Documentation
How Vivapse works.
The simulator in depth — what is on screen, what you build, what you write, what it does with them, and where the model stops being faithful.
Getting started
The playground
- A tour of the playgroundThe layout, the panels, the demo missions, the command palette and the keys — everything on screen and where it lives.
- The vehicle workbenchPresets, stages, engines and propellant, and the live delta-v budget and checks that judge the design before it flies.
- The program editorWriting, running and debugging a flight program: the editor, the examples, your library, the console and the telemetry charts.
- Planning a missionLaunch sites anywhere on Earth, landing zones, destinations and real launch windows, live weather and the go/no-go board, and Monte-Carlo batches.
- Watching a flightThe HUD, the timeline, the cameras, time warp, the event feed, and the sound and voice of a launch.
- The map viewTrajectories on the globe and across the solar system, the inset map, and the zoom that turns the diagram into real planets.
- The flight reportWhat the simulator judged after the flight: the outcome and the score, the objectives, each landing and the descent that decided it.
Building and flying
- The vehicleStages, engine groups, propellant, dry mass and the presets — and what each number does to the flight.
- The flight programThe update(fc) contract: what runs when, what you can read, what you can command, and how to keep state.
- Steering and guidanceGuidance planes, pitch and yaw, prograde and retrograde references, and the prediction tools.
- Coming back downEntry, grid fins, the boostback, and the hoverslam — arriving at zero velocity exactly at zero altitude.
Missions
Under the hood
- The physics modelSix degrees of freedom, the gravity field, the atmosphere, and the integrator that ties them together.
- Fidelity and its limitsWhat is modelled faithfully, what is approximated, and where the simulator knowingly departs from reality.
- Flight computer referenceEvery sensor and command on the fc object, in one place.