Mun - Kerbal Space Program Wiki (2024)

Mun

Mun as seen from orbit.
Moon of Kerbin
Orbital Characteristics
Semi-major axis 12 000 000m [Note 1]
Apoapsis 12 000 000m [Note 1]
Periapsis 12 000 000m [Note 1]
Orbital eccentricity 0
Orbital inclination
Argument of periapsis
Longitude of the ascending node
Mean anomaly 1.7rad (at 0s UT)
Sidereal orbital period 138 984s
6d 2h 36m 24.4s
Synodic orbital period 141 115.4s
Orbital velocity 543m/s
Longest time eclipsed 2 213s
Physical Characteristics
Equatorial radius 200 000m
Equatorial circumference 1 256 637m
Surface area 5.0265482×1011m2
Mass 9.7599066×1020kg
Standard gravitational parameter 6.5138398×1010m3/s2
Density 29 125.076kg/m3
Surface gravity 1.63m/s2 (0.166g)
Escape velocity 807.08m/s
Sidereal rotation period 138 984.38s
6d 2h 36m 24.4s
Sidereal rotational velocity 9.0416m/s
Synchronous orbit 2 970.56km
Sphere of influence 2 429 559.1m [Note 1]
Atmospheric Characteristics
Atmosphere present No
Scientific multiplier
Surface 4
Splashed N/A
Near space 3
Outer space 2
Recovery 2
  1. 1.0 1.1 1.2 1.3 The distances are given from the body's center, not from the surface (unlike ingame)

Mun, also known as the Mun and sometimes written as Mün, is a relatively large moon orbiting Kerbin. It can be thought of as an analogue to Earth's own moon, which frequently is simply called “the Moon” (Latin: Luna).

It is gray in appearance with craters of various sizes and mountains exceeding 5029m in height. The gravitational pull on the surface is 1.63m/s², approximately 5/6 and 8.18m/s² lower than that of Kerbin and about the surface gravity of Earth's Moon (1.624m/s²). It is possible to land on the Mun or use it for gravity assists (gravitational slingshots) to outer bodies such as Minmus or into Kerbol orbit, though such maneuvers do not save very much fuel and are more imprecise. It is, however, useful for plane changes with proper timing.

New players should note that Mun (like the majority of celestial bodies in the game) has no atmosphere. That means parachutes do not work when descending to the surface.

There are anomalous geological formations that can be found on the surface of the Mun.

Synchronous orbit around the Mun is not possible, since it would have to occur at an altitude of 2 970.58km, beyond the Mun's sphere of influence. However, putting your spacecraft just outside Mun's SOI and having the same semi-major axis would make it appear stationary. A normal 25km orbit can be achieved using around 800m/s delta V. With the 600 m/s provided by a jetpack Kerbals can fly to very low orbit if they use a very efficient ascent profile. This excludes flying over high obstacles early in the flight. A semi-synchronous orbit with half the rotation period of the Mun is possible at approximately 1797.41 kilometers.

There is a tutorial about traveling to the Mun.

Contents

  • 1 In-game Description
  • 2 Terrain
  • 3 Biomes
    • 3.1 Biome list
  • 4 KSP2
    • 4.1 Surface Research Locations
      • 4.1.1 Mun Monument
    • 4.2 Maps
      • 4.2.1 Biomes
      • 4.2.2 Visual map
  • 5 Observation from Kerbin
  • 6 Observation of Kerbin
  • 7 Science
  • 8 Reference Frames
  • 9 Gallery
  • 10 Trivia
  • 11 Changes
  • 12 Notes

In-game Description

KSP 1:

The Mun, is a large satellite orbiting Kerbin. It is mostly gray in appearance, with craters of various sizes dotting its otherwise smooth surface.
The Mun’s discovery is widely regarded as one of the more important breakthroughs of Kerbal evolution. Granted, it didn’t happen all that long ago, but it’s still fair to say Kerbals are wiser and more evolved now than they were back then.''

Kerbal Astronomical Society

KSP 2:

Kerbin's closest extraterrestrial body, the Mun is a prime destination for early space missions. Its orbit's inclination and eccentricity match Kerbin's, so SOI transfers are as easy as forgetting ladders! Explore the scars of impact collisions and ancient tectonic activity on its surface or give it a wave as your vessel slingshots past it into the rest of the system!

Terrain

The minimum height for the different inclinations

The Mun's terrain is rough, grey, and scarred by craters. Its low-lying areas tend to be darker in colour. The Mun also features canyons which can be hundreds of meters deep and a few kilometers long.

The Mun's highest points reach a maximum altitude of more than 7061m near the south pole at 152.33°W and 82.52°S. This altitude permits 10× warp, allowing crashes with terrain while being in a seemingly stable orbit. Its lowest point, below -247m, is on the northern hemisphere south-west of the large northern crater at 76.63°W and 35.32°N.

When terrain scatter is activated in the graphics settings, the Mun has rocks scattered on its surface. Like all terrain scatters, these rocks are strictly cosmetic and do not collide with ships or Kerbals.

The Mun is peppered with procedural impact craters making Mun landing more difficult. Previously the lowest point with an altitude of 0 m was on the east side of a large crater, at 35.42°E, 8.27°N.

The Hell Kraken has been encountered on the Mun, with objects being thrown out of Kerbin's sphere of influence upon reloading the craft.

The Mun also has several hidden surprises for explorers to find:

Spoiler: Easter eggs

  • There are three large stone arches. Due to their size they can be spotted easily from a low (<10km) orbit near the equator.
  • There is a memorial honouring Neil Armstrong, the first man on the moon. It can be found inside one of the largest craters, near the south wall. It is at nearly the same coordinates where Apollo 11 first landed on the moon. It appears as a tiny white dot from low orbit.
  • There are three monoliths ("Munoliths"). These are very hard to find because of their small size. One is partially underground, one is on top of a steep hill and is at the bottom of a deep, steep-sided valley.

Biomes

Mun biome map

The Mun has, with a total of 17, the most biomes of any celestial body. Each major crater is a distinct biome, which gives them somewhat official names; however, like all biome names, they are fairly generic. The Midlands and Highlands biomes each have a biome applied to any of the nameless large craters within them. The polar regions also have three different biomes. There are seven distinct craters and two basins.

Biome list

Mun biome map before update 1.2

  • Poles
  • Polar Lowlands
  • Polar Crater
  • Highlands
  • Highland Craters
  • Midlands
  • Midland Craters
  • Lowlands
  • Northeast Basin
  • Farside Basin
  • Northwest Crater
  • East Farside Crater
  • Canyons
  • Farside Crater
  • East Crater
  • Twin Craters
  • Southwest Crater

KSP2

Surface Research Locations

Mun - Kerbal Space Program Wiki (5) This section contains spoilers. Linking to a subsection is not recommended as this will skip over this warning.

Surface research locations include:

  • Craters
  • HighLands
  • Mare
  • Mare Eye
  • Rayed Crater

Spoiler: Hidden Discoveries

  • Arches
  • Monument
  • Mun Mound
  • Mun-or-Bust Site

Mun Monument

The Mun monument is a discovery located in one of the large mares at 12°27'27" N 39°13'03" E. It is a golden arch approximately 120 m in both diameter and height, anchored in a broken rock formation. There are glowing gems embedded in upper portion of the arch, allowing navigation to the location even at night.

Locating and landing at the Mun monument is a primary KSP 2 mission.

Maps

Biomes

Mun biome map with legend (as of v0.2.1.0 (from Orbital Survay mod))

Visual map

File:Mun visual.png

Mun visual map (as of v0.2.1.0)

Mun visual map (Imgur)

Observation from Kerbin

The Mun's orbit keeps it directly above Kerbin's equator. Because the Mun is tidally locked to Kerbin with a perfectly circular, non-inclined orbit, exactly 50% of the Mun's surface (excluding areas on the edge obscured by the Mun's mountains) is ever visible from Kerbin.

Due to the Mun's non-inclined orbit, eclipses occur every time the Mun goes between the Sun and Kerbin. Due to graphic engine limitations, these solar eclipses currently do not make the sky black, or darken the land. However, solar panels will become blocked by the Mun in an eclipse and become useless for a short period of time.

A full Kerbolar eclipse can be observed while landed at KSC starting about Year 1, Day 351, 5h:40m, and ending (being partial again) somewhere around Year 1, Day 352, 0h:22m. Not sure of other occurences or locations, but this one at KSC is confirmed (unless game times and positions of bodies varies between players). A Kerbolar eclipse happens every synodic orbital period, or about 6 days 3 hours, somewhere on Kerbin's equator.

Although the game graphics depict Mun as totally covering the solar disk during an eclipse, based on the given diameters of Sun and Mun and their distances from Kerbin, Sun has a larger apparent size. For observers on and near Kerbin, solar eclipses would be annular.

Observation of Kerbin

Because Mun is tidally locked to Kerbin, Kerbin is only visible from 50% of the Mun's surface, and Kerbin never sets or rises as seen from the Mun. The Mun longitude for which Kerbin remains directly above in the sky (at the zenith) is 47°26'10" East. The Mun's equator is coplanar with Kerbin's, so any location on the Mun's equator that faces Kerbin will also face Kerbin's equator. Kerbin is not tidally locked to the Mun, so any point on the Mun where Kerbin is not obscured by the Mun's landscape will be able to observe every point on Kerbin as Kerbin rotates. Kerbin's synodic rotational period with the Mun is 25617.909 seconds, or 1.18323 Kerbin solar days.

Science

Although the science-multipliers of Mun's surface and orbit are quite low compared to that of other planets and moons, Mun is comparably easy to reach and has a very large number of biomes which all yield different science results. This makes it - together with Minmus - the main source of science points during the midgame.

Reference Frames

Time warp Minimum Altitude
Any
5× 5 000 m
10× 5 000 m
50× 10 000 m
100× 25 000 m
1 000× 50 000 m
10 000× 100 000 m
100 000× 200 000 m

Gallery

  • Two Kerbals riding a spacebike

  • A full projection map of the Mun as of version 0.14.2 through 0.20.2

  • A topographic height map of the Mun made with the ISA MapSat plugin

  • A successful landing on the Mun with a two-kerbal capsule. This is often a milestone for new players.

  • A kerbal watching the sunrise on the moon.

  • A solar eclipse caused by the Mun. The vehicle has run out of electric charge because the sun is blocked.

  • Error creating thumbnail: File missing

    Four kerbals manning a Mun base

  • A vessel has just entered Munar orbit and is getting ready to initiate a landing.

  • A proud little probe recharges its batteries after landing on the Mun, prior to sending back precious science data.

  • A victorious landing party celebrates a safe trip with a Munar selfie.

  • A lander returns to orbit to dock with its mothership and offload crew and data.

  • Jeb and Bob are riding a small rover on the Mun. Bill was scared and stayed in the lander.

  • Well, looks like Jeb played a round of kerbal golf!

  • Jeb and Bob standing on the edge of a crater (Fun fact, Jeb fell down the crater , but luckily there was a quick save!

  • A lander rendezvouing with its mothership (Apollo style) at a low altitude.

  • Mun arch as in 0.17(at the lander's leftdown)

Spoiler: Screenshots of easter eggs

  • A Mun arch

  • Another Mun Arch as seen on version 0.20.2

  • The arch on the north rim of the large crater facing Kerbin.

  • A Monolith

  • Neil Armstrong memorial on the Mun

  • The crashed UFO on the Mun.

Trivia

Mün or Bust in the game menu

  • After its implementation, many fans began calling the body Mün, pronounced the same as "moon", believing the original spelling to be a mistake. However, several of the game's developers have been heard referring to it as Mun, pronounced "muhn". In the "Surface of the Mün" title screen, a crashed lander resembling a Kerbal X has the words "Mün or Bust" scrawled on the side. Both spellings are generally accepted, however the spelling in-game is The Mun, despite the fact that planets can have non-english letters in them.
  • Mun was Kerbin's, and indeed the game's, very first moon.
  • Mun's orbit is perfectly circular and has zero orbital inclination. Such an orbit in reality would be very unlikely since this would require precise positioning of any dust/bodies that created it during the planetary system's formation, as well as the absence of a central star or other planets.
    • This was likely done to make it easier to reach for new players.
    • This also makes it an excellent guideline to use for placing satellites into exact inclinations around Kerbin. By setting Mun as target, the relative inclination described by the maneuver tool also represents the inclination of the satellite's orbit to Kerbin
  • Prior to version 0.14.2, the tallest points on the munar surface were no higher than roughly 600m.
  • Before introduction of procedural terrain the Mun's highest point was within 45° latitude of the equator, had an altitude of 2967m and was located at 129.64°W,0.97°N, on the north side of a canyon which was on the east edge of a large crater.
  • Prior to version 0.14.3 a KSC could be found on the Mun.
  • The Mun is considerably larger than 1/10 the size of the real world Moon.
  • The Mun is one of the few bodies in the solar system that is almost completely manually colored (i.e., it uses a color map). Most other planets and moons are colored procedurally or with a lot of procedural colors doing the work. The only procedural colors on the Mun are associated with the procedural craters and a basic noise. The other planets which are manually colored are Tylo (Aside from a tenuous coat of height color map) and Jool (As a gas giant, it must be manually colored)
  • Before 0.90 the Mun was one of the few bodies with multiple biomes.

Changes

1.12.5
  • Revised an easter egg
1.3
  • Changed displayName to The Mun, removed useTheInName feature.
1.2
  • Added biomes.
0.21
  • New Procedurally generated craters.
0.20.1
  • Height values reverted
0.20
  • Terrain overhaul
0.18
  • Easter Eggs added (one fixed, one added)
  • New small art pass.
0.17
  • Texture Improvements
  • Mun arches appeared
0.16
  • Easter Eggs added
0.15
  • Texture Improvements
0.14.3
  • Removed KSC on it.(don't ask)
0.14.2
  • Terrain overhaul
0.12
  • Initial Release

Notes

  • v
  • t
  • e

Kerbol System

KerbolMohoEveKerbinDunaDresJoolEeloo

(The Sun)

  • Gilly
  • Ike
  • Laythe
  • Vall
  • Tylo
  • Bop
  • Pol
Mun - Kerbal Space Program Wiki (2024)

FAQs

How much Delta V to get to the Mun and back? ›

If you want to go to the Mun and back, 7200m/s of dv is a good number to aim for, and gives you plenty of room for error. It's technically possible for around 6,000m/s. You can technically get by with as little as about 6000m/s, if you're good at it.

What does Elon Musk think about Kerbal Space Program? ›

"Kerbal is awesome!" - Elon Musk...

What is the highest point on the Mun KSP? ›

The Mun's highest points reach a maximum altitude of 7062 m and are located near the poles. The highest point within 45° latitude of the equator has an altitude of ~6120m and is located at 129.64° W, 0.97° N, on the north side of a canyon which is on the east edge of a large crater.

What is the hardest planet to return from in KSP? ›

Tylo. Tylo is one of the worst places to land and return from. It's in the outer solar system, far away from home, and you need to bring a ton of fuel to even land, let alone get your ass back home. Tylo is about the same size/mass as Kerbin but there is no atmosphere.

How much DV to leave MUN? ›

Specifications. Recommended Delta-V: ~ 6,500 for Orbit and Return. ~ 7,500 for Landing and Return.

Do parachutes work on the Mun? ›

Because the Moon has very little atmosphere, a parachute would not work on a lunar lander.

Is NASA using KSP? ›

NASA reached out to Squad, the company that develops KSP, in 2013 to implement its Asteroid Redirect Mission into the game. Players can use NASA-based technologies to perform their own asteroid redirect mission.

How scientifically accurate is Kerbal Space Program? ›

While the game is not a perfect simulation of reality, it has been praised for its largely accurate orbital mechanics; all objects in the game except the celestial bodies are simulated using Newtonian dynamics.

Are satellites useful in KSP? ›

As others have said, a good satellite network is really useful later in the game. With the standard settings you need a connection back to the KSC to control probes and it affects the quality of your transmissions back.

Is Minmus easier to land on than the Mun? ›

Minmus is significantly smaller than The Mun, which means: Landing on, and achieving orbit from Minmus is significantly easier due to lower gravity, requiring much less fuel. Its Sphere of Influence (SOI) is smaller, which (plus the distance) requires more precision.

Is Mun tidally locked? ›

Like almost every moon, the Mun is tidally locked to Kerbin, rotation once every orbit. Since the formation of the Mun, it has been slowly moving away from Kerbin.

What is the gravity of mun compared to kerbin? ›

The gravitational pull on the surface is 1.63 m/s², approximately 5/6 and 8.18 m/s² lower than that of Kerbin and about the surface gravity of Earth's Moon (1.624 m/s²).

Do any KSP planets have rings? ›

Voon is known as the 6th and largest planet around Kerbol. It is one of the 2 gas giants in the Kerbol System and the only planet with a well-defined ring system.

What is the lifespan of a Kerbal in KSP? ›

In the game, the average life expectancy for kerbals is 300 years (aging is four times slower than in real life, even though time progresses the same).

Can you escape the sun in KSP? ›

The sphere of influence (SOI) of the Sun (Kerbol) is infinite, making the Sun (Kerbol) inescapable. Thus, achieving gravitation-free flight is impossible. With a powerful enough ship, it is possible to get to the point where the info tab will display the craft's situation as "escaping" the Sun (Kerbol).

How much delta-v needed to return from eve? ›

Landing on Eve

With this type of design, to calculate the needed Delta-V you can use results from my tests: 9500 m/s from 4.7 km elevation. 10000 m/s from 3.9 km elevation. 10700 m/s from 3 km elevation.

How much delta-v is required to get to space? ›

To achieve low earth orbit, approximately 7.5kmls delta-v is required in an ideal situation, however launching from the surface of the earth is far from ideal.

How much delta-v is required for hohmann transfer to Mars? ›

Aerocapture and hypersonic entry

An average Hohmann transfer orbit to Mars requires 259 days and a delta-v of 3,9 km/s.

What delta-v is needed to reach the Moon? ›

For a rocket to get into Earth orbit requires a delta-V of 8600 m/sec. To go from Earth orbit to the Moon takes an additional delta-V of 4100 meters/sec.

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