Note, this project is just for fun and is in no way endorsed by Squad, etc.
While attempting to travel to the future to get a bug-free version of
KSP
I accidentally traveled to alternate-1987 and obtained a copy of KSP for
the Apple II!
Video
See the video where I give it a playthrough:
Screenshots/Pictures
Pictures from complete orbits on actual hardware (not emulator).
This is the before/after of the orbit I was *trying* to make in
the video but I did a poor job of it.
The Hardware
My lovely Apple II gaming rig. You'll note the NTSC composite/VGA
converter I have doesn't really do the best job. Inside you'll
see that I have a cffa3000 storage solution, an uthernet II ethernet
card, and a super-serial card.
Disk Image
The disk image is available here, you can play it on your Apple II,
your favorite emulator, or even in
an online emulator
Ksp-appleII is written mostly in Applesoft BASIC.
The full source code can be found as part of my apple II dos33fs utilities
under games/ksp:
git clone
https://github.com/deater/dos33fsprogs
The source code (pre-tokenization) can be seen here if you're curious:
ksp.bas.txt (12k)
Still getting drag/parachutes working. The problem is if you
only simulate with 1 second time resolution, your velocity
starts converging on the terminal velocity but the error is
too high and then the Kraken flings you into the ground
at 1 million m/s. Who knew the Kraken was an emergent
property of physics simulations. Working on a workaround.
31 May 2016
Working on drag/parachutes. An orbital physics simulation written
in BASIC was bad enough without trying to include fluid
dynamics.