Properties
The basic building blocks of every worldThe Properties { } node describes the body itself, and is a subnode of Body { }. Basic parameters like description, radius, gravity and biomes are specified here.
Subnodes
Example:
Properties
{
description = Fancy!
radius = 500000
geeASL = 1.2
rotates = true
rotationPeriod = 18600
initialRotation = 12
tidallyLocked = false
isHomeWorld = false
timewarpAltitudeLimits = 0 10000 20000 40000 75000 150000 300000 400000
sphereOfInfluence = 52500000
maxZoom = 100000
ScienceValues
{
...
}
biomeMap = Path/To/Your/Biome_map.dds
Biomes
{
...
}
}
| Property | Format | Description |
|---|---|---|
| description | String | Here goes the description for the info box of the body that you can access in map view. You can insert line breaks using the syntax \\nn |
| useTheInName | Boolean | If the body name should be prefixed with “the” in some situations, such as “the sun.” |
| radius | Double | The radius (half of the body’s diameter) of the body in meters. |
| mass | Double | The mass of the body in kilograms. You can use scientific notation here, like 1.234567+e20 |
| gravParameter | Double | Standard gravitational parameter, calcualted as the gravitation constant (G) times the mass (M) of the body: G*M. This is the parameter that is used in the actual simulation. The gravitational acceleration in any point would be calculated as gravParameter/r2 where r is a distance from that point to the body center. |
| geeASL | Double | The Gravitational parameter At Sea Level in Gs. For Earth/Kerbin this would simply be 1. If the reference body is Kerbin, which has an acceleration of gravity of 9.8m/s2, geeASL= gravParameter/9.8 (equal to 1). |
| rotates | Boolean | Statement that determines if the body rotates or not. In reality no celestial body doesn’t rotate, but in KSP the Sun, aka Kerbol, doesn’t rotate. |
| rotationPeriod | Double | The period in seconds that the body needs to rotate around its axis one time. |
| initialRotation | Double | The rotation in degrees (0-359) that the body starts at (clockwise) |
| inverseRotThresholdAltitude | Single | Altitude where the Game switches the reference frame from Surface to Orbit in meters. |
| albedo | Double | How reflective the body is. scale from 0 to 1 |
| emissivity | Double | ?scale from 0 to 1? |
| coreTemperatureOffset | ? | ? |
| tidallyLocked | Boolean | Statement that determines if the body is tidally locked to its parent. This means that it takes as long to rotate around its own axis as it does to make a full orbit around its parent. In real-life and KSP most (large) moons are tidally locked. |
| isHomeWorld | Boolean | Statement that determines if this is the body that houses KSC. For stability’s sake It’s recommended to keep this at false for any bodies you add. |
| timewarpAltitudeLimits | Integer[] | Determines at which altitude above sea level certain timewarp altitudes become available. 0 30000 30000 60000 100000 300000 600000 800000 means that 1x timewarp is available at 0 meters, 5x timewarp at 30000 meters all the way up to the max timewarp starting at 800000 meters. |
| sphereOfInfluence | Double | In meters. The sphere of influence of the body. This is generally calculated as described here. In case you need it to be unrealistically big or small you can change it here. |
| solarRotationPeriod | Boolean | Whether the body should use the solar day instead of the sidereal day. |
| navballSwitchRadiusMult | Double | ?In meters? |
| navballSwitchRadiusMultLow | Double | ?In meters? |
| selectable | Boolean | Whether the body should be selectable. Partially controlled by Body/barycenter. |
| RnDVisibility | RnDVisibility | (Also RDVisibility) The visibility state of the body in the RnD archives. Possible values are Visible, Noicon, Hidden, or Skip. |
| RnDRotation | Boolean | Whether the body should rotate in the RnD archives. |
| maxZoom | Single | The max zoom limit for the tracking station and the map view. Sets the number of meters that can fit in the full height of the screen. |
| biomeMap | File Path | The path to the biome map texture. See the Biome subnode for more information |