101955 Bennu as a real celestial body — not a stock asteroid.
⏳ Not on CKAN yet. The listing is submitted and awaiting review. Until it's merged, grab it from Releases — see Manual install.
Stock "asteroids" in KSP are Vessels. They are physics objects: they drift, they get
shoved by anything that touches them, they despawn, and they cannot carry terrain,
biomes or science situations. Bennu is a proper Kopernicus CelestialBody. It sits on
rails, it has a PQS terrain system with colliders, thirteen named biomes, its own science
text, a real orbit that crosses Kerbin's, and it renders through Parallax, PlanetShine and
KerbalFX like any planet.
Not available through CKAN yet — the listing is awaiting review by the CKAN team. Use the manual install below in the meantime. Once it lands, this is all you'll need:
Search for Bennu and install. CKAN will pull in Kopernicus and Module Manager for you.
- Install Kopernicus and Module Manager if you don't have them.
- Download the latest release zip from Releases.
- Drag the
Bennufolder straight into your KSPGameData/folder, so you end up withKerbal Space Program/GameData/Bennu/.
That's it. Every compatibility patch is gated behind :NEEDS[…], so anything you don't
have installed is skipped silently — you can install this alongside any subset of the
supported mods and nothing will complain.
| KSP | 1.12.x |
| Required | Kopernicus, Module Manager |
| Enhanced by | Parallax Continued, PlanetShine, KerbalFX, SCANsat, Community Resource Pack, Contract Configurator |
Developed and verified against KSP 1.12.4, Kopernicus 1.12.1-244, Parallax Continued, EVE Redux 3.1.2, PlanetShine, KerbalFX, Deferred 1.3.5, SCANsat 21.1 and CRP.
| Real Bennu | This build | |
|---|---|---|
| Mean radius | 244.9 m | 979.6 m (4×) |
| Datum radius | — | 949 m |
| Terrain relief | — | 0 – 219 m above datum |
| Surface gravity | 8.1 × 10⁻⁵ m/s² | 0.049 m/s² (0.005 g, Gilly-class) |
| Escape velocity | 0.20 m/s | 9.65 m/s |
| Sphere of influence | ~1.7 km | 65.4 km (69 × radius) |
| Rotation period | 4.296 h | 4.296 h (exact) |
| Geometric albedo | 0.044 | 0.044 (exact) |
| Semi-major axis | 1.126391 AU | 1.126391 × Kerbin's SMA |
| Eccentricity | 0.2037 | 0.2037 (exact) |
| Inclination | 6.035° | 6.035° (exact) |
Everything is held to the real body except two deliberate departures, both explained under Design decisions.
Bennu crosses Kerbin's orbit, exactly as the real Bennu crosses Earth's:
periapsis 12,197,619,928 m (inside Kerbin's 13,599,840,256 m)
apoapsis 18,439,855,404 m (outside)
period 11,002,437 s (1.195 Kerbin years)
Transfer windows are real and infrequent, and the 6° inclination has to be dealt with. This is an intentionally awkward target to reach — that is the point of it.
Gravity here is a suggestion rather than a rule. You land at under 1 m/s, and a Kerbal jumping is thrown about 90 m up with a two-minute hang time. Escape velocity is 9.65 m/s, so an over-enthusiastic RCS burst will put your lander in orbit.
The body reflects 4.4% of the light that reaches it — darker than charcoal. The unlit side is essentially black, and solar panel output and thermals are driven by that real albedo.
Median slope across Bennu is 9.7°, but the top 1% is 38.8° — and under 0.049 m/s² a lander that touches down on a slope slides instead of settling. One site is prepared: Nightingale Crater, 56°N 42°E, where OSIRIS-REx actually collected its sample in October 2020. It's a 60 m dead-flat disc blended back into natural terrain over the following 80 m, cut 5.2 m into the crater floor at its deepest.
It is flat, not swept — Parallax boulders can still spawn on it, and they're collideable.
Everything outside that one disc is untouched. Bennu/Configs/Bennu_Landmarks.cfg is
self-contained, so delete it if you'd rather nothing on the body were prepared.
Thirteen, using real IAU nomenclature — Bennu's features are named for birds and bird-like creatures from world mythology — plus the four OSIRIS-REx candidate sample sites:
Equatorial Ridge · Northern Hemisphere · Southern Hemisphere · North Polar Region · South Polar Region · Nightingale Crater · Osprey Crater · Kingfisher Crater · Sandpiper Crater · Benben Saxum · Roc Saxum · Gargoyle Saxum · Tlanuwa Regio
Each has its own science text and its own resource abundances.
Bennu is a water mine, not a metal mine. That isn't a gameplay invention — it's why the real body was chosen as a mission target. It's a B-type carbonaceous asteroid, and the returned sample was dominated by hydrated clay minerals, with magnetite, iron sulfides, carbonates, phosphates and ~8.5% carbon by weight. What it never was is a differentiated body: nothing melted and sorted itself into an ore deposit, so the metals that concentrate through geological processing are largely absent.
Stock Ore plus eleven CRP resources are configured, with per-biome overrides:
| Abundance | ||
|---|---|---|
| Hydrates | 8–32 | hydrated phyllosilicates, the dominant mineral |
| Substrate / Dirt | 8–30 | the whole body is loose regolith |
| Water | 6–28 | the reason anyone comes here |
| Minerals | 5–22 | carbonates, phosphates |
| Ore | 4–18 | |
| MetallicOre | 3–14 | magnetite, iron sulfides |
| Silicates, Gypsum | 2–10 | carbonaceous, not stony; sulfates from aqueous alteration |
| RareMetals | 0.5–4 | chondritic PGM content |
| ExoticMinerals | 0.3–2.5 | |
| Uraninite | 0.1–1.2 | nearly absent — never differentiated |
The biome overrides reward actually scanning before you land:
- Nightingale Crater — Water 15–45, Hydrates 18–50. The real TAG site, where OSIRIS-REx sank in far deeper than planned and hit the freshest material on the body.
- Osprey / Kingfisher / Sandpiper — elevated Water; freshly excavated subsurface.
- Polar regions — Water 12–38. Genuine cold traps; they hold what the equator loses.
- Equatorial Ridge — Substrate/Dirt up to 40. Centrifugal migration piles mobile fines here; it's what built the ridge in the first place.
- Tlanuwa Regio and the saxa — MetallicOre and RareMetals up, Substrate down to 1–5. Bare rock, nothing loose to scoop.
All patches live in Bennu/Compatibility/ and are gated behind :NEEDS[…].
Full terrain shader, scaled-space shader, and a four-tier boulder scatter system (gravel → cobbles → boulders → saxa) with colliders on the larger tiers. Densities are set far above Gilly's on purpose: "there is nowhere flat to put a lander" is the single most characteristic fact about Bennu's real surface.
Detail textures and rock models are referenced from Parallax's own stock texture packs
(Gilly's set — dark, airless, angular rock, the closest match already installed). Nothing
is copied or redistributed; the paths just have to resolve. Bennu's much darker
carbonaceous colour comes from its own vertex colour map, which Parallax blends over those
details.
Scaled space (map view and the tracking station) runs in Baked mode, not the
FromTerrain mode every stock body uses. FromTerrain composites the terrain detail
textures over the colour map out there too — and since this pack borrows Gilly's detail
set for a body considerably darker than Gilly, that borrowed rock ended up supplying most
of Bennu's albedo, rendering it washed out and waxy. Baked draws the colour, normal and
height maps directly, so the body shows the albedo it was authored with and shows the same
one at every distance. On a stock body the two modes look alike, because a body's colour
map and its own detail textures are of similar brightness.
Intensity is derived from real albedo rather than eyeballed: Mun is 0.12 albedo at intensity 1.0, so Bennu at 0.044 gets 0.37. A craft on the night side receives almost no fill light, which is correct.
RoverDust and ImpactPuffs are both configured, with an explicit near-black dust tint that overrides the biome map — Bennu's biome colours are distinct markers for Kopernicus, not surface colours, so left alone KerbalFX would throw up bright orange dust in Benben Saxum.
Impact puffs are turned up 1.4×, because OSIRIS-REx sank half a metre into this surface during sample collection and threw up a debris cloud far larger than anyone predicted.
Altimetry range is rescaled to 0–240 m using Moho's mercury palette. On SCANsat's
defaults every pixel of Bennu's 0–219 m relief lands in the bottom 2.5% of the palette and
the map renders as one flat colour — complete, and useless. Per-resource display cutoffs
are set for all twelve resources to match the abundances above.
Three contracts retracing OSIRIS-REx, in sequence: survey Bennu from orbit, touch down at Nightingale and collect science there, then recover that science on Kerbin. The second one drops a navigation waypoint on the prepared landing site.
They have no deadlines. Bennu's transfer windows are rare and its period is 1.2 Kerbin years, so any deadline generous enough to be fair is long enough to be meaningless, and a tight one would fail you for orbital mechanics you don't control. Rewards are tuned against stock outer-planet contracts and are the first thing to change if they don't suit your economy — nothing else in the pack depends on them.
Two things deliberately depart from the real body.
Scale (4×). At true size a Kerbal walking exceeds escape velocity, landing legs never settle, and the SOI is barely seven body-radii wide. 4× with Gilly-class gravity keeps it recognisably a small asteroid while making it somewhere you can actually operate. Raising gravity to 0.005 g at this size implies an unphysical density; that is the trade being made, and it only affects the mass, not anything you see.
If you want the true, brutal version, set geeASL = 0.0000083 in Configs/Bennu.cfg.
Rotation direction. Real Bennu is a retrograde rotator (obliquity 177.6°). KSP has no
axial tilt for celestial bodies, so there is no correct way to express that, and this spins
prograde with the correct period. A negative rotationPeriod is the usual suggestion for
reversing spin; it's untested here and touches enough of KSP's rotation handling that it
ships positive, with the alternative sitting commented out one line below in Bennu.cfg.
There is no hand-painted art in this pack. The shape model and all four maps are generated
procedurally and deterministically by the tools in Tools/, which need nothing but Windows
PowerShell 5.1 and .NET Framework.
A spinning-top base shape, plus fBm lumpiness, ridged mid-scale facets, fine roughness, and a 260-crater population sampled from a bounded power law with bowl, rim-crest and ejecta profiles. All noise is sampled in 3D on the sphere, so there are no antimeridian seams and no polar pinching.
powershell -File Tools/Generate-BennuMaps.ps1The map-view node icon is generated too — a flat-poled diamond drawn to the same shape law as the body, so reshaping the body reshapes the icon:
powershell -File Tools/Generate-BennuIcon.ps1Every seed is fixed, so a re-run reproduces identical bytes. There is also a validator that
checks the whole pack — brace balance, live reflection of every config key against your
installed Kopernicus.dll, texture path resolution, byte-exact biome colour matching in
both directions, derived physics, and the terrain slope distribution measured off the
shipped height map:
powershell -File Tools/Validate-Bennu.ps1Full detail on the generation pipeline, the validator, and what flight testing changed is in docs/TECHNICAL.md.
- Flight-tested twice, with fixes applied afterward but not yet re-flown. Scatter
density is the value most likely to still want tuning — it was cut hard and deliberately
errs sparse.
spawnChanceinBennu_Parallax_Scatters.cfgis the single knob. - Scaled space has been measured, but the fix has not been flown. Frame captures of map
view showed the lit face at a flat ~100/255 against a colour map averaging 64.7/255, with
no blown-out pixels anywhere — too bright and too uniform, not glossy. The cause was the
detail-texture compositing described above, plus
_Hapkeat 0.6. Scaled space is nowBakedwith_Hapke0.30, andTools/Validate-Bennu.ps1section 9 fails the build if the two ever drift back. It has not yet been looked at in-game. - Prograde rotation, for the reason above.
- No custom rock models. Boulders reuse Gilly's meshes. They're good meshes and Bennu's real boulders are angular dark rubble, so it reads well, but they aren't Bennu-specific.
contractWeightis left at default, so stock generated contracts may target Bennu about as often as any other body despite being much harder to reach. Lower it inBennu.cfgif that bothers you. The three Contract Configurator contracts are separate and unaffected by it.- The contracts are unflown. Every type name, key and biome reference is checked against the installed Contract Configurator assembly by the validator, but no one has yet played the chain end to end.
- Resource abundances aren't balanced against any particular economy. They're set from real composition and against stock Ore's 1–15 baseline, not tuned against Kerbalism, MiningExpansion or WildBlue converter chains.
- If you retune
Bennu_Resources.cfg, retune the SCANsat cutoffs to match. The validator will tell you the two files disagree, but it can't know what you intended.
Bennu looks wrong in map view or the tracking station after I changed something.
Delete Bennu/Cache/Bennu.bin and let Kopernicus rebuild it. (With Parallax
Continued installed that folder stays empty, which is expected — Parallax displaces a dense
uniform sphere from the height map instead of using a PQS-baked mesh.)
The night side and shadowed crater floors look like grey haze instead of near-black.
Something in your install is lifting ambient light. Bennu reflects 4.4% of incident light,
so ambient lift shows on it far more than on anything else. If you run Deferred, its global
ambientBrightness defaults to 0.9 — drop it to 0.5–0.7 via Ctrl+Alt+D.
Made by CritZitGaming.
Shape, colour, normal and biome maps are original procedural work. Boulder meshes and terrain detail textures are referenced from Parallax Continued's stock texture packs at runtime and are not redistributed here. Real Bennu data — shape, rotation, albedo, orbit, surface nomenclature and composition — comes from NASA's OSIRIS-REx mission and the IAU Gazetteer of Planetary Nomenclature.
Licensed under CC BY-NC-SA 4.0. You may share and adapt this pack for non-commercial purposes with credit, and derivatives must carry the same licence.



