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simgrammar the grammar of simulation

core loop

assemble a craft from parts -> launch and stage through the atmosphere -> plan maneuver nodes and burn for orbit or transfer -> land, dock, or crash -> return science, funds, and reputation -> unlock parts and design a more ambitious craft

design notes

Stock orbits use a patched-conic approximation: a vessel is attracted by one body at a time and switches at sphere-of-influence boundaries, so there are no Lagrange points, but coasting vessels can be propagated on rails during time warp. Vessels are trees of parts joined by joints of limited strength, so mass distribution, thrust placement, and staging order decide whether a design flies, wobbles, or tears apart. Failure (stranded or dead Kerbals, debris) is a source of player stories rather than a hard stop, and Career mode layers funds, reputation, and contracts on top of the physics sandbox.

relations

15 stored edges
uses

Modular assembly

Craft are built in the Vehicle Assembly Building or Spaceplane Hangar from pods, tanks, engines, decouplers, wings, and science parts; part order sets the staging sequence, and each stage's mass, thrust, and fuel set its delta-v.

core
uses

Orbital mechanics

Patched conics: a vessel orbits one body at a time and switches at sphere-of-influence boundaries; maneuver nodes preview delta-v and the resulting trajectory; planets ride fixed rails rather than n-body motion.

core
uses

Rigid-body physics

Each part is a rigid body joined to its parent with a joint of limited strength; excess force breaks joints, so tall stacks wobble and hard impacts shed parts or kill Kerbals.

core
uses

Treasury and budget

Career funds pay for parts, fuel, crew, and facility upgrades; contract payouts are the income.

supporting
uses

Contracts and orders

Career contracts pay for objectives such as reaching an orbit or testing a part, with deadlines and penalties.

supporting
uses

Embodied skill control

Manual ascents, landings, and docking reward piloting skill; SAS assists attitude hold.

supporting
uses

Flight aerodynamics

Drag, lift, and control surfaces govern ascent profiles, spaceplanes, and aerobraking.

supporting
uses

Heat transfer

Atmospheric entry heats parts; heat shields absorb it and overheated parts are destroyed.

supporting
uses

Modding API

C# plugins and part configs extend the game; mods such as Real Solar System and Principia replace the planetary system and the orbital model.

supporting
uses

Permadeath

Kerbals die in crashes and EVA accidents; Career mode costs reputation for deaths, and a difficulty option sets whether lost crews respawn.

supporting
uses

Reputation

Career reputation rises with completed contracts and falls with failures and Kerbal deaths.

supporting
uses

Resource extraction

Drills mine ore on planets and asteroids that converters turn into fuel, a system adopted from mods.

supporting
uses

Subsystem damage

Parts are destroyed individually by impact or overheating, removing their engines, tanks, or controls from the craft.

supporting
uses

Tech tree

Science from experiments unlocks part nodes in Science and Career modes.

supporting
uses

Pause and speed control

On-rails time warp skips long coasts; physics warp speeds powered flight at reduced stability.

supporting

sources

1
Wikipedia contributors (2026). Kerbal Space Program. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-ggcatalog