges as &#039;&#039;&#039;Seams&#039;&#039;&#039;, this means that the UV unwrapping algorithms will treat those edges as &amp;quot;borders&amp;quot; for islands of faces in the UV map:&lt;br /&gt;
## Press &#039;&#039;&#039;Tab&#039;&#039;&#039; to enter Edit Mode.&lt;br /&gt;
## Click &#039;&#039;&#039;Select &amp;gt; Select Sharp Edges&#039;&#039;&#039; (the angle should be 30°).&lt;br /&gt;
## Press &#039;&#039;&#039;Ctrl+E &amp;gt; Mark Seams&#039;&#039;&#039;.&lt;br /&gt;
## Manually remove excess seams: try to have only one seam for each series of continuous faces: &#039;&#039;&#039;Ctrl+E &amp;gt; Clear Seams&#039;&#039;&#039;.&lt;br /&gt;
# Press &#039;&#039;&#039;A&#039;&#039;&#039; to select the entire mesh.&lt;br /&gt;
# Click &#039;&#039;&#039;UV&#039;&#039;&#039; (on the right menu) &amp;gt; &#039;&#039;&#039;Smart UV project&#039;&#039;&#039;, with a margin of 0.003.&lt;br /&gt;
# Click &#039;&#039;&#039;UV&#039;&#039;&#039; (on the left menu) &#039;&#039;&#039;&amp;gt; Pack islands&#039;&#039;&#039;, with a margin of 0.003.&lt;br /&gt;
&lt;br /&gt;
The main thing to keep in mind when UV unwrapping is that you want to avoid faces overlapping in the UV map and you want the map to be as dense as possible to make full use of your textures&#039; resolution.&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
We recommend assigning the same single material to all objects in your mesh and giving this material a relevant name. This will make things cleaner when importing the mesh in a texturing software such as Substance Painter.&lt;br /&gt;
&lt;br /&gt;
== Exporting the mesh ==&lt;br /&gt;
[[File:Blender FBX export settings for KSP2.png|alt=Screenshot of Blender FBX export settings.|thumb|FBX export settings used for KSP2 parts.]]&lt;br /&gt;
Make sure the &#039;&#039;&#039;origin&#039;&#039;&#039; of the mesh is near where you want the &#039;&#039;&#039;Center of Mass&#039;&#039;&#039; to be. Make sure the mesh rests at the world origin &amp;lt;code&amp;gt;(0, 0, 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Make sure to apply all transformations to your mesh by selecting it and pressing &#039;&#039;&#039;Ctrl+A &amp;gt; All Transforms&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Also make sure to apply all &#039;&#039;&#039;Boolean&#039;&#039;&#039; modifiers, you can leave &#039;&#039;&#039;Array&#039;&#039;&#039; and &#039;&#039;&#039;Mirror&#039;&#039;&#039; modifiers not applied (this means however that the mirrored/arrayed objects will share the same texture).&lt;br /&gt;
&lt;br /&gt;
The export procedure is then as follows:&lt;br /&gt;
&lt;br /&gt;
# Select all objects in the mesh you want to be part of your asset.&lt;br /&gt;
# Click on &#039;&#039;&#039;File &amp;gt; Export &amp;gt; FBX (.fbx)&#039;&#039;&#039;. Give a specific name to the file, for example: &amp;lt;code&amp;gt;my_mod_my_part.fbx&amp;lt;/code&amp;gt;&lt;br /&gt;
# On the right of the window click on &#039;&#039;&#039;Selected Objects&#039;&#039;&#039; to make sure only stuff you want is exported.&lt;br /&gt;
# Uncheck &#039;&#039;&#039;Bake Animation&#039;&#039;&#039;.&lt;br /&gt;
# Click on &#039;&#039;&#039;Export FBX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
If you’re making an engine, put an empty single arrow at the world origin facing in the direction your engine will fire, then move it along the axis of the engine so that it’s at the exit of the engine. Name this object &#039;&#039;&#039;thrustTransform&#039;&#039;&#039;, and keep in mind that size does not matter.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
* Blender tutorial fuel tank KSP1: https://www.youtube.com/watch?v=VJy5cXd04uk&lt;br /&gt;
* Blender tutorial for modeling a pod for KSP1 (series): https://www.youtube.com/watch?v=rUXDb8mcW-A&lt;br /&gt;
* Setting up seams and UV unwrap: https://www.youtube.com/watch?v=Fr2SX1rZZM0&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Parts and modules]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:Blender_UV_map_example.png&amp;diff=893</id>
		<title>File:Blender UV map example.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:Blender_UV_map_example.png&amp;diff=893"/>
		<updated>2025-01-23T05:55:31Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:Blender UV map example.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of an UV map for a KSP2 part in Blender&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=File:2024-02-09_16_30_58-Audiokinetic_Launcher.png&amp;diff=892</id>
		<title>File:2024-02-09 16 30 58-Audiokinetic Launcher.png</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=File:2024-02-09_16_30_58-Audiokinetic_Launcher.png&amp;diff=892"/>
		<updated>2025-01-23T05:54:13Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock uploaded File:2024-02-09 16 30 58-Audiokinetic Launcher.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SDK&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=890</id>
		<title>Tutorial: How to create a Binary Planet System using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=890"/>
		<updated>2025-01-16T01:09:04Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Chaotic Triplets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting up a binary planet in KSP2 is relatively simple. This tutorial will teach you how to easily set up one using Planety and good ol&#039; orbital physics.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
There are a few things you&#039;ll need before we begin. First, you&#039;ll need to install the [https://spacedock.info/mod/3781/Planety Planety]. If you have never worked with Planety before, it may be a good idea to also download its companion tutorial planet, [https://spacedock.info/mod/3783/Aktiko Aktiko]. &lt;br /&gt;
&lt;br /&gt;
You will also need a heightmap and albedo map (color map) for each body in your binary system. You can easily make these yourself using a drawing program like GIMP. See the Aktiko tutorial mod for more info on how to do this.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
To get started, create two terrestrial bodies (body A and body B) in your .planety file that have a similar &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt;. They don&#039;t need to be exactly the same, but the larger the difference the more unrealistic your binary system will be. Next, create a third terrestrial body with a &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; of 1 and a random large &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; (for example 100,000), but do not assign a height- or albedo map to it. This body will serve as the [[wikipedia:Barycenter_(astronomy)#:~:text=In%20astronomy%2C%20the%20barycenter%20(or,point%2C%20not%20a%20physical%20object.|barycenter]] of your binary system. Place the three bodies in whatever orbit you want, then save the file and copy your planet mod folder into &#039;&#039;&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\Planety&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open KSP2, click &#039;Start a new campaign&#039; and make sure the checkbox next to your mod&#039;s name is enabled in the Planety Settings. Once you&#039;re in the game, open the tracking station and go to your custom planets. In the Information Panel on the right, under &#039;Physical Characteristics&#039;, note the mass of each body.&lt;br /&gt;
&lt;br /&gt;
We will now use a clever trick to find out what the &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; of the barycenter should be. The value you input for its surface gravity should result in a mass equal to the sum of the masses of the two celestial bodies in your binary system. Since we already know the resulting mass using the random &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; you assigned to the barycenter earlier, we can determine the actual value using a little math (be careful the masses are given in the same unit!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;surface_gravity&amp;lt;sub&amp;gt;barycenter&amp;lt;/sub&amp;gt; = [(mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt;)/mass&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;] x surface_gravity&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this value into&amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; for the barycenter in the .planety file. You can now set the barycenter as the orbital parent (&amp;lt;code&amp;gt;around:&amp;lt;/code&amp;gt;) for body A and body B. To set up their binary orbit, we&#039;ll have to assign some orbital parameters. &#039;&#039;&#039;Make sure both bodies have the exact &amp;lt;code&amp;gt;same semi-major axis&amp;lt;/code&amp;gt;!&#039;&#039;&#039; Even a minor difference will cause the two bodies to drift over time. The &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; can be whatever you want, just make sure it doesnt put the planets outside the SOI of the barycenter (you can check this under &#039;physical characteristics&#039; for the barycenter in the tracking station ingame). The final step is giving one of the two bodies a &amp;lt;code&amp;gt;mean_argument_at_epoch&amp;lt;/code&amp;gt; of pi (you can also just use 3.14). Leave all other orbital parameters set to 0 for now.&lt;br /&gt;
&lt;br /&gt;
Save the .planety file again and copy the mod folder into the Planety folder in the game directory. You can now open the campaign you made earlier in KSP2, and you should hopefully be greeted by a perfect binary system in the tracking station!&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
If you think a perfect circular binary orbit is boring, we can add some eccentricity to the orbit of the bodies to spice things up. This is rather easy to set up: you just need to assign each body an identical but opposite &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; value in the .planety file (for example, 0.4 and -0.4). This will result in the bodies speeding up when they&#039;re close to eachother and slowing down when further appart. &lt;br /&gt;
&lt;br /&gt;
=== Tertiary Systems (and beyond) ===&lt;br /&gt;
If you&#039;re for some reason not satisfied with having just two bodies in the system, there are a few options to add more. you can choose or combine any of the options below:&lt;br /&gt;
&lt;br /&gt;
===== Planets in orbit around binaries =====&lt;br /&gt;
This is the easiest method of adding more planets. Create a binary system like before, but add a third planet orbiting the barycenter. The farther out the planet orbits, the more realistic. &lt;br /&gt;
&lt;br /&gt;
===== Binaries with Moons =====&lt;br /&gt;
Another option is to simply add a moon(s) to one or both of the binary bodies. This is not truly a Tertiary system, but is still makes for a neat effect. Be carefull when adding large moons however; to maintain some semblance of realism you&#039;ll have to make sure the total mass within the SOIs of the binary bodies stays balanced. &amp;lt;code&amp;gt;Mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B_moon&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Binaries with Binary Moons =====&lt;br /&gt;
If you want to take the Binaries with Moons option to the next level, you can turn one of the two bodies (or both) into a binary itself. You start by setting up a binary system as before, but set the barycenter of &#039;&#039;another&#039;&#039; binary system as one of its two bodies. As before, you will need to balance out the mass:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;barycenter_B&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Stable Triplets =====&lt;br /&gt;
It is technically possible to have 3 planets orbiting the barycenter at similar orbital height. To achieve this, give the first body an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 0, the second an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 120, and the third an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 240. make sure each body has the same &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;semi-major_axis&amp;lt;/code&amp;gt;. Leave all other orbital parameters at 0. &lt;br /&gt;
&lt;br /&gt;
===== Chaotic Triplets =====&lt;br /&gt;
If you &#039;&#039;really&#039;&#039; want something crazy, you can attempt to set up three (or more, if you&#039;re really brave) bodies that interchangably orbit eachother. This requires two of the bodies to have a period that is the cubed root of the power of 2 of that of the third body&#039;s (derived from Keplers first law). Start by setting up a Stable Triplet, then multiply the &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; of two of the bodies by &amp;lt;code&amp;gt;1.58740105&amp;lt;/code&amp;gt;. This will also increase the periapsis, which we dont want, so we&#039;ll need to change the &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; to make up for it. Periapsis height is given by &amp;lt;code&amp;gt;a(e-1)&amp;lt;/code&amp;gt; with a the semi-major axis and e the eccentricity. To calculate the new eccentricity, use this formula: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;e&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = [a&amp;lt;sub&amp;gt;old&amp;lt;/sub&amp;gt; x (e&amp;lt;sub&amp;gt;old&amp;lt;/sub&amp;gt; - 1) / a&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt;] + 1&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this into the &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; for the two bodies. You can optionally set the &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; for both to 180, but 120-240 will work too. Finally, set the &amp;lt;code&amp;gt;mean_anomaly_at_epoch&amp;lt;/code&amp;gt; value for one of the two to pi (3.14). In theory, you should be left with a chaotic but gravitationally bound dance of the 3 bodies. Warning: do not try in real life. &lt;br /&gt;
&lt;br /&gt;
=== Limitations and Known Issues ===&lt;br /&gt;
Binary systems are all fun and games,  but at the end of the day you&#039;re still trying to simulate N-body physics in KSP2&#039;s stock 2-body physics simulation. This results in some limitations of what you can and cant do, and ofcourse some bugs.&lt;br /&gt;
&lt;br /&gt;
===== Issue 1: This method can only simulate identical-mass binary systems =====&lt;br /&gt;
In real life, the barycenter is a slightly more complex phenomenon than the one we set up in the game. The barycenter is esentially a point in space that represents the center of mass of the two bodies. Both bodies orbit this point at a distance determined by their mass relationship. This is possible because they each &#039;see&#039; the barycenter as having a different mass: the larger body sees it as as having the mass of the smaller body, and the smaller body sees it as having the mass of the larger body. This allows them to have the same orbital period despite being at different distances from the barycenter. Since there is no option to set this up in KSP2, the fake barycenter method is only useful for bodies that have the exact same orbital period- or in other words, similar mass.&lt;br /&gt;
&lt;br /&gt;
you could theoretically solve this by adding 2 barycenters instead of one and having each planet orbit its respective one, but that would come with a host of other challenges- if it doesn&#039;t just straight up crash the game.&lt;br /&gt;
&lt;br /&gt;
===== Issue 2: Overlapping SOIs =====&lt;br /&gt;
In some binary systems you&#039;ll end up with (temporary) overlap between the SOIs of the two binary bodies. This is more common with bodies that orbit at a low distance from the barycenter or are highly eccentric. In real life this would cause all sorts of n-body interactions, but in KSP2 the game just keeps you in the SOI you entered first, thrus completely ignoring the effect of the other planet on your spacecraft.&lt;br /&gt;
&lt;br /&gt;
===== Issue 3: Vessels become uncontrolable in the Barycenter&#039;s SOI =====&lt;br /&gt;
For some reason, vessels sometimes become completely uncontrollable by any means when entering the SOI of the barycenter from the SOI of one of the orbiting bodies. No input will register, including engine burns. This may be caused by the extremely small radius and subsequent stupidly high surface gravity of the barycenter, in which case it can possibly be solved by increasing the radius and decreasing the surface gravity, but this is untested. another potential fix is the abandonment of a radius altogether (resulting in a singularity), but this would require Planety to allow the direct input of mass rather than surface gravity. I&#039;m not sure if the game can even handle this.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=889</id>
		<title>Tutorial: How to create a Binary Planet System using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=889"/>
		<updated>2025-01-15T23:49:43Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Chaotic Triplets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting up a binary planet in KSP2 is relatively simple. This tutorial will teach you how to easily set up one using Planety and good ol&#039; orbital physics.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
There are a few things you&#039;ll need before we begin. First, you&#039;ll need to install the [https://spacedock.info/mod/3781/Planety Planety]. If you have never worked with Planety before, it may be a good idea to also download its companion tutorial planet, [https://spacedock.info/mod/3783/Aktiko Aktiko]. &lt;br /&gt;
&lt;br /&gt;
You will also need a heightmap and albedo map (color map) for each body in your binary system. You can easily make these yourself using a drawing program like GIMP. See the Aktiko tutorial mod for more info on how to do this.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
To get started, create two terrestrial bodies (body A and body B) in your .planety file that have a similar &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt;. They don&#039;t need to be exactly the same, but the larger the difference the more unrealistic your binary system will be. Next, create a third terrestrial body with a &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; of 1 and a random large &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; (for example 100,000), but do not assign a height- or albedo map to it. This body will serve as the [[wikipedia:Barycenter_(astronomy)#:~:text=In%20astronomy%2C%20the%20barycenter%20(or,point%2C%20not%20a%20physical%20object.|barycenter]] of your binary system. Place the three bodies in whatever orbit you want, then save the file and copy your planet mod folder into &#039;&#039;&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\Planety&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open KSP2, click &#039;Start a new campaign&#039; and make sure the checkbox next to your mod&#039;s name is enabled in the Planety Settings. Once you&#039;re in the game, open the tracking station and go to your custom planets. In the Information Panel on the right, under &#039;Physical Characteristics&#039;, note the mass of each body.&lt;br /&gt;
&lt;br /&gt;
We will now use a clever trick to find out what the &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; of the barycenter should be. The value you input for its surface gravity should result in a mass equal to the sum of the masses of the two celestial bodies in your binary system. Since we already know the resulting mass using the random &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; you assigned to the barycenter earlier, we can determine the actual value using a little math (be careful the masses are given in the same unit!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;surface_gravity&amp;lt;sub&amp;gt;barycenter&amp;lt;/sub&amp;gt; = [(mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt;)/mass&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;] x surface_gravity&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this value into&amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; for the barycenter in the .planety file. You can now set the barycenter as the orbital parent (&amp;lt;code&amp;gt;around:&amp;lt;/code&amp;gt;) for body A and body B. To set up their binary orbit, we&#039;ll have to assign some orbital parameters. &#039;&#039;&#039;Make sure both bodies have the exact &amp;lt;code&amp;gt;same semi-major axis&amp;lt;/code&amp;gt;!&#039;&#039;&#039; Even a minor difference will cause the two bodies to drift over time. The &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; can be whatever you want, just make sure it doesnt put the planets outside the SOI of the barycenter (you can check this under &#039;physical characteristics&#039; for the barycenter in the tracking station ingame). The final step is giving one of the two bodies a &amp;lt;code&amp;gt;mean_argument_at_epoch&amp;lt;/code&amp;gt; of pi (you can also just use 3.14). Leave all other orbital parameters set to 0 for now.&lt;br /&gt;
&lt;br /&gt;
Save the .planety file again and copy the mod folder into the Planety folder in the game directory. You can now open the campaign you made earlier in KSP2, and you should hopefully be greeted by a perfect binary system in the tracking station!&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
If you think a perfect circular binary orbit is boring, we can add some eccentricity to the orbit of the bodies to spice things up. This is rather easy to set up: you just need to assign each body an identical but opposite &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; value in the .planety file (for example, 0.4 and -0.4). This will result in the bodies speeding up when they&#039;re close to eachother and slowing down when further appart. &lt;br /&gt;
&lt;br /&gt;
=== Tertiary Systems (and beyond) ===&lt;br /&gt;
If you&#039;re for some reason not satisfied with having just two bodies in the system, there are a few options to add more. you can choose or combine any of the options below:&lt;br /&gt;
&lt;br /&gt;
===== Planets in orbit around binaries =====&lt;br /&gt;
This is the easiest method of adding more planets. Create a binary system like before, but add a third planet orbiting the barycenter. The farther out the planet orbits, the more realistic. &lt;br /&gt;
&lt;br /&gt;
===== Binaries with Moons =====&lt;br /&gt;
Another option is to simply add a moon(s) to one or both of the binary bodies. This is not truly a Tertiary system, but is still makes for a neat effect. Be carefull when adding large moons however; to maintain some semblance of realism you&#039;ll have to make sure the total mass within the SOIs of the binary bodies stays balanced. &amp;lt;code&amp;gt;Mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B_moon&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Binaries with Binary Moons =====&lt;br /&gt;
If you want to take the Binaries with Moons option to the next level, you can turn one of the two bodies (or both) into a binary itself. You start by setting up a binary system as before, but set the barycenter of &#039;&#039;another&#039;&#039; binary system as one of its two bodies. As before, you will need to balance out the mass:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;barycenter_B&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Stable Triplets =====&lt;br /&gt;
It is technically possible to have 3 planets orbiting the barycenter at similar orbital height. To achieve this, give the first body an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 0, the second an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 120, and the third an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 240. make sure each body has the same &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;semi-major_axis&amp;lt;/code&amp;gt;. Leave all other orbital parameters at 0. &lt;br /&gt;
&lt;br /&gt;
===== Chaotic Triplets =====&lt;br /&gt;
If you &#039;&#039;really&#039;&#039; want something crazy, you can attempt to set up three (or more, if you&#039;re really brave) bodies that interchangably orbit eachother. This requires two of the bodies to have a period that is the cubed root of the power of 2 of that of the third body&#039;s (derived from Keplers first law). Start by setting up a Stable Triplet, then multiply the &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; of two of the bodies by &amp;lt;code&amp;gt;1.58740105&amp;lt;/code&amp;gt;. This will also increase the periapsis, which we dont want, so we&#039;ll need to change the &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; to make up for it. Periapsis height is given by &amp;lt;code&amp;gt;a(e-1)&amp;lt;/code&amp;gt; with a the semi-major axis and e the eccentricity. To calculate the new eccentricity, use this formula: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;e&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = [a&amp;lt;sub&amp;gt;old&amp;lt;/sub&amp;gt; x (e&amp;lt;sub&amp;gt;old&amp;lt;/sub&amp;gt; - 1) / a&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt;] + 1&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this into the &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; for the two bodies. Finally, set the &amp;lt;code&amp;gt;mean_anomaly_at_epoch&amp;lt;/code&amp;gt; value for one of the two to pi (3.14). In theory, you should be left with a chaotic but gravitationally bound dance of the 3 bodies. Warning: do not try in real life. &lt;br /&gt;
&lt;br /&gt;
=== Limitations and Known Issues ===&lt;br /&gt;
Binary systems are all fun and games,  but at the end of the day you&#039;re still trying to simulate N-body physics in KSP2&#039;s stock 2-body physics simulation. This results in some limitations of what you can and cant do, and ofcourse some bugs.&lt;br /&gt;
&lt;br /&gt;
===== Issue 1: This method can only simulate identical-mass binary systems =====&lt;br /&gt;
In real life, the barycenter is a slightly more complex phenomenon than the one we set up in the game. The barycenter is esentially a point in space that represents the center of mass of the two bodies. Both bodies orbit this point at a distance determined by their mass relationship. This is possible because they each &#039;see&#039; the barycenter as having a different mass: the larger body sees it as as having the mass of the smaller body, and the smaller body sees it as having the mass of the larger body. This allows them to have the same orbital period despite being at different distances from the barycenter. Since there is no option to set this up in KSP2, the fake barycenter method is only useful for bodies that have the exact same orbital period- or in other words, similar mass.&lt;br /&gt;
&lt;br /&gt;
you could theoretically solve this by adding 2 barycenters instead of one and having each planet orbit its respective one, but that would come with a host of other challenges- if it doesn&#039;t just straight up crash the game.&lt;br /&gt;
&lt;br /&gt;
===== Issue 2: Overlapping SOIs =====&lt;br /&gt;
In some binary systems you&#039;ll end up with (temporary) overlap between the SOIs of the two binary bodies. This is more common with bodies that orbit at a low distance from the barycenter or are highly eccentric. In real life this would cause all sorts of n-body interactions, but in KSP2 the game just keeps you in the SOI you entered first, thrus completely ignoring the effect of the other planet on your spacecraft.&lt;br /&gt;
&lt;br /&gt;
===== Issue 3: Vessels become uncontrolable in the Barycenter&#039;s SOI =====&lt;br /&gt;
For some reason, vessels sometimes become completely uncontrollable by any means when entering the SOI of the barycenter from the SOI of one of the orbiting bodies. No input will register, including engine burns. This may be caused by the extremely small radius and subsequent stupidly high surface gravity of the barycenter, in which case it can possibly be solved by increasing the radius and decreasing the surface gravity, but this is untested. another potential fix is the abandonment of a radius altogether (resulting in a singularity), but this would require Planety to allow the direct input of mass rather than surface gravity. I&#039;m not sure if the game can even handle this.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=888</id>
		<title>Tutorial: How to create a Binary Planet System using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=888"/>
		<updated>2025-01-15T23:39:23Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Chaotic Triplets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting up a binary planet in KSP2 is relatively simple. This tutorial will teach you how to easily set up one using Planety and good ol&#039; orbital physics.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
There are a few things you&#039;ll need before we begin. First, you&#039;ll need to install the [https://spacedock.info/mod/3781/Planety Planety]. If you have never worked with Planety before, it may be a good idea to also download its companion tutorial planet, [https://spacedock.info/mod/3783/Aktiko Aktiko]. &lt;br /&gt;
&lt;br /&gt;
You will also need a heightmap and albedo map (color map) for each body in your binary system. You can easily make these yourself using a drawing program like GIMP. See the Aktiko tutorial mod for more info on how to do this.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
To get started, create two terrestrial bodies (body A and body B) in your .planety file that have a similar &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt;. They don&#039;t need to be exactly the same, but the larger the difference the more unrealistic your binary system will be. Next, create a third terrestrial body with a &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; of 1 and a random large &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; (for example 100,000), but do not assign a height- or albedo map to it. This body will serve as the [[wikipedia:Barycenter_(astronomy)#:~:text=In%20astronomy%2C%20the%20barycenter%20(or,point%2C%20not%20a%20physical%20object.|barycenter]] of your binary system. Place the three bodies in whatever orbit you want, then save the file and copy your planet mod folder into &#039;&#039;&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\Planety&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open KSP2, click &#039;Start a new campaign&#039; and make sure the checkbox next to your mod&#039;s name is enabled in the Planety Settings. Once you&#039;re in the game, open the tracking station and go to your custom planets. In the Information Panel on the right, under &#039;Physical Characteristics&#039;, note the mass of each body.&lt;br /&gt;
&lt;br /&gt;
We will now use a clever trick to find out what the &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; of the barycenter should be. The value you input for its surface gravity should result in a mass equal to the sum of the masses of the two celestial bodies in your binary system. Since we already know the resulting mass using the random &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; you assigned to the barycenter earlier, we can determine the actual value using a little math (be careful the masses are given in the same unit!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;surface_gravity&amp;lt;sub&amp;gt;barycenter&amp;lt;/sub&amp;gt; = [(mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt;)/mass&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;] x surface_gravity&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this value into&amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; for the barycenter in the .planety file. You can now set the barycenter as the orbital parent (&amp;lt;code&amp;gt;around:&amp;lt;/code&amp;gt;) for body A and body B. To set up their binary orbit, we&#039;ll have to assign some orbital parameters. &#039;&#039;&#039;Make sure both bodies have the exact &amp;lt;code&amp;gt;same semi-major axis&amp;lt;/code&amp;gt;!&#039;&#039;&#039; Even a minor difference will cause the two bodies to drift over time. The &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; can be whatever you want, just make sure it doesnt put the planets outside the SOI of the barycenter (you can check this under &#039;physical characteristics&#039; for the barycenter in the tracking station ingame). The final step is giving one of the two bodies a &amp;lt;code&amp;gt;mean_argument_at_epoch&amp;lt;/code&amp;gt; of pi (you can also just use 3.14). Leave all other orbital parameters set to 0 for now.&lt;br /&gt;
&lt;br /&gt;
Save the .planety file again and copy the mod folder into the Planety folder in the game directory. You can now open the campaign you made earlier in KSP2, and you should hopefully be greeted by a perfect binary system in the tracking station!&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
If you think a perfect circular binary orbit is boring, we can add some eccentricity to the orbit of the bodies to spice things up. This is rather easy to set up: you just need to assign each body an identical but opposite &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; value in the .planety file (for example, 0.4 and -0.4). This will result in the bodies speeding up when they&#039;re close to eachother and slowing down when further appart. &lt;br /&gt;
&lt;br /&gt;
=== Tertiary Systems (and beyond) ===&lt;br /&gt;
If you&#039;re for some reason not satisfied with having just two bodies in the system, there are a few options to add more. you can choose or combine any of the options below:&lt;br /&gt;
&lt;br /&gt;
===== Planets in orbit around binaries =====&lt;br /&gt;
This is the easiest method of adding more planets. Create a binary system like before, but add a third planet orbiting the barycenter. The farther out the planet orbits, the more realistic. &lt;br /&gt;
&lt;br /&gt;
===== Binaries with Moons =====&lt;br /&gt;
Another option is to simply add a moon(s) to one or both of the binary bodies. This is not truly a Tertiary system, but is still makes for a neat effect. Be carefull when adding large moons however; to maintain some semblance of realism you&#039;ll have to make sure the total mass within the SOIs of the binary bodies stays balanced. &amp;lt;code&amp;gt;Mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B_moon&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Binaries with Binary Moons =====&lt;br /&gt;
If you want to take the Binaries with Moons option to the next level, you can turn one of the two bodies (or both) into a binary itself. You start by setting up a binary system as before, but set the barycenter of &#039;&#039;another&#039;&#039; binary system as one of its two bodies. As before, you will need to balance out the mass:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;barycenter_B&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Stable Triplets =====&lt;br /&gt;
It is technically possible to have 3 planets orbiting the barycenter at similar orbital height. To achieve this, give the first body an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 0, the second an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 120, and the third an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 240. make sure each body has the same &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;semi-major_axis&amp;lt;/code&amp;gt;. Leave all other orbital parameters at 0. &lt;br /&gt;
&lt;br /&gt;
===== Chaotic Triplets =====&lt;br /&gt;
If you &#039;&#039;really&#039;&#039; want something crazy, you can attempt to set up three (or more, if you&#039;re really brave) bodies that interchangably orbit eachother. This requires two of the bodies to have a period that is the cubed root of the power of 2 of that of the third body&#039;s (derived from Keplers first law). Start by setting up a Stable Triplet, then multiply the &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; of two of the bodies by &amp;lt;code&amp;gt;1.58740105&amp;lt;/code&amp;gt;. This will also increase the periapsis, which we dont want, so we&#039;ll need to change the &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; to make up for it. Periapsis height is given by &amp;lt;code&amp;gt;a(e-1)&amp;lt;/code&amp;gt; with a the semi-major axis and e the eccentricity. To calculate the new eccentricity, use this formula: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;e&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = [a&amp;lt;sub&amp;gt;old&amp;lt;/sub&amp;gt; x (e&amp;lt;sub&amp;gt;old&amp;lt;/sub&amp;gt; - 1) / a&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt;] + 1&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
In theory, you should be left with a chaotic but gravitationally bound dance of the 3 bodies. Warning: do not try in real life. &lt;br /&gt;
&lt;br /&gt;
=== Limitations and Known Issues ===&lt;br /&gt;
Binary systems are all fun and games,  but at the end of the day you&#039;re still trying to simulate N-body physics in KSP2&#039;s stock 2-body physics simulation. This results in some limitations of what you can and cant do, and ofcourse some bugs.&lt;br /&gt;
&lt;br /&gt;
===== Issue 1: This method can only simulate identical-mass binary systems =====&lt;br /&gt;
In real life, the barycenter is a slightly more complex phenomenon than the one we set up in the game. The barycenter is esentially a point in space that represents the center of mass of the two bodies. Both bodies orbit this point at a distance determined by their mass relationship. This is possible because they each &#039;see&#039; the barycenter as having a different mass: the larger body sees it as as having the mass of the smaller body, and the smaller body sees it as having the mass of the larger body. This allows them to have the same orbital period despite being at different distances from the barycenter. Since there is no option to set this up in KSP2, the fake barycenter method is only useful for bodies that have the exact same orbital period- or in other words, similar mass.&lt;br /&gt;
&lt;br /&gt;
you could theoretically solve this by adding 2 barycenters instead of one and having each planet orbit its respective one, but that would come with a host of other challenges- if it doesn&#039;t just straight up crash the game.&lt;br /&gt;
&lt;br /&gt;
===== Issue 2: Overlapping SOIs =====&lt;br /&gt;
In some binary systems you&#039;ll end up with (temporary) overlap between the SOIs of the two binary bodies. This is more common with bodies that orbit at a low distance from the barycenter or are highly eccentric. In real life this would cause all sorts of n-body interactions, but in KSP2 the game just keeps you in the SOI you entered first, thrus completely ignoring the effect of the other planet on your spacecraft.&lt;br /&gt;
&lt;br /&gt;
===== Issue 3: Vessels become uncontrolable in the Barycenter&#039;s SOI =====&lt;br /&gt;
For some reason, vessels sometimes become completely uncontrollable by any means when entering the SOI of the barycenter from the SOI of one of the orbiting bodies. No input will register, including engine burns. This may be caused by the extremely small radius and subsequent stupidly high surface gravity of the barycenter, in which case it can possibly be solved by increasing the radius and decreasing the surface gravity, but this is untested. another potential fix is the abandonment of a radius altogether (resulting in a singularity), but this would require Planety to allow the direct input of mass rather than surface gravity. I&#039;m not sure if the game can even handle this.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=887</id>
		<title>Tutorial: How to create a Binary Planet System using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=887"/>
		<updated>2025-01-15T23:03:03Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Stable Triplets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting up a binary planet in KSP2 is relatively simple. This tutorial will teach you how to easily set up one using Planety and good ol&#039; orbital physics.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
There are a few things you&#039;ll need before we begin. First, you&#039;ll need to install the [https://spacedock.info/mod/3781/Planety Planety]. If you have never worked with Planety before, it may be a good idea to also download its companion tutorial planet, [https://spacedock.info/mod/3783/Aktiko Aktiko]. &lt;br /&gt;
&lt;br /&gt;
You will also need a heightmap and albedo map (color map) for each body in your binary system. You can easily make these yourself using a drawing program like GIMP. See the Aktiko tutorial mod for more info on how to do this.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
To get started, create two terrestrial bodies (body A and body B) in your .planety file that have a similar &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt;. They don&#039;t need to be exactly the same, but the larger the difference the more unrealistic your binary system will be. Next, create a third terrestrial body with a &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; of 1 and a random large &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; (for example 100,000), but do not assign a height- or albedo map to it. This body will serve as the [[wikipedia:Barycenter_(astronomy)#:~:text=In%20astronomy%2C%20the%20barycenter%20(or,point%2C%20not%20a%20physical%20object.|barycenter]] of your binary system. Place the three bodies in whatever orbit you want, then save the file and copy your planet mod folder into &#039;&#039;&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\Planety&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open KSP2, click &#039;Start a new campaign&#039; and make sure the checkbox next to your mod&#039;s name is enabled in the Planety Settings. Once you&#039;re in the game, open the tracking station and go to your custom planets. In the Information Panel on the right, under &#039;Physical Characteristics&#039;, note the mass of each body.&lt;br /&gt;
&lt;br /&gt;
We will now use a clever trick to find out what the &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; of the barycenter should be. The value you input for its surface gravity should result in a mass equal to the sum of the masses of the two celestial bodies in your binary system. Since we already know the resulting mass using the random &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; you assigned to the barycenter earlier, we can determine the actual value using a little math (be careful the masses are given in the same unit!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;surface_gravity&amp;lt;sub&amp;gt;barycenter&amp;lt;/sub&amp;gt; = [(mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt;)/mass&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;] x surface_gravity&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this value into&amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; for the barycenter in the .planety file. You can now set the barycenter as the orbital parent (&amp;lt;code&amp;gt;around:&amp;lt;/code&amp;gt;) for body A and body B. To set up their binary orbit, we&#039;ll have to assign some orbital parameters. &#039;&#039;&#039;Make sure both bodies have the exact &amp;lt;code&amp;gt;same semi-major axis&amp;lt;/code&amp;gt;!&#039;&#039;&#039; Even a minor difference will cause the two bodies to drift over time. The &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; can be whatever you want, just make sure it doesnt put the planets outside the SOI of the barycenter (you can check this under &#039;physical characteristics&#039; for the barycenter in the tracking station ingame). The final step is giving one of the two bodies a &amp;lt;code&amp;gt;mean_argument_at_epoch&amp;lt;/code&amp;gt; of pi (you can also just use 3.14). Leave all other orbital parameters set to 0 for now.&lt;br /&gt;
&lt;br /&gt;
Save the .planety file again and copy the mod folder into the Planety folder in the game directory. You can now open the campaign you made earlier in KSP2, and you should hopefully be greeted by a perfect binary system in the tracking station!&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
If you think a perfect circular binary orbit is boring, we can add some eccentricity to the orbit of the bodies to spice things up. This is rather easy to set up: you just need to assign each body an identical but opposite &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; value in the .planety file (for example, 0.4 and -0.4). This will result in the bodies speeding up when they&#039;re close to eachother and slowing down when further appart. &lt;br /&gt;
&lt;br /&gt;
=== Tertiary Systems (and beyond) ===&lt;br /&gt;
If you&#039;re for some reason not satisfied with having just two bodies in the system, there are a few options to add more. you can choose or combine any of the options below:&lt;br /&gt;
&lt;br /&gt;
===== Planets in orbit around binaries =====&lt;br /&gt;
This is the easiest method of adding more planets. Create a binary system like before, but add a third planet orbiting the barycenter. The farther out the planet orbits, the more realistic. &lt;br /&gt;
&lt;br /&gt;
===== Binaries with Moons =====&lt;br /&gt;
Another option is to simply add a moon(s) to one or both of the binary bodies. This is not truly a Tertiary system, but is still makes for a neat effect. Be carefull when adding large moons however; to maintain some semblance of realism you&#039;ll have to make sure the total mass within the SOIs of the binary bodies stays balanced. &amp;lt;code&amp;gt;Mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B_moon&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Binaries with Binary Moons =====&lt;br /&gt;
If you want to take the Binaries with Moons option to the next level, you can turn one of the two bodies (or both) into a binary itself. You start by setting up a binary system as before, but set the barycenter of &#039;&#039;another&#039;&#039; binary system as one of its two bodies. As before, you will need to balance out the mass:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;barycenter_B&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Stable Triplets =====&lt;br /&gt;
It is technically possible to have 3 planets orbiting the barycenter at similar orbital height. To achieve this, give the first body an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 0, the second an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 120, and the third an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 240. make sure each body has the same &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;semi-major_axis&amp;lt;/code&amp;gt;. Leave all other orbital parameters at 0. &lt;br /&gt;
&lt;br /&gt;
===== Chaotic Triplets =====&lt;br /&gt;
If you &#039;&#039;really&#039;&#039; want something crazy, you can attempt to set up three (or more, if you&#039;re really brave) bodies that interchangably orbit eachother. This requires two of the bodies to have a period that is twice as long as the third body&#039;s. Start by setting up a Stable Triplet, then double the &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; of one of the bodies. In theory, you should be left with a chaotic but gravitationally bound dance of the 3 bodies. Warning: do not try in real life. &lt;br /&gt;
&lt;br /&gt;
=== Limitations and Known Issues ===&lt;br /&gt;
Binary systems are all fun and games,  but at the end of the day you&#039;re still trying to simulate N-body physics in KSP2&#039;s stock 2-body physics simulation. This results in some limitations of what you can and cant do, and ofcourse some bugs.&lt;br /&gt;
&lt;br /&gt;
===== Issue 1: This method can only simulate identical-mass binary systems =====&lt;br /&gt;
In real life, the barycenter is a slightly more complex phenomenon than the one we set up in the game. The barycenter is esentially a point in space that represents the center of mass of the two bodies. Both bodies orbit this point at a distance determined by their mass relationship. This is possible because they each &#039;see&#039; the barycenter as having a different mass: the larger body sees it as as having the mass of the smaller body, and the smaller body sees it as having the mass of the larger body. This allows them to have the same orbital period despite being at different distances from the barycenter. Since there is no option to set this up in KSP2, the fake barycenter method is only useful for bodies that have the exact same orbital period- or in other words, similar mass.&lt;br /&gt;
&lt;br /&gt;
you could theoretically solve this by adding 2 barycenters instead of one and having each planet orbit its respective one, but that would come with a host of other challenges- if it doesn&#039;t just straight up crash the game.&lt;br /&gt;
&lt;br /&gt;
===== Issue 2: Overlapping SOIs =====&lt;br /&gt;
In some binary systems you&#039;ll end up with (temporary) overlap between the SOIs of the two binary bodies. This is more common with bodies that orbit at a low distance from the barycenter or are highly eccentric. In real life this would cause all sorts of n-body interactions, but in KSP2 the game just keeps you in the SOI you entered first, thrus completely ignoring the effect of the other planet on your spacecraft.&lt;br /&gt;
&lt;br /&gt;
===== Issue 3: Vessels become uncontrolable in the Barycenter&#039;s SOI =====&lt;br /&gt;
For some reason, vessels sometimes become completely uncontrollable by any means when entering the SOI of the barycenter from the SOI of one of the orbiting bodies. No input will register, including engine burns. This may be caused by the extremely small radius and subsequent stupidly high surface gravity of the barycenter, in which case it can possibly be solved by increasing the radius and decreasing the surface gravity, but this is untested. another potential fix is the abandonment of a radius altogether (resulting in a singularity), but this would require Planety to allow the direct input of mass rather than surface gravity. I&#039;m not sure if the game can even handle this.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_Tidally_Locked_Bodies_using_Planety&amp;diff=886</id>
		<title>Tutorial: Tidally Locked Bodies using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_Tidally_Locked_Bodies_using_Planety&amp;diff=886"/>
		<updated>2025-01-15T22:03:16Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Intro ===&lt;br /&gt;
[[wikipedia:Tidal_locking|Tidal locking]] is the process of one or two bodies in an orbital system gaining a set orientation relative to the other over time. The best example of this is our own moon; it&#039;s always facing us in the same direction along its orbit (hence the &#039;dark side of the moon&#039;). In real life this phenomenon is caused by the rotation of the bodies. Let&#039;s take the moon as an example. The gravity of earth pulls harder on the side of the moon thats closest to us, causing it to &#039;bulge&#039; outward towards the earth. Once upon a time, when the moon and the earth were not yet tidally locked, this bulge would rotate away from the earth as the moon rotated around its own axis. This would cause the bulge to be pulled back towards the earth-facing direction of the moon by earths gravity (tidal forces), against the direction of the moons rotation, thus slowing it down ever so much (this also causes a lot of internal friction. you may have heard of &#039;tidal heating&#039;). Over millions of years, this eventually lead to the moon&#039;s rotation slowing down until it rotated exactly one time around its own axis for every rotation it made around earth; in other words, until the moon was always facing the earth in the same direction. This is what we call &#039;tidally locked&#039;. This process happens in both directions; the earth is also being slowed down by the moon. A bulge forms on the earth where the moon is overhead, which is then pulled by the moons gravity as the earth rotates around its own axis (this is what causes the tides in our oceans). Because the gravitational pull of the moon on the earth is a lot smaller than that of the earth on the moon, earths rotation is slowing down at a much slower rate (just 2.3 milliseconds per &#039;&#039;century&#039;&#039;!)&lt;br /&gt;
&lt;br /&gt;
Tidal locking doesn&#039;t just happen to planets or moons that are spinning faster than their companion. If a moon is spinning slower than the time it takes to complete its orbit, tidal forces will pull the bulge forward, in the direction of that moons rotation around its axis, speeding it up. Similarly, a planet that is spinning slower than the time it takes its moon to orbit it, will eventually speed up until it rotates exactly once around its own axis for every orbit its moon makes around it (but again, it will take much longer for it to become tidally locked than its moon).&lt;br /&gt;
&lt;br /&gt;
The tidal locking effect occurs for every celestial body that orbits around a parent or is a parent itself: Moons, Planets, Binary systems and even Stars! Between a parent and a child, either the child is tidally locked or both child and parent are tidally locked. &#039;&#039;&#039;But the parent can never be tidally locked if the child isn&#039;t!&#039;&#039;&#039; For this reason, if you want to tidally lock a system in KSP2, &#039;&#039;&#039;always lock the least massive object first&#039;&#039;&#039;. You can then optionally lock the other object too should you so choose. Binary Systems consisting of objects with similar mass are quite prone to tidal locking in real life, so adding this to your [[Tutorial: How to create a Binary Planet System using Planety#top|Binary Systems in KSP2]] can provide a nice touch of realism.&lt;br /&gt;
&lt;br /&gt;
So, now that you know what tidal locking is, let&#039;s discuss how we can add it to a custom planet for KSP2.&lt;br /&gt;
&lt;br /&gt;
=== Tidally Locking a Body in KSP2 with Planety ===&lt;br /&gt;
There is only one parameter that matters when it comes to tidal locking: &amp;lt;code&amp;gt;rotation&amp;lt;/code&amp;gt;. This is how long a celestial body takes to spin once around its own axis, in seconds. To tidally lock an object orbiting a parent, all you have to do is set it to be equal to the period of its orbit in seconds. To tidally lock a parent being orbited by a child, you have to set its rotation to the orbital period of its child, again in seconds (remember that is is extremely rare in nature for a parent to be tidally locked while the child isnt).&lt;br /&gt;
&lt;br /&gt;
To give an example, lets say we want to tidally lock a planet to Kerbol. First, you place the planet in an orbit of your choosing around Kerbol. Leave &amp;lt;code&amp;gt;rotation&amp;lt;/code&amp;gt; at some arbitrary value for now (dont set it to 0; that will cause it to spin infinitely fast). Next, boot up a KSP2 campaign that has your planet pack active and open the tracking station. In the Information Panel of your new planet, find the value of its Sidereal Rotation under the Orbital Characteristics tab (ignore that it says m/s, this is a UI bug). Plug this value in &amp;lt;code&amp;gt;your_planet.rotation&amp;lt;/code&amp;gt; in the .planety file of your planet pack, and if everything went right you should be left with a tidally locked planet in the game! If you&#039;re not happy with the side facing kerbol, you can manually rotate the planet by changing the third parameter (rotation around the Z-axis in degrees) in &amp;lt;code&amp;gt;your_planet.axial_tilt = [0,0,0];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The process for tidally locking a planet relative to its moon is similar, except you have to use the Sidereal Rotation of the moon instead of that of the planet.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_Tidally_Locked_Bodies_using_Planety&amp;diff=885</id>
		<title>Tutorial: Tidally Locked Bodies using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_Tidally_Locked_Bodies_using_Planety&amp;diff=885"/>
		<updated>2025-01-15T22:00:34Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Intro ===&lt;br /&gt;
[[wikipedia:Tidal_locking|Tidal locking]] is the process of one or two bodies in an orbital system gaining a set orientation relative to the other over time. The best example of this is our own moon; it&#039;s always facing us in the same direction along its orbit (hence the &#039;dark side of the moon&#039;). In real life this phenomenon is caused by the rotation of the bodies. Let&#039;s take the moon as an example. The gravity of earth pulls harder on the side of the moon thats closest to us, causing it to &#039;bulge&#039; outward towards the earth. Once upon a time, when the moon and the earth were not yet tidally locked, this bulge would rotate away from the earth as the moon rotated around its own axis. This would cause the bulge to be pulled back towards the earth-facing direction of the moon by earths gravity (tidal forces), against the direction of the moons rotation, thus slowing it down ever so much (this also causes a lot of internal friction. you may have heard of &#039;tidal heating&#039;). Over millions of years, this eventually lead to the moon&#039;s rotation slowing down until it rotated exactly one time around its own axis for every rotation it made around earth; in other words, until the moon was always facing the earth in the same direction. This is what we call &#039;tidally locked&#039;. This process happens in both directions; the earth is also being slowed down by the moon. A bulge forms on the earth where the moon is overhead, which is then pulled by the moons gravity as the earth rotates around its own axis (this is what causes the tides in our oceans). Because the gravitational pull of the moon on the earth is a lot smaller than that of the earth on the moon, earths rotation is slowing down at a much slower rate (just 2.3 milliseconds per &#039;&#039;century&#039;&#039;!)&lt;br /&gt;
&lt;br /&gt;
Tidal locking doesn&#039;t just happen to planets or moons that are spinning faster than their companion. If a moon is spinning slower than the time it takes to complete its orbit, tidal forces will pull the bulge forward, in the direction of that moons rotation around its axis, speeding it up. Similarly, a planet that is spinning slower than the time it takes its moon to orbit it, will eventually speed up until it rotates exactly once around its own axis for every orbit its moon makes around it (but again, it will take much longer for it to become tidally locked than its moon).&lt;br /&gt;
&lt;br /&gt;
The tidal locking effect occurs for every celestial body that orbits around a parent or is a parent itself: Moons, Planets, Binary systems and even Stars! Between a parent and a child, either the child is tidally locked or both child and parent are tidally locked. &#039;&#039;&#039;But the parent can never be tidally locked if the child isn&#039;t!&#039;&#039;&#039; For this reason, if you want to tidally lock a system in KSP2, &#039;&#039;&#039;always lock the least massive object first&#039;&#039;&#039;. You can then optionally lock the other object too should you so choose. Binary Systems consisting of objects with similar mass are quite prone to tidal locking in real life, so adding this to your [[Tutorial: How to create a Binary Planet System using Planety#top|Binary Systems in KSP2]] can provide a nice touch of realism.&lt;br /&gt;
&lt;br /&gt;
So, now that you know what tidal locking is, let&#039;s discuss how we can add it to a custom planet for KSP2.&lt;br /&gt;
&lt;br /&gt;
=== Tidally Locking a Body in KSP2 with Planety ===&lt;br /&gt;
There is only one parameter that matters when it comes to tidal locking: &amp;lt;code&amp;gt;rotation&amp;lt;/code&amp;gt;. This is how long a celestial body takes to spin once around its own axis, in seconds. To tidally lock an object orbiting a parent, all you have to do its set it to be equal to the period of its orbit in seconds. To tidally lock a parent being orbited by a child, you have to set its rotation to the orbital period of its child, again in seconds (remember that is is extremely rare in nature for a parent to be tidally locked while the child isnt).&lt;br /&gt;
&lt;br /&gt;
To give an example, lets say we want to tidally lock a planet to Kerbol. First, you place the planet in an orbit of your choosing around Kerbol. Leave &amp;lt;code&amp;gt;rotation&amp;lt;/code&amp;gt; at some arbitrary value for now (dont set it to 0; that will cause it to spin infinitely fast). Next, boot up a KSP2 campaign that has your planet pack active and open the tracking station. In the Information Panel of your new planet, find the value of its Sidereal Rotation under the Orbital Characteristics tab (ignore that it says m/s, this is a UI bug). Plug this value in &amp;lt;code&amp;gt;your_planet.rotation&amp;lt;/code&amp;gt; in the .planety file of your planet pack, and if everything went right you should be left with a tidally locked planet in the game! If you&#039;re not happy with the side facing kerbol, you can manually rotate the planet by changing the third parameter (rotation around the Z-axis in degrees) in &amp;lt;code&amp;gt;your_planet.axial_tilt = [0,0,0];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The process for tidally locking a planet relative to its moon is similar, except you have to use the Sidereal Rotation of the moon instead of that of the planet.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_Tidally_Locked_Bodies_using_Planety&amp;diff=884</id>
		<title>Tutorial: Tidally Locked Bodies using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_Tidally_Locked_Bodies_using_Planety&amp;diff=884"/>
		<updated>2025-01-15T21:57:02Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Intro ===&lt;br /&gt;
[[wikipedia:Tidal_locking|Tidal locking]] is the process of one or two bodies in an orbital system gaining a set orientation relative to the other over time. The best example of this is our own moon; it&#039;s always facing us in the same direction along its orbit (hence the &#039;dark side of the moon&#039;). In real life this phenomenon is caused by the rotation of the bodies. Let&#039;s take the moon as an example. The gravity of earth pulls harder on the side of the moon thats closest to us, causing it to &#039;bulge&#039; outward towards the earth. Once upon a time, when the moon and the earth were not yet tidally locked, this bulge would rotate away from the earth as the moon rotated around its own axis. This would cause the bulge to be pulled back towards the earth-facing direction of the moon by earths gravity (tidal forces), against the direction of the moons rotation, thus slowing it down ever so much (this also causes a lot of internal friction. you may have heard of &#039;tidal heating&#039;). Over millions of years, this eventually lead to the moon&#039;s rotation slowing down until it rotated exactly one time around its own axist for every rotation it made around earth; in other words, until the moon was always facing the earth in the same direction. This is what we call &#039;tidally locked&#039;. This process happens in both directions; the earth is also being slowed down by the moon. A bulge forms on the earth where the moon is overhead, which is then equally pulled by the moon as the earth rotates around its own axis (this is what causes the tides in our oceans!). Because the gravitational pull of the moon on the earth is a lot smaller than that of the earth on the moon, earths rotation is slowing down at a slower rate (just 2.3 milliseconds per &#039;&#039;century&#039;&#039;!)&lt;br /&gt;
&lt;br /&gt;
Tidal locking doesn&#039;t just happen to planets or moons that are spinning faster than their companion, however. If a moon is spinning slower than the time it takes to complete its orbit, tidal forces will pull the bulge forward, in the direction of that moons rotation around its axis, speeding it up. Similarly, a planet that is spinning slower than the time it takes its moon to orbit it, will eventually speed up until it rotates exactly once around its own axis for every orbit its moon makes around it (but again, it will take much longer for it to become tidally locked than its moon).&lt;br /&gt;
&lt;br /&gt;
The tidal locking effect occurs for every celestial body that orbits around a parent or is a parent itself: Moons, Planets, Binary systems and even Stars! Between a parent and a child, either the child is tidally locked or both child and parent are tidally locked. &#039;&#039;&#039;But the parent can never be tidally locked if the child isn&#039;t!&#039;&#039;&#039; For this reason, if you want to tidally lock a system in KSP2, &#039;&#039;&#039;always lock the least massive object first&#039;&#039;&#039;. You can then optionally lock the other object too should you so choose. Binary Systems consisting of objects with similar mass are quite prone to tidal locking in real life, so adding this to your [[Tutorial: How to create a Binary Planet System using Planety#top|Binary Systems in KSP2]] can provide a nice touch of realism.&lt;br /&gt;
&lt;br /&gt;
So, now that you know what tidal locking is, let&#039;s discuss how we can add it to a custom planet for KSP2.&lt;br /&gt;
&lt;br /&gt;
=== Tidally Locking a Body in KSP2 with Planety ===&lt;br /&gt;
There is only one parameter that matters when it comes to tidal locking: &amp;lt;code&amp;gt;rotation&amp;lt;/code&amp;gt;. This is how long a celestial body takes to spin once around its own axis, in seconds. To tidally lock an object orbiting a parent, all you have to do its set it to be equal to the period of its orbit in seconds. To tidally lock a parent being orbited by a child, you have to set its rotation to the orbital period of its child, again in seconds (remember that is is extremely rare in nature for a parent to be tidally locked while the child isnt).&lt;br /&gt;
&lt;br /&gt;
To give an example, lets say we want to tidally lock a planet to Kerbol. First, you place the planet in an orbit of your choosing around Kerbol. Leave &amp;lt;code&amp;gt;rotation&amp;lt;/code&amp;gt; at some arbitrary value for now (dont set it to 0; that will cause it to spin infinitely fast). Next, boot up a KSP2 campaign that has your planet pack active and open the tracking station. In the Information Panel of your new planet, find the value of its Sidereal Rotation under the Orbital Characteristics tab (ignore that it says m/s, this is a UI bug). Plug this value in &amp;lt;code&amp;gt;your_planet.rotation&amp;lt;/code&amp;gt; in the .planety file of your planet pack, and if everything went right you should be left with a tidally locked planet in the game! If you&#039;re not happy with the side facing kerbol, you can manually rotate the planet by changing the third parameter (rotation around the Z-axis in degrees) in &amp;lt;code&amp;gt;your_planet.axial_tilt = [0,0,0];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The process for tidally locking a planet relative to its moon is similar, except you have to use the Sidereal Rotation of the moon instead of that of the planet.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_Tidally_Locked_Bodies_using_Planety&amp;diff=883</id>
		<title>Tutorial: Tidally Locked Bodies using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_Tidally_Locked_Bodies_using_Planety&amp;diff=883"/>
		<updated>2025-01-15T21:56:09Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: added tutorial page for tidal locking with Planety&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Intro ===&lt;br /&gt;
[[wikipedia:Tidal_locking|Tidal locking]] is the process of one or two bodies in an orbital system gaining a set orientation relative to the other over time. The best example of this is our own moon; it&#039;s always facing us in the same direction along its orbit (hence the &#039;dark side of the moon&#039;). In real life this phenomenon is caused by the rotation of the bodies. Let&#039;s take the moon as an example. The gravity of earth pulls harder on the side of the moon thats closest to us, causing it to &#039;bulge&#039; outward towards the earth. Once upon a time, when the moon and the earth were not yet tidally locked, this bulge would rotate away from the earth as the moon rotated around its own axis. This would cause the bulge to be pulled back towards the earth-facing direction of the moon by earths gravity (tidal forces), against the direction of the moons rotation, thus slowing it down ever so much (this also causes a lot of internal friction. you may have heard of &#039;tidal heating&#039;.). Over millions of years, this eventually lead to the moon&#039;s rotation slowing down until it rotated exactly one time around its own axist for every rotation it made around earth; in other words, until the moon was always facing the earth in the same direction. This is what we call &#039;tidally locked&#039;. This process happens in both directions; the earth is also being slowed down by the moon. A bulge forms on the earth where the moon is overhead, which is then equally pulled by the moon as the earth rotates around its own axis (this is what causes the tides in our oceans!). Because the gravitational pull of the moon on the earth is a lot smaller than that of the earth on the moon, earths rotation is slowing down at a slower rate (just 2.3 milliseconds per &#039;&#039;century&#039;&#039;!)&lt;br /&gt;
&lt;br /&gt;
Tidal locking doesn&#039;t just happen to planets or moons that are spinning faster than their companion, however. If a moon is spinning slower than the time it takes to complete its orbit, tidal forces will pull the bulge forward, in the direction of that moons rotation around its axis, speeding it up. Similarly, a planet that is spinning slower than the time it takes its moon to orbit it, will eventually speed up until it rotates exactly once around its own axis for every orbit its moon makes around it (but again, it will take much longer for it to become tidally locked than its moon).&lt;br /&gt;
&lt;br /&gt;
The tidal locking effect occurs for every celestial body that orbits around a parent or is a parent itself: Moons, Planets, Binary systems and even Stars! Between a parent and a child, either the child is tidally locked or both child and parent are tidally locked. &#039;&#039;&#039;But the parent can never be tidally locked if the child isn&#039;t!&#039;&#039;&#039; For this reason, if you want to tidally lock a system in KSP2, &#039;&#039;&#039;always lock the least massive object first&#039;&#039;&#039;. You can then optionally lock the other object too should you so choose. Binary Systems consisting of objects with similar mass are quite prone to tidal locking in real life, so adding this to your [[Tutorial: How to create a Binary Planet System using Planety#top|Binary Systems in KSP2]] can provide a nice touch of realism.&lt;br /&gt;
&lt;br /&gt;
So, now that you know what tidal locking is, let&#039;s discuss how we can add it to a custom planet for KSP2.&lt;br /&gt;
&lt;br /&gt;
=== Tidally Locking a Body in KSP2 with Planety ===&lt;br /&gt;
There is only one parameter that matters when it comes to tidal locking: &amp;lt;code&amp;gt;rotation&amp;lt;/code&amp;gt;. This is how long a celestial body takes to spin once around its own axis, in seconds. To tidally lock an object orbiting a parent, all you have to do its set it to be equal to the period of its orbit in seconds. To tidally lock a parent being orbited by a child, you have to set its rotation to the orbital period of its child, again in seconds (remember that is is extremely rare in nature for a parent to be tidally locked while the child isnt).&lt;br /&gt;
&lt;br /&gt;
To give an example, lets say we want to tidally lock a planet to Kerbol. First, you place the planet in an orbit of your choosing around Kerbol. Leave &amp;lt;code&amp;gt;rotation&amp;lt;/code&amp;gt; at some arbitrary value for now (dont set it to 0; that will cause it to spin infinitely fast). Next, boot up a KSP2 campaign that has your planet pack active and open the tracking station. In the Information Panel of your new planet, find the value of its Sidereal Rotation under the Orbital Characteristics tab (ignore that it says m/s, this is a UI bug). Plug this value in &amp;lt;code&amp;gt;your_planet.rotation&amp;lt;/code&amp;gt; in the .planety file of your planet pack, and if everything went right you should be left with a tidally locked planet in the game! If you&#039;re not happy with the side facing kerbol, you can manually rotate the planet by changing the third parameter (rotation around the Z-axis in degrees) in &amp;lt;code&amp;gt;your_planet.axial_tilt = [0,0,0];&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The process for tidally locking a planet relative to its moon is similar, except you have to use the Sidereal Rotation of the moon instead of that of the planet.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Planet_Modding&amp;diff=882</id>
		<title>Planet Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Planet_Modding&amp;diff=882"/>
		<updated>2025-01-15T20:42:04Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KSP2 now supports custom planets and moons, thanks to the work of StellatedKUBE and the KSP2 Modding Society. All planet mods have the Planety mod as their core. A tutorial mod is available for people who want to make their own custom planets. Once you have downloaded and unzipped the Aktiko mod, open aktiko.planety in its folder for a step-by-step guide on how to set up your very own celestial body for KSP2.&lt;br /&gt;
&lt;br /&gt;
[https://spacedock.info/mod/3781/Planety download Planety here]&lt;br /&gt;
&lt;br /&gt;
[https://spacedock.info/mod/3783/Aktiko download Aktiko (tutorial planet) here]&lt;br /&gt;
&lt;br /&gt;
below is a list of all pages related to plannet modding:&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial: How to create a Binary Planet System using Planety]]&lt;br /&gt;
* [[Tutorial: Tidally Locked Bodies using Planety]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=881</id>
		<title>Tutorial: How to create a Binary Planet System using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=881"/>
		<updated>2025-01-15T20:39:35Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting up a binary planet in KSP2 is relatively simple. This tutorial will teach you how to easily set up one using Planety and good ol&#039; orbital physics.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
There are a few things you&#039;ll need before we begin. First, you&#039;ll need to install the [https://spacedock.info/mod/3781/Planety Planety]. If you have never worked with Planety before, it may be a good idea to also download its companion tutorial planet, [https://spacedock.info/mod/3783/Aktiko Aktiko]. &lt;br /&gt;
&lt;br /&gt;
You will also need a heightmap and albedo map (color map) for each body in your binary system. You can easily make these yourself using a drawing program like GIMP. See the Aktiko tutorial mod for more info on how to do this.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
To get started, create two terrestrial bodies (body A and body B) in your .planety file that have a similar &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt;. They don&#039;t need to be exactly the same, but the larger the difference the more unrealistic your binary system will be. Next, create a third terrestrial body with a &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; of 1 and a random large &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; (for example 100,000), but do not assign a height- or albedo map to it. This body will serve as the [[wikipedia:Barycenter_(astronomy)#:~:text=In%20astronomy%2C%20the%20barycenter%20(or,point%2C%20not%20a%20physical%20object.|barycenter]] of your binary system. Place the three bodies in whatever orbit you want, then save the file and copy your planet mod folder into &#039;&#039;&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\Planety&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open KSP2, click &#039;Start a new campaign&#039; and make sure the checkbox next to your mod&#039;s name is enabled in the Planety Settings. Once you&#039;re in the game, open the tracking station and go to your custom planets. In the Information Panel on the right, under &#039;Physical Characteristics&#039;, note the mass of each body.&lt;br /&gt;
&lt;br /&gt;
We will now use a clever trick to find out what the &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; of the barycenter should be. The value you input for its surface gravity should result in a mass equal to the sum of the masses of the two celestial bodies in your binary system. Since we already know the resulting mass using the random &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; you assigned to the barycenter earlier, we can determine the actual value using a little math (be careful the masses are given in the same unit!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;surface_gravity&amp;lt;sub&amp;gt;barycenter&amp;lt;/sub&amp;gt; = [(mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt;)/mass&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;] x surface_gravity&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this value into&amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; for the barycenter in the .planety file. You can now set the barycenter as the orbital parent (&amp;lt;code&amp;gt;around:&amp;lt;/code&amp;gt;) for body A and body B. To set up their binary orbit, we&#039;ll have to assign some orbital parameters. &#039;&#039;&#039;Make sure both bodies have the exact &amp;lt;code&amp;gt;same semi-major axis&amp;lt;/code&amp;gt;!&#039;&#039;&#039; Even a minor difference will cause the two bodies to drift over time. The &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; can be whatever you want, just make sure it doesnt put the planets outside the SOI of the barycenter (you can check this under &#039;physical characteristics&#039; for the barycenter in the tracking station ingame). The final step is giving one of the two bodies a &amp;lt;code&amp;gt;mean_argument_at_epoch&amp;lt;/code&amp;gt; of pi (you can also just use 3.14). Leave all other orbital parameters set to 0 for now.&lt;br /&gt;
&lt;br /&gt;
Save the .planety file again and copy the mod folder into the Planety folder in the game directory. You can now open the campaign you made earlier in KSP2, and you should hopefully be greeted by a perfect binary system in the tracking station!&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
If you think a perfect circular binary orbit is boring, we can add some eccentricity to the orbit of the bodies to spice things up. This is rather easy to set up: you just need to assign each body an identical but opposite &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; value in the .planety file (for example, 0.4 and -0.4). This will result in the bodies speeding up when they&#039;re close to eachother and slowing down when further appart. &lt;br /&gt;
&lt;br /&gt;
=== Tertiary Systems (and beyond) ===&lt;br /&gt;
If you&#039;re for some reason not satisfied with having just two bodies in the system, there are a few options to add more. you can choose or combine any of the options below:&lt;br /&gt;
&lt;br /&gt;
===== Planets in orbit around binaries =====&lt;br /&gt;
This is the easiest method of adding more planets. Create a binary system like before, but add a third planet orbiting the barycenter. The farther out the planet orbits, the more realistic. &lt;br /&gt;
&lt;br /&gt;
===== Binaries with Moons =====&lt;br /&gt;
Another option is to simply add a moon(s) to one or both of the binary bodies. This is not truly a Tertiary system, but is still makes for a neat effect. Be carefull when adding large moons however; to maintain some semblance of realism you&#039;ll have to make sure the total mass within the SOIs of the binary bodies stays balanced. &amp;lt;code&amp;gt;Mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B_moon&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Binaries with Binary Moons =====&lt;br /&gt;
If you want to take the Binaries with Moons option to the next level, you can turn one of the two bodies (or both) into a binary itself. You start by setting up a binary system as before, but set the barycenter of &#039;&#039;another&#039;&#039; binary system as one of its two bodies. As before, you will need to balance out the mass:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;barycenter_B&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Stable Triplets =====&lt;br /&gt;
It is technically possible to have 3 planets orbiting the barycenter at similar orbital height. To achieve this, give each body a &amp;lt;code&amp;gt;mean_anomaly_at_epoch&amp;lt;/code&amp;gt; of 2pi/3. Give the first body an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 0, the second an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 2pi/3, and the third an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of -2pi/3. make sure each body has the same (not opposite!) &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===== Chaotic Triplets =====&lt;br /&gt;
If you &#039;&#039;really&#039;&#039; want something crazy, you can attempt to set up three (or more, if you&#039;re really brave) bodies that interchangably orbit eachother. This requires two of the bodies to have a period that is twice as long as the third body&#039;s. Start by setting up a Stable Triplet, then double the &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; of one of the bodies. In theory, you should be left with a chaotic but gravitationally bound dance of the 3 bodies. Warning: do not try in real life. &lt;br /&gt;
&lt;br /&gt;
=== Limitations and Known Issues ===&lt;br /&gt;
Binary systems are all fun and games,  but at the end of the day you&#039;re still trying to simulate N-body physics in KSP2&#039;s stock 2-body physics simulation. This results in some limitations of what you can and cant do, and ofcourse some bugs.&lt;br /&gt;
&lt;br /&gt;
===== Issue 1: This method can only simulate identical-mass binary systems =====&lt;br /&gt;
In real life, the barycenter is a slightly more complex phenomenon than the one we set up in the game. The barycenter is esentially a point in space that represents the center of mass of the two bodies. Both bodies orbit this point at a distance determined by their mass relationship. This is possible because they each &#039;see&#039; the barycenter as having a different mass: the larger body sees it as as having the mass of the smaller body, and the smaller body sees it as having the mass of the larger body. This allows them to have the same orbital period despite being at different distances from the barycenter. Since there is no option to set this up in KSP2, the fake barycenter method is only useful for bodies that have the exact same orbital period- or in other words, similar mass.&lt;br /&gt;
&lt;br /&gt;
you could theoretically solve this by adding 2 barycenters instead of one and having each planet orbit its respective one, but that would come with a host of other challenges- if it doesn&#039;t just straight up crash the game.&lt;br /&gt;
&lt;br /&gt;
===== Issue 2: Overlapping SOIs =====&lt;br /&gt;
In some binary systems you&#039;ll end up with (temporary) overlap between the SOIs of the two binary bodies. This is more common with bodies that orbit at a low distance from the barycenter or are highly eccentric. In real life this would cause all sorts of n-body interactions, but in KSP2 the game just keeps you in the SOI you entered first, thrus completely ignoring the effect of the other planet on your spacecraft.&lt;br /&gt;
&lt;br /&gt;
===== Issue 3: Vessels become uncontrolable in the Barycenter&#039;s SOI =====&lt;br /&gt;
For some reason, vessels sometimes become completely uncontrollable by any means when entering the SOI of the barycenter from the SOI of one of the orbiting bodies. No input will register, including engine burns. This may be caused by the extremely small radius and subsequent stupidly high surface gravity of the barycenter, in which case it can possibly be solved by increasing the radius and decreasing the surface gravity, but this is untested. another potential fix is the abandonment of a radius altogether (resulting in a singularity), but this would require Planety to allow the direct input of mass rather than surface gravity. I&#039;m not sure if the game can even handle this.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=880</id>
		<title>Tutorial: How to create a Binary Planet System using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=880"/>
		<updated>2025-01-15T20:38:50Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting up a binary planet in KSP2 is relatively simple. This tutorial will teach you how to easily set up one using Planety and good ol&#039; orbital physics.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
There are a few things you&#039;ll need before we begin. First, you&#039;ll need to install the [https://spacedock.info/mod/3781/Planety Planety]. If you have never worked with Planety before, it may be a good idea to also download its companion tutorial planet, [https://spacedock.info/mod/3783/Aktiko Aktiko]. &lt;br /&gt;
&lt;br /&gt;
You will also need a heightmap and albedo map (color map) for each body in your binary system. You can easily make these yourself using a drawing program like GIMP. See the Aktiko tutorial mod for more info on how to do this.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
To get started, create two terrestrial bodies (body A and body B) in your .planety file that have a similar &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt;. They don&#039;t need to be exactly the same, but the larger the difference the more unrealistic your binary system will be. Next, create a third terrestrial body with a &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; of 1 and a random large &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; (for example 100,000), but do not assign a height- or albedo map to it. This body will serve as the [[wikipedia:Barycenter_(astronomy)#:~:text=In%20astronomy%2C%20the%20barycenter%20(or,point%2C%20not%20a%20physical%20object.|barycenter]] of your binary system. Place the three bodies in whatever orbit you want, then save the file and copy your planet mod folder into &#039;&#039;&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\Planety&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open KSP2, click &#039;Start a new campaign&#039; and make sure the checkbox next to your mod&#039;s name is enabled in the Planety Settings. Once you&#039;re in the game, open the tracking system and go to your custom planets. In the Information Panel on the right, under &#039;Physical Characteristics&#039;, note the mass of each body.&lt;br /&gt;
&lt;br /&gt;
We will now use a clever trick to find out what the &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; of the barycenter should be. The value you input for its surface gravity should result in a mass equal to the sum of the masses of the two celestial bodies in your binary system. Since we already know the resulting mass using the random &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; you assigned to the barycenter earlier, we can determine the actual value using a little math (be careful the masses are given in the same unit!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;surface_gravity&amp;lt;sub&amp;gt;barycenter&amp;lt;/sub&amp;gt; = [(mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt;)/mass&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;] x surface_gravity&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this value into&amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; for the barycenter in the .planety file. You can now set the barycenter as the orbital parent (&amp;lt;code&amp;gt;around:&amp;lt;/code&amp;gt;) for body A and body B. To set up their binary orbit, we&#039;ll have to assign some orbital parameters. &#039;&#039;&#039;Make sure both bodies have the exact &amp;lt;code&amp;gt;same semi-major axis&amp;lt;/code&amp;gt;!&#039;&#039;&#039; Even a minor difference will cause the two bodies to drift over time. The &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; can be whatever you want, just make sure it doesnt put the planets outside the SOI of the barycenter (you can check this under &#039;physical characteristics&#039; for the barycenter in the tracking station ingame). The final step is giving one of the two bodies a &amp;lt;code&amp;gt;mean_argument_at_epoch&amp;lt;/code&amp;gt; of pi (you can also just use 3.14). Leave all other orbital parameters set to 0 for now.&lt;br /&gt;
&lt;br /&gt;
Save the .planety file again and copy the mod folder into the Planety folder in the game directory. You can now open the campaign you made earlier in KSP2, and you should hopefully be greeted by a perfect binary system in the tracking station!&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
If you think a perfect circular binary orbit is boring, we can add some eccentricity to the orbit of the bodies to spice things up. This is rather easy to set up: you just need to assign each body an identical but opposite &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; value in the .planety file (for example, 0.4 and -0.4). This will result in the bodies speeding up when they&#039;re close to eachother and slowing down when further appart. &lt;br /&gt;
&lt;br /&gt;
=== Tertiary Systems (and beyond) ===&lt;br /&gt;
If you&#039;re for some reason not satisfied with having just two bodies in the system, there are a few options to add more. you can choose or combine any of the options below:&lt;br /&gt;
&lt;br /&gt;
===== Planets in orbit around binaries =====&lt;br /&gt;
This is the easiest method of adding more planets. Create a binary system like before, but add a third planet orbiting the barycenter. The farther out the planet orbits, the more realistic. &lt;br /&gt;
&lt;br /&gt;
===== Binaries with Moons =====&lt;br /&gt;
Another option is to simply add a moon(s) to one or both of the binary bodies. This is not truly a Tertiary system, but is still makes for a neat effect. Be carefull when adding large moons however; to maintain some semblance of realism you&#039;ll have to make sure the total mass within the SOIs of the binary bodies stays balanced. &amp;lt;code&amp;gt;Mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B_moon&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Binaries with Binary Moons =====&lt;br /&gt;
If you want to take the Binaries with Moons option to the next level, you can turn one of the two bodies (or both) into a binary itself. You start by setting up a binary system as before, but set the barycenter of &#039;&#039;another&#039;&#039; binary system as one of its two bodies. As before, you will need to balance out the mass:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;barycenter_B&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Stable Triplets =====&lt;br /&gt;
It is technically possible to have 3 planets orbiting the barycenter at similar orbital height. To achieve this, give each body a &amp;lt;code&amp;gt;mean_anomaly_at_epoch&amp;lt;/code&amp;gt; of 2pi/3. Give the first body an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 0, the second an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 2pi/3, and the third an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of -2pi/3. make sure each body has the same (not opposite!) &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===== Chaotic Triplets =====&lt;br /&gt;
If you &#039;&#039;really&#039;&#039; want something crazy, you can attempt to set up three (or more, if you&#039;re really brave) bodies that interchangably orbit eachother. This requires two of the bodies to have a period that is twice as long as the third body&#039;s. Start by setting up a Stable Triplet, then double the &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; of one of the bodies. In theory, you should be left with a chaotic but gravitationally bound dance of the 3 bodies. Warning: do not try in real life. &lt;br /&gt;
&lt;br /&gt;
=== Limitations and Known Issues ===&lt;br /&gt;
Binary systems are all fun and games,  but at the end of the day you&#039;re still trying to simulate N-body physics in KSP2&#039;s stock 2-body physics simulation. This results in some limitations of what you can and cant do, and ofcourse some bugs.&lt;br /&gt;
&lt;br /&gt;
===== Issue 1: This method can only simulate identical-mass binary systems =====&lt;br /&gt;
In real life, the barycenter is a slightly more complex phenomenon than the one we set up in the game. The barycenter is esentially a point in space that represents the center of mass of the two bodies. Both bodies orbit this point at a distance determined by their mass relationship. This is possible because they each &#039;see&#039; the barycenter as having a different mass: the larger body sees it as as having the mass of the smaller body, and the smaller body sees it as having the mass of the larger body. This allows them to have the same orbital period despite being at different distances from the barycenter. Since there is no option to set this up in KSP2, the fake barycenter method is only useful for bodies that have the exact same orbital period- or in other words, similar mass.&lt;br /&gt;
&lt;br /&gt;
you could theoretically solve this by adding 2 barycenters instead of one and having each planet orbit its respective one, but that would come with a host of other challenges- if it doesn&#039;t just straight up crash the game.&lt;br /&gt;
&lt;br /&gt;
===== Issue 2: Overlapping SOIs =====&lt;br /&gt;
In some binary systems you&#039;ll end up with (temporary) overlap between the SOIs of the two binary bodies. This is more common with bodies that orbit at a low distance from the barycenter or are highly eccentric. In real life this would cause all sorts of n-body interactions, but in KSP2 the game just keeps you in the SOI you entered first, thrus completely ignoring the effect of the other planet on your spacecraft.&lt;br /&gt;
&lt;br /&gt;
===== Issue 3: Vessels become uncontrolable in the Barycenter&#039;s SOI =====&lt;br /&gt;
For some reason, vessels sometimes become completely uncontrollable by any means when entering the SOI of the barycenter from the SOI of one of the orbiting bodies. No input will register, including engine burns. This may be caused by the extremely small radius and subsequent stupidly high surface gravity of the barycenter, in which case it can possibly be solved by increasing the radius and decreasing the surface gravity, but this is untested. another potential fix is the abandonment of a radius altogether (resulting in a singularity), but this would require Planety to allow the direct input of mass rather than surface gravity. I&#039;m not sure if the game can even handle this.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=879</id>
		<title>Tutorial: How to create a Binary Planet System using Planety</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Tutorial:_How_to_create_a_Binary_Planet_System_using_Planety&amp;diff=879"/>
		<updated>2025-01-15T20:30:58Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: added tutorial on Binary systems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting up a binary planet in KSP2 is relatively simple. This tutorial will teach you how to easily set up one using Planety and good ol&#039; orbital physics.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
There are a few things you&#039;ll need before we begin. First, you&#039;ll need to install the [https://spacedock.info/mod/3781/Planety Planety]. If you have never worked with Planety before, it may be a good idea to also download its companion tutorial planet, [https://spacedock.info/mod/3783/Aktiko Aktiko]. &lt;br /&gt;
&lt;br /&gt;
You will also need a heightmap and albedo map (color map) for each body in your binary system. You can easily make these yourself using a drawing program like GIMP. See the Aktiko tutorial mod for more info on how to do this.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
To get started, create two terrestrial bodies (body A and body B) in your .planety file that have a similar &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt;. They don&#039;t need to be exactly the same, but the larger the difference the more unrealistic your binary system will be. Next, create a third terrestrial body with a &amp;lt;code&amp;gt;radius&amp;lt;/code&amp;gt; of 1 and a random large &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; (for example 100,000), but do not assign a height- or albedo map to it. This body will serve as the [[wikipedia:Barycenter_(astronomy)#:~:text=In%20astronomy%2C%20the%20barycenter%20(or,point%2C%20not%20a%20physical%20object.|barycenter]] of your binary system. Place the three bodies in whatever orbit you want, then save the file and copy your planet mod folder into &#039;&#039;&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\Planety&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open KSP2, click &#039;Start a new campaign&#039; and make sure the checkbox next to your mod&#039;s name is enabled in the Planety Settings. Once you&#039;re in the game, open the tracking system and go to your custom planet. In the Information Panel on the right, under &#039;Physical Characteristics&#039;, note the mass of each body.&lt;br /&gt;
&lt;br /&gt;
We will now use a clever trick to find out what the &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; of the barycenter should be. The value you input for its surface gravity should result in a mass equal to the sum of the masses of the two celestial bodies in your binary system. Since we already know the resulting mass using the random &amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; you assigned to the barycenter earlier, we can determine the actual value using a little math (be careful the masses are given in the same unit!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;surface_gravity&amp;lt;sub&amp;gt;barycenter&amp;lt;/sub&amp;gt; = [(mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt;)/mass&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;] x surface_gravity&amp;lt;sub&amp;gt;random_barycenter&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
plug this value into&amp;lt;code&amp;gt;surface_gravity&amp;lt;/code&amp;gt; for the barycenter in the .planety file. You can now set the barycenter as the orbital parent (&amp;lt;code&amp;gt;around:&amp;lt;/code&amp;gt;) for body A and body B. To set up their binary orbit, we&#039;ll have to assign some orbital parameters. &#039;&#039;&#039;Make sure both bodies have the exact &amp;lt;code&amp;gt;same semi-major axis&amp;lt;/code&amp;gt;!&#039;&#039;&#039; Even a minor difference will cause the two bodies to drift over time. The &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; can be whatever you want, just make sure it doesnt put the planets outside the SOI of the barycenter (you can check this under &#039;physical characteristics&#039; for the barycenter in the tracking station ingame). The final step is giving one of the two bodies a &amp;lt;code&amp;gt;mean_argument_at_epoch&amp;lt;/code&amp;gt; of pi (you can also just use 3.14). Leave all other orbital parameters set to 0 for now.&lt;br /&gt;
&lt;br /&gt;
Save the .planety file again and copy the mod folder into the Planety folder in the game directory. You can now open the campaign you made earlier in KSP2, and you should hopefully be greeted by a perfect binary system in the tracking station!&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
If you think a perfect circular binary orbit is boring, we can add some eccentricity to the orbit of the bodies to spice things up. This is rather easy to set up: you just need to assign each body an identical but opposite &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt; value in the .planety file (for example, 0.4 and -0.4). This will result in the bodies speeding up when they&#039;re close to eachother and slowing down when further appart. &lt;br /&gt;
&lt;br /&gt;
=== Tertiary Systems (and beyond) ===&lt;br /&gt;
If you&#039;re for some reason not satisfied with having just two bodies in the system, there are a few options to add more. you can choose or combine any of the options below:&lt;br /&gt;
&lt;br /&gt;
===== Planets in orbit around binaries =====&lt;br /&gt;
This is the easiest method of adding more planets. Create a binary system like before, but add a third planet orbiting the barycenter. The farther out the planet orbits, the more realistic. &lt;br /&gt;
&lt;br /&gt;
===== Binaries with Moons =====&lt;br /&gt;
Another option is to simply add a moon(s) to one or both of the binary bodies. This is not truly a Tertiary system, but is still makes for a neat effect. Be carefull when adding large moons however; to maintain some semblance of realism you&#039;ll have to make sure the total mass within the SOIs of the binary bodies stays balanced. &amp;lt;code&amp;gt;Mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;body_B&amp;lt;/sub&amp;gt; + mass&amp;lt;sub&amp;gt;body_B_moon&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Binaries with Binary Moons =====&lt;br /&gt;
If you want to take the Binaries with Moons option to the next level, you can turn one of the two bodies (or both) into a binary itself. You start by setting up a binary system as before, but set the barycenter of &#039;&#039;another&#039;&#039; binary system as one of its two bodies. As before, you will need to balance out the mass:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mass&amp;lt;sub&amp;gt;body_A&amp;lt;/sub&amp;gt; = mass&amp;lt;sub&amp;gt;barycenter_B&amp;lt;/sub&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Stable Triplets =====&lt;br /&gt;
It is technically possible to have 3 planets orbiting the barycenter at similar orbital height. To achieve this, give each body a &amp;lt;code&amp;gt;mean_anomaly_at_epoch&amp;lt;/code&amp;gt; of 2pi/3. Give the first body an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 0, the second an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of 2pi/3, and the third an &amp;lt;code&amp;gt;argument_of_periapsis&amp;lt;/code&amp;gt; of -2pi/3. make sure each body has the same (not opposite!) &amp;lt;code&amp;gt;eccentricity&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===== Chaotic Triplets =====&lt;br /&gt;
If you &#039;&#039;really&#039;&#039; want something crazy, you can attempt to set up three (or more, if you&#039;re really brave) bodies that interchangably orbit eachother. This requires two of the bodies to have a period that is twice as long as the third body&#039;s. Start by setting up a Stable Triplet, then double the &amp;lt;code&amp;gt;semi-major axis&amp;lt;/code&amp;gt; of one of the bodies. In theory, you should be left with a chaotic but gravitationally bound dance of the 3 bodies. Warning: do not try in real life. &lt;br /&gt;
&lt;br /&gt;
=== Limitations and Known Issues ===&lt;br /&gt;
Binary systems are all fun and games,  but at the end of the day you&#039;re still trying to simulate N-body physics in KSP2&#039;s stock 2-body physics simulation. This results in some limitations of what you can and cant do, and ofcourse some bugs.&lt;br /&gt;
&lt;br /&gt;
===== Issue 1: This method can only simulate identical-mass binary systems =====&lt;br /&gt;
In real life, the barycenter is a slightly more complex phenomenon than the one we set up in the game. The barycenter is esentially a point in space that represents the center of mass of the two bodies. Both bodies orbit this point at a distance determined by their mass relationship. This is possible because they each &#039;see&#039; the barycenter as having a different mass: the larger body sees it as as having the mass of the smaller body, and the smaller body sees it as having the mass of the larger body. This allows them to have the same orbital period despite being at different distances from the barycenter. Since there is no option to set this up in KSP2, the fake barycenter method is only useful for bodies that have the exact same orbital period- or in other words, similar mass.&lt;br /&gt;
&lt;br /&gt;
you could theoretically solve this by adding 2 barycenters instead of one and having each planet orbit its respective one, but that would come with a host of other challenges- if it doesn&#039;t just straight up crash the game.&lt;br /&gt;
&lt;br /&gt;
===== Issue 2: Overlapping SOIs =====&lt;br /&gt;
In some binary systems you&#039;ll end up with (temporary) overlap between the SOIs of the two binary bodies. This is more common with bodies that orbit at a low distance from the barycenter or are highly eccentric. In real life this would cause all sorts of n-body interactions, but in KSP2 the game just keeps you in the SOI you entered first, thrus completely ignoring the effect of the other planet on your spacecraft.&lt;br /&gt;
&lt;br /&gt;
===== Issue 3: Vessels become uncontrolable in the Barycenter&#039;s SOI =====&lt;br /&gt;
For some reason, vessels sometimes become completely uncontrollable by any means when entering the SOI of the barycenter from the SOI of one of the orbiting bodies. No input will register, including engine burns. This may be caused by the extremely small radius and subsequent stupidly high surface gravity of the barycenter, in which case it can possibly be solved by increasing the radius and decreasing the surface gravity, but this is untested. another potential fix is the abandonment of a radius altogether (resulting in a singularity), but this would require Planety to allow the direct input of mass rather than surface gravity. I&#039;m not sure if the game can even handle this.&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Planet_Modding&amp;diff=878</id>
		<title>Planet Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Planet_Modding&amp;diff=878"/>
		<updated>2025-01-15T18:05:17Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: added page summary for planet modding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KSP2 now supports custom planets and moons, thanks to the work of StellatedKUBE and the KSP2 Modding Society. All planet mods have the Planety mod as their core. A tutorial mod is available for people who want to make their own custom planets. Once you have downloaded and unzipped the Aktiko mod, open aktiko.planety in its folder for a step-by-step guide on how to set up your very own celestial body for KSP2.&lt;br /&gt;
&lt;br /&gt;
[https://spacedock.info/mod/3781/Planety download Planety here]&lt;br /&gt;
&lt;br /&gt;
[https://spacedock.info/mod/3783/Aktiko download Aktiko (tutorial planet) here]&lt;br /&gt;
&lt;br /&gt;
below is a list of all pages related to plannet modding:&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial: How to create a Binary Planet System using Planety]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=877</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=877"/>
		<updated>2025-01-15T17:56:17Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Page Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= KSP 2 Modding Wiki =&lt;br /&gt;
Welcome to the KSP 2 Modding Wiki, a collection of resources on how to mod the game and information on existing community mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We are currently under construction!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Page Categories ==&lt;br /&gt;
&lt;br /&gt;
* [[Part Modding]]&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[Planet Modding]]&lt;br /&gt;
* [[General Modding Guidelines and Resources]]&lt;br /&gt;
* [[Other]]&lt;br /&gt;
* [[Duplicates, Deprecates and other miscreants|Pages that require attention/need to be deleted (for Kiwi)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://ksp2community.github.io/ KSP 2 Unofficial API Reference]&lt;br /&gt;
* [https://discord.gg/hHW5gpHxfE KSP 2 Modding Society Discord Server]&lt;br /&gt;
* [https://docs.spacewarp.org/ SpaceWarp Modding API Documentation]&lt;br /&gt;
* [https://github.com/KSP2Community KSP 2 Community GitHub]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=876</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=876"/>
		<updated>2025-01-15T17:56:05Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Page Categories */ added planet modding category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= KSP 2 Modding Wiki =&lt;br /&gt;
Welcome to the KSP 2 Modding Wiki, a collection of resources on how to mod the game and information on existing community mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We are currently under construction!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Page Categories ==&lt;br /&gt;
&lt;br /&gt;
* [[Part Modding]]&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* Planet Modding&lt;br /&gt;
* [[General Modding Guidelines and Resources]]&lt;br /&gt;
* [[Other]]&lt;br /&gt;
* [[Duplicates, Deprecates and other miscreants|Pages that require attention/need to be deleted (for Kiwi)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://ksp2community.github.io/ KSP 2 Unofficial API Reference]&lt;br /&gt;
* [https://discord.gg/hHW5gpHxfE KSP 2 Modding Society Discord Server]&lt;br /&gt;
* [https://docs.spacewarp.org/ SpaceWarp Modding API Documentation]&lt;br /&gt;
* [https://github.com/KSP2Community KSP 2 Community GitHub]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=874</id>
		<title>Part Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=874"/>
		<updated>2025-01-14T16:20:00Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you want to make a custom part for KSP2. Great! But where do you start? What tools do you need? &lt;br /&gt;
&lt;br /&gt;
The pages below contain all the information you need to create your very own parts mod. The first step to any modded part is modelling it; most modders use Blender for this. KSP2 uses some standard part sizes you will need to keep in mind while making your model. Next, you will learn how to properly texture your model, including how to make it repaintable in the VAB, using a program like Adobe Substance Painter or similar. Finally, you will set up your part pack mod in Unity, and you will at last have your very own custom part in KSP2. Go wild!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Modelling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* [[Modeling the mesh in Blender]]&lt;br /&gt;
* [[Sizes|Standard Part Sizes]]&lt;br /&gt;
* [[Size Category|Standard Size Categories]]&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
&lt;br /&gt;
* [[Configuring Substance Painter]]&lt;br /&gt;
* [[Texturing|Texturing Basics]]&lt;br /&gt;
* [[Texturing the mesh in Substance 3D Painter]]&lt;br /&gt;
&lt;br /&gt;
=== Setting up a part for KSP2 ===&lt;br /&gt;
&lt;br /&gt;
* [[Setting up Unity]]&lt;br /&gt;
* [[Configuring the part in Unity|Configuring the part in Unity (deprecated)]]&lt;br /&gt;
* [[Parts Pack Production Procedure|Parts Pack Production Procedure In Unity]]&lt;br /&gt;
* [[Configuring parts|General info on configuring core part data]]&lt;br /&gt;
* [[Family|Setting up a custom Part Family]]&lt;br /&gt;
* [[Configuring the reentry effects]]&lt;br /&gt;
* [[Creating custom engine plumes]]&lt;br /&gt;
* [[Sounds for parts with Wwise and Unity]]&lt;br /&gt;
* [[Creating a part icon]]&lt;br /&gt;
* [[Part modding videos (tutorials)]]&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[Stage Type|Stage Types]]&lt;br /&gt;
* [[Staging Icon Asset Address]]&lt;br /&gt;
* [[Category|Part Category]]&lt;br /&gt;
* [[Resources]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=873</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=873"/>
		<updated>2025-01-14T16:04:59Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= KSP 2 Modding Wiki =&lt;br /&gt;
Welcome to the KSP 2 Modding Wiki, a collection of resources on how to mod the game and information on existing community mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We are currently under construction!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Page Categories ==&lt;br /&gt;
&lt;br /&gt;
* [[Part Modding]]&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[General Modding Guidelines and Resources]]&lt;br /&gt;
* [[Other]]&lt;br /&gt;
* [[Duplicates, Deprecates and other miscreants|Pages that require attention/need to be deleted (for Kiwi)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://ksp2community.github.io/ KSP 2 Unofficial API Reference]&lt;br /&gt;
* [https://discord.gg/hHW5gpHxfE KSP 2 Modding Society Discord Server]&lt;br /&gt;
* [https://docs.spacewarp.org/ SpaceWarp Modding API Documentation]&lt;br /&gt;
* [https://github.com/KSP2Community KSP 2 Community GitHub]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=872</id>
		<title>Part Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=872"/>
		<updated>2025-01-14T16:02:52Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Setting up a part for KSP2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you want to make a custom part for KSP2. Great! But where do you start? What tools do you need? &lt;br /&gt;
&lt;br /&gt;
The pages below contain all the information you need to create your very own parts mod. The first step to any modded part is modelling it; most modders use Blender for this. KSP2 uses some standard part sizes you will need to keep in mind while making your model. Next, you will learn how to properly texture your model, including how to make it repaintable in the VAB, using a program like Adobe Substance Painter or similar. Finally, you will set up your part pack mod in Unity, and you will at last have your very own custom part in KSP2. Go wild!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Modelling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* [[Modeling the mesh in Blender]]&lt;br /&gt;
* [[Sizes|Standard Part Sizes]]&lt;br /&gt;
* [[Size Category|Standard Size Categories]]&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
&lt;br /&gt;
* [[Configuring Substance Painter]]&lt;br /&gt;
* [[Texturing|Texturing Basics]]&lt;br /&gt;
* [[Texturing the mesh in Substance 3D Painter]]&lt;br /&gt;
&lt;br /&gt;
=== Setting up a part for KSP2 ===&lt;br /&gt;
&lt;br /&gt;
* [[Setting up Unity]]&lt;br /&gt;
* [[Configuring the part in Unity|Configuring the part in Unity (deprecated)]]&lt;br /&gt;
* [[Parts Pack Production Procedure|Parts Pack Production Procedure In Unity]]&lt;br /&gt;
* [[Configuring parts|General info on configuring core part data]]&lt;br /&gt;
* [[Family|Setting up a custom Part Family]]&lt;br /&gt;
* [[Configuring the reentry effects]]&lt;br /&gt;
* [[Creating custom engine plumes]]&lt;br /&gt;
* [[Sounds for parts with Wwise and Unity]]&lt;br /&gt;
* [[Creating a part icon]]&lt;br /&gt;
* [[Part modding videos (tutorials)]]&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[Scenery - Standard (Opaque) shader|Standard (Opaque) shader]]&lt;br /&gt;
* [[Stage Type|Stage Types]]&lt;br /&gt;
* [[Staging Icon Asset Address]]&lt;br /&gt;
* [[Category|Part Category]]&lt;br /&gt;
* [[Resources]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=871</id>
		<title>Part Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=871"/>
		<updated>2025-01-14T16:01:23Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Setting up a part for KSP2 */ added some other pages related to part modding, but not directly useful for creating a part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you want to make a custom part for KSP2. Great! But where do you start? What tools do you need? &lt;br /&gt;
&lt;br /&gt;
The pages below contain all the information you need to create your very own parts mod. The first step to any modded part is modelling it; most modders use Blender for this. KSP2 uses some standard part sizes you will need to keep in mind while making your model. Next, you will learn how to properly texture your model, including how to make it repaintable in the VAB, using a program like Adobe Substance Painter or similar. Finally, you will set up your part pack mod in Unity, and you will at last have your very own custom part in KSP2. Go wild!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Modelling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* [[Modeling the mesh in Blender]]&lt;br /&gt;
* [[Sizes|Standard Part Sizes]]&lt;br /&gt;
* [[Size Category|Standard Size Categories]]&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
&lt;br /&gt;
* [[Configuring Substance Painter]]&lt;br /&gt;
* [[Texturing|Texturing Basics]]&lt;br /&gt;
* [[Texturing the mesh in Substance 3D Painter]]&lt;br /&gt;
&lt;br /&gt;
=== Setting up a part for KSP2 ===&lt;br /&gt;
&lt;br /&gt;
* [[Setting up Unity]]&lt;br /&gt;
* [[Configuring the part in Unity|Configuring the part in Unity (deprecated)]]&lt;br /&gt;
* [[Parts Pack Production Procedure|Parts Pack Production Procedure In Unity]]&lt;br /&gt;
* [[Configuring parts|General info on configuring core part data]]&lt;br /&gt;
* [[Family|Setting up a custom Part Family]]&lt;br /&gt;
* [[Configuring the reentry effects]]&lt;br /&gt;
* [[Sounds for parts with Wwise and Unity]]&lt;br /&gt;
* [[Creating a part icon]]&lt;br /&gt;
* [[Part modding videos (tutorials)]]&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[Scenery - Standard (Opaque) shader|Standard (Opaque) shader]]&lt;br /&gt;
* [[Stage Type|Stage Types]]&lt;br /&gt;
* [[Staging Icon Asset Address]]&lt;br /&gt;
* [[Category|Part Category]]&lt;br /&gt;
* [[Resources]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Duplicates,_Deprecates_and_other_miscreants&amp;diff=870</id>
		<title>Duplicates, Deprecates and other miscreants</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Duplicates,_Deprecates_and_other_miscreants&amp;diff=870"/>
		<updated>2025-01-14T15:52:29Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: kill them, kill them all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kiwi is the best :klueless:&lt;br /&gt;
&lt;br /&gt;
==== Duplicates ====&lt;br /&gt;
&lt;br /&gt;
* [[Configuring the core part data]]&lt;br /&gt;
* [[Configuring parts]]&lt;br /&gt;
&lt;br /&gt;
==== (possibly) Outdated pages ====&lt;br /&gt;
&lt;br /&gt;
* [[Configuring the part in Unity]] (recent page: [[Parts Pack Production Procedure]])&lt;br /&gt;
&lt;br /&gt;
==== Pages that need to be deleted ====&lt;br /&gt;
&lt;br /&gt;
* [[Tutorials Home Page (to be deleted)]]&lt;br /&gt;
* [[Methods]] (replaced by [[General Modding Guidelines and Resources]])&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=869</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=869"/>
		<updated>2025-01-14T15:47:45Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= KSP 2 Modding Wiki =&lt;br /&gt;
Welcome to the KSP 2 Modding Wiki, a collection of resources on how to mod the game and information on existing community mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We are currently under construction!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Part Modding]]&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[General Modding Guidelines and Resources]]&lt;br /&gt;
* [[Other]]&lt;br /&gt;
* [[Duplicates, Deprecates and other miscreants|Pages that require attention/need to be deleted (for Kiwi)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://ksp2community.github.io/ KSP 2 Unofficial API Reference]&lt;br /&gt;
* [https://discord.gg/hHW5gpHxfE KSP 2 Modding Society Discord Server]&lt;br /&gt;
* [https://docs.spacewarp.org/ SpaceWarp Modding API Documentation]&lt;br /&gt;
* [https://github.com/KSP2Community KSP 2 Community GitHub]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Methods&amp;diff=868</id>
		<title>Methods</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Methods&amp;diff=868"/>
		<updated>2025-01-14T15:45:58Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock moved page Methods to General Modding Guidelines and Resources: did an oopsie with the link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[General Modding Guidelines and Resources]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=General_Modding_Guidelines_and_Resources&amp;diff=867</id>
		<title>General Modding Guidelines and Resources</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=General_Modding_Guidelines_and_Resources&amp;diff=867"/>
		<updated>2025-01-14T15:45:58Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: TheSpacePeacock moved page Methods to General Modding Guidelines and Resources: did an oopsie with the link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of pages that offer general modding guidelines and usefull resources and information for modders&lt;br /&gt;
&lt;br /&gt;
* [[Setting up a Development Environment]]&lt;br /&gt;
* [[UnityExplorer]]&lt;br /&gt;
* [[How to use Unity Explorer and Object Browser]]&lt;br /&gt;
* [[Subscribe to game Messages]]&lt;br /&gt;
* [[Transform System Guide]]&lt;br /&gt;
* [[Orbits and PatchedConicsOrbit methods and info]]&lt;br /&gt;
* [[PatchedConicSolver]]&lt;br /&gt;
* [[PartsProvider]]&lt;br /&gt;
* [[Scenery - Standard (Opaque) shader]]&lt;br /&gt;
* [[Staging Icon Asset Address]]&lt;br /&gt;
* [[Stage Type|Stage Types]]&lt;br /&gt;
* [[Category|Part Category]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[UniverseModel]]&lt;br /&gt;
* [[VesselComponent]]&lt;br /&gt;
* [[Custom Launch Locations]]&lt;br /&gt;
* [[Colors|UI Colors]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=866</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=866"/>
		<updated>2025-01-14T15:45:08Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= KSP 2 Modding Wiki =&lt;br /&gt;
Welcome to the KSP 2 Modding Wiki, a collection of resources on how to mod the game and information on existing community mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We are currently under construction!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Part Modding]]&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[General Modding Guidelines and Resources]]&lt;br /&gt;
* [[Other]]&amp;lt;br /&amp;gt;&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://ksp2community.github.io/ KSP 2 Unofficial API Reference]&lt;br /&gt;
* [https://discord.gg/hHW5gpHxfE KSP 2 Modding Society Discord Server]&lt;br /&gt;
* [https://docs.spacewarp.org/ SpaceWarp Modding API Documentation]&lt;br /&gt;
* [https://github.com/KSP2Community KSP 2 Community GitHub]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Other&amp;diff=865</id>
		<title>Other</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Other&amp;diff=865"/>
		<updated>2025-01-14T15:42:01Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: page for stuff thats not directly related to modding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;every page that doesnt fit in another category&lt;br /&gt;
&lt;br /&gt;
* [[KSP 2 Mod Equivalents]]&lt;br /&gt;
* [[Modding Resources]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=864</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=864"/>
		<updated>2025-01-14T15:40:15Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= KSP 2 Modding Wiki =&lt;br /&gt;
Welcome to the KSP 2 Modding Wiki, a collection of resources on how to mod the game and information on existing community mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We are currently under construction!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Part Modding]]&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[Methods|General Modding Guidelines and Resources]]&lt;br /&gt;
* [[Other]]&amp;lt;br /&amp;gt;&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://ksp2community.github.io/ KSP 2 Unofficial API Reference]&lt;br /&gt;
* [https://discord.gg/hHW5gpHxfE KSP 2 Modding Society Discord Server]&lt;br /&gt;
* [https://docs.spacewarp.org/ SpaceWarp Modding API Documentation]&lt;br /&gt;
* [https://github.com/KSP2Community KSP 2 Community GitHub]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=General_Modding_Guidelines_and_Resources&amp;diff=863</id>
		<title>General Modding Guidelines and Resources</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=General_Modding_Guidelines_and_Resources&amp;diff=863"/>
		<updated>2025-01-14T15:39:27Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: i bunched every other page thats directly related in here. feel free to split it into more different categories if you want&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview of pages that offer general modding guidelines and usefull resources and information for modders&lt;br /&gt;
&lt;br /&gt;
* [[Setting up a Development Environment]]&lt;br /&gt;
* [[UnityExplorer]]&lt;br /&gt;
* [[How to use Unity Explorer and Object Browser]]&lt;br /&gt;
* [[Subscribe to game Messages]]&lt;br /&gt;
* [[Transform System Guide]]&lt;br /&gt;
* [[Orbits and PatchedConicsOrbit methods and info]]&lt;br /&gt;
* [[PatchedConicSolver]]&lt;br /&gt;
* [[PartsProvider]]&lt;br /&gt;
* [[Scenery - Standard (Opaque) shader]]&lt;br /&gt;
* [[Staging Icon Asset Address]]&lt;br /&gt;
* [[Stage Type|Stage Types]]&lt;br /&gt;
* [[Category|Part Category]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[UniverseModel]]&lt;br /&gt;
* [[VesselComponent]]&lt;br /&gt;
* [[Custom Launch Locations]]&lt;br /&gt;
* [[Colors|UI Colors]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=862</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Main_Page&amp;diff=862"/>
		<updated>2025-01-14T15:27:31Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= KSP 2 Modding Wiki =&lt;br /&gt;
Welcome to the KSP 2 Modding Wiki, a collection of resources on how to mod the game and information on existing community mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We are currently under construction!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Part Modding]]&lt;br /&gt;
* [[Part Modules]]&lt;br /&gt;
* [[Methods|General Modding Guidelines and Resources]]&lt;br /&gt;
* [[Adressables]]&lt;br /&gt;
* [[Other]]&amp;lt;br /&amp;gt;&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://ksp2community.github.io/ KSP 2 Unofficial API Reference]&lt;br /&gt;
* [https://discord.gg/hHW5gpHxfE KSP 2 Modding Society Discord Server]&lt;br /&gt;
* [https://docs.spacewarp.org/ SpaceWarp Modding API Documentation]&lt;br /&gt;
* [https://github.com/KSP2Community KSP 2 Community GitHub]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=861</id>
		<title>Part Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=861"/>
		<updated>2025-01-14T15:19:18Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: more missing page links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you want to make a custom part for KSP2. Great! But where do you start? What tools do you need? &lt;br /&gt;
&lt;br /&gt;
The pages below contain all the information you need to create your very own parts mod. The first step to any modded part is modelling it; most modders use Blender for this. KSP2 uses some standard part sizes you will need to keep in mind while making your model. Next, you will learn how to properly texture your model, including how to make it repaintable in the VAB, using a program like Adobe Substance Painter or similar. Finally, you will set up your part pack mod in Unity, and you will at last have your very own custom part in KSP2. Go wild!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Modelling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* [[Modeling the mesh in Blender]]&lt;br /&gt;
* [[Sizes|Standard Part Sizes]]&lt;br /&gt;
* [[Size Category|Standard Size Categories]]&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
&lt;br /&gt;
* [[Configuring Substance Painter]]&lt;br /&gt;
* [[Texturing|Texturing Basics]]&lt;br /&gt;
* [[Texturing the mesh in Substance 3D Painter]]&lt;br /&gt;
&lt;br /&gt;
=== Setting up a part for KSP2 ===&lt;br /&gt;
&lt;br /&gt;
* [[Setting up Unity]]&lt;br /&gt;
* [[Configuring the part in Unity|Configuring the part in Unity (deprecated)]]&lt;br /&gt;
* [[Parts Pack Production Procedure|Parts Pack Production Procedure In Unity]]&lt;br /&gt;
* [[Configuring parts|General info on configuring core part data]]&lt;br /&gt;
* [[Family|Setting up a custom Part Family]]&lt;br /&gt;
* [[Stage Type|Part Stage Types]]&lt;br /&gt;
* [[Configuring the reentry effects]]&lt;br /&gt;
* [[Sounds for parts with Wwise and Unity]]&lt;br /&gt;
* [[Creating a part icon]]&lt;br /&gt;
* [[Part modding videos (tutorials)]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modules&amp;diff=860</id>
		<title>Part Modules</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modules&amp;diff=860"/>
		<updated>2025-01-14T15:13:08Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The pages below will teach you everything about (custom) part modules and how to use them.&lt;br /&gt;
&lt;br /&gt;
* [[General overview of custom modules]]&lt;br /&gt;
* [[Class descriptions for custom modules]]&lt;br /&gt;
* [[Miscellaneous and tips for custom modules]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=859</id>
		<title>Part Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=859"/>
		<updated>2025-01-14T15:10:28Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Setting up a part for KSP2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you want to make a custom part for KSP2. Great! But where do you start? What tools do you need? &lt;br /&gt;
&lt;br /&gt;
The pages below contain all the information you need to create your very own parts mod. The first step to any modded part is modelling it; most modders use Blender for this. KSP2 uses some standard part sizes you will need to keep in mind while making your model. Next, you will learn how to properly texture your model, including how to make it repaintable in the VAB, using a program like Adobe Substance Painter or similar. Finally, you will set up your part pack mod in Unity, and you will at last have your very own custom part in KSP2. Go wild!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Modelling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* [[Modeling the mesh in Blender]]&lt;br /&gt;
* [[Sizes|Standard Part Sizes]]&lt;br /&gt;
* [[Size Category|Standard Size Categories]]&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
&lt;br /&gt;
* [[Configuring Substance Painter]]&lt;br /&gt;
* [[Texturing|Texturing Basics]]&lt;br /&gt;
* [[Texturing the mesh in Substance 3D Painter]]&lt;br /&gt;
&lt;br /&gt;
=== Setting up a part for KSP2 ===&lt;br /&gt;
&lt;br /&gt;
* [[Setting up Unity]]&lt;br /&gt;
* [[Configuring the part in Unity|Configuring the part in Unity (deprecated)]]&lt;br /&gt;
* [[Parts Pack Production Procedure|Parts Pack Production Procedure In Unity]]&lt;br /&gt;
* [[Configuring parts|General info on configuring core part data]]&lt;br /&gt;
* [[Family|Setting up a custom Part Family]]&lt;br /&gt;
* [[Configuring the reentry effects]]&lt;br /&gt;
* [[Creating a part icon]]&lt;br /&gt;
* [[Part modding videos (tutorials)]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=858</id>
		<title>Part Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=858"/>
		<updated>2025-01-14T15:08:53Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: added missing page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you want to make a custom part for KSP2. Great! But where do you start? What tools do you need? &lt;br /&gt;
&lt;br /&gt;
The pages below contain all the information you need to create your very own parts mod. The first step to any modded part is modelling it; most modders use Blender for this. KSP2 uses some standard part sizes you will need to keep in mind while making your model. Next, you will learn how to properly texture your model, including how to make it repaintable in the VAB, using a program like Adobe Substance Painter or similar. Finally, you will set up your part pack mod in Unity, and you will at last have your very own custom part in KSP2. Go wild!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Modelling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* [[Modeling the mesh in Blender]]&lt;br /&gt;
* [[Sizes|Standard Part Sizes]]&lt;br /&gt;
* [[Size Category|Standard Size Categories]]&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
&lt;br /&gt;
* [[Configuring Substance Painter]]&lt;br /&gt;
* [[Texturing|Texturing Basics]]&lt;br /&gt;
* [[Texturing the mesh in Substance 3D Painter]]&lt;br /&gt;
&lt;br /&gt;
=== Setting up a part for KSP2 ===&lt;br /&gt;
&lt;br /&gt;
* [[Setting up Unity]]&lt;br /&gt;
* [[Configuring the part in Unity]]&lt;br /&gt;
* [[Parts Pack Production Procedure|Parts Pack Production Procedure In Unity (old)]]&lt;br /&gt;
* [[Configuring parts|General info on configuring core part data]]&lt;br /&gt;
* [[Family|Setting up a custom Part Family]]&lt;br /&gt;
* [[Configuring the reentry effects]]&lt;br /&gt;
* [[Creating a part icon]]&lt;br /&gt;
* [[Part modding videos (tutorials)]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modules&amp;diff=857</id>
		<title>Part Modules</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modules&amp;diff=857"/>
		<updated>2025-01-14T15:06:25Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: created summary page for all module related pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The pages below will teach you everything about (custom) part modules.&lt;br /&gt;
&lt;br /&gt;
* [[General overview of custom modules]]&lt;br /&gt;
* [[Class descriptions for custom modules]]&lt;br /&gt;
* [[Miscellaneous and tips for custom modules]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
	<entry>
		<id>https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=856</id>
		<title>Part Modding</title>
		<link rel="alternate" type="text/html" href="https://modding.kerbal.wiki/index.php?title=Part_Modding&amp;diff=856"/>
		<updated>2025-01-14T15:01:18Z</updated>

		<summary type="html">&lt;p&gt;TheSpacePeacock: /* Modelling */ added page description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you want to make a custom part for KSP2. Great! But where do you start? What tools do you need? &lt;br /&gt;
&lt;br /&gt;
The pages below contain all the information you need to create your very own parts mod. The first step to any modded part is modelling it; most modders use Blender for this. KSP2 uses some standard part sizes you will need to keep in mind while making your model. Next, you will learn how to properly texture your model, including how to make it repaintable in the VAB, using a program like Adobe Substance Painter or similar. Finally, you will set up your part pack mod in Unity, and you will at last have your very own custom part in KSP2. Go wild!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Modelling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* [[Modeling the mesh in Blender]]&lt;br /&gt;
* [[Sizes|Standard Part Sizes]]&lt;br /&gt;
* [[Size Category|Standard Size Categories]]&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
&lt;br /&gt;
* [[Configuring Substance Painter]]&lt;br /&gt;
* [[Texturing|Texturing Basics]]&lt;br /&gt;
* [[Texturing the mesh in Substance 3D Painter]]&lt;br /&gt;
&lt;br /&gt;
=== Setting up a part for KSP2 ===&lt;br /&gt;
&lt;br /&gt;
* [[Setting up Unity]]&lt;br /&gt;
* [[Configuring the part in Unity]]&lt;br /&gt;
* [[Configuring parts|General info on configuring core part data]]&lt;br /&gt;
* [[Family|Setting up a custom Part Family]]&lt;br /&gt;
* [[Configuring the reentry effects]]&lt;br /&gt;
* [[Creating a part icon]]&lt;br /&gt;
* [[Part modding videos (tutorials)]]&lt;/div&gt;</summary>
		<author><name>TheSpacePeacock</name></author>
	</entry>
</feed>