Contents

The playground

Watching a flight

The HUD, the timeline, the cameras, time warp, the event feed, and the sound and voice of a launch.

Press Launch and the flight view takes the window. The side panel folds away — unless you pin it open with the pin at its top, or the Keep the panel open during flights command — and a head-up display lays the state of the flight over the 3D view. Everything on it is written by the simulation, a dozen times a second; nothing on it is a control of the vehicle. The vehicle only does what your program commands.

The playground during an ascent from Starbase at T+1 min 14 s: the top bar with In flight, the mission clock, phase ascent, the time-warp control and Launch again; the timeline rail across the top with the burn drawn in orange up to the now marker; a weather strip; the Flight, Map, inset map, camera and focus controls; the vehicle climbing over the Gulf coast on its exhaust; the altitude and speed readouts at the bottom left; the attitude dial, the engine map with nine lit engines, and the throttle and propellant bars at the bottom right
  1. 1Flight status, mission clock, and the phase your program has set.
  2. 2Time warp and pause.
  3. 3Abort, and Launch again.
  4. 4The timeline rail.
  5. 5The weather this flight is flying.
  6. 6View tools: flight or map, the inset map, the camera, the vehicle in focus.
  7. 7A label in the scene: Landing Zone 1 and its distance.
  8. 8Altitude and speeds.
  9. 9Attitude.
  10. 10The engines of the stage that is burning.
  11. 11Throttle and propellant.
The orbit-and-land demo from Starbase, seed 7, 74 seconds after liftoff, from the follow camera.

Every part of the HUD describes the vehicle in focus — the main vehicle unless you choose another (see watching another vehicle). With the Realistic or Hard sensors chosen in the Mission panel, it shows what the flight computer sees rather than the truth, and a Sensors · realistic badge says so. On a narrow window the less essential readouts drop out first.

The top bar

The left of the top bar: the Vivapse mark, a red dot with In flight, the mission clock T+ 00:01:15.1, and phase · ascent

On the left: a dot and a word for the state of the flight — On the pad, In flight, In orbit, and at the end the outcome — then the mission clock, and the phase, which is whatever your program last put in fc.phase. The clock reads hours, minutes and seconds, and adds days once a flight is longer than one: T+ 2 d 01:40:33.

The right of the top bar: the time-warp control reading ×1 between a back and a forward arrow, a pause button, Details, share, the command palette with Ctrl K, sound, help, Abort and an orange Launch again button

On the right: the time warp control and pause, then Details (telemetry, charts and the console, covered in the program editor), share and export, the command palette, sound, and the list of keyboard shortcuts. Last come Abort and Launch again, the one orange control: launching lights the engines. After a flight a Flight report button joins them; the flight report explains it.

Altitude and speeds

The readouts during the ascent: Altitude 16.05 km with radar 16.05 km below it, Speed · surface 553 m/s with Mach 1.92, Vertical +449 m/s with 2.42 g, Horizontal +323 m/s with downrange 6.69 km
Climbing through Mach 1.9.

Four large numbers, each with a line of detail under it:

  • Altitude above the ground. Under it, the radar altitude below 20 km, and the apoapsis of the current orbit above that.
  • Speed, relative to the ground by default. Click its label to switch between surface and orbital (inertial) speed; the line under it then gives the Mach number or the other speed. Near the Moon, which has no air, it says no atmosphere.
  • Vertical speed, positive when climbing, with the g-load under it.
  • Horizontal speed, with the distance downrange under it.
The readouts during the booster's landing burn: Altitude 330 m with radar 325 m, Speed · surface 102 m/s with Mach 0.29, Vertical −101 m/s with stops 9.2 m up, Horizontal +12.6 m/s with stops 0.4 m long · 3.0 m right
The booster six seconds into its landing burn, 330 m above the drone ship.

Coming down, the detail lines turn into a landing aid. Once a vehicle is descending below 30 km on radar, the line under Vertical gives the stopping problem: with the engine off, the altitude at which to light it (light at …); with the engine burning, where the burn will bring the vehicle to a stop (stops 9.2 m up, or below ground). The line under Horizontal then says where that stop is relative to the target — 0.4 m long · 3.0 m right. Coming back down explains the burn those numbers describe.

Away from Earth the readouts name the body they are measured against — Altitude · Moon — and switch over when the flight crosses into the other body's sphere of influence. Far from the ground, the surface speed means little: it is measured against the ground below as it turns, and at the Moon's distance that alone comes to some 20 km/s. Switch to orbital.

Attitude, engines and propellant

The engine block during the ascent: an attitude dial with the vehicle pitched up and to the right, a yaw tape under it, pitch +54.8° · yaw −0.1°; an engine map of nine orange dots; Throttle 100 % with 9 of 9 engines · 8.32 MN; Propellant 52 % with 206.3 t · stage 1
Nine engines at full throttle, half the first stage's propellant gone.
  • The attitude dial is a side view of the guidance plane: the horizon, the vehicle at its pitch — 0° forward, 90° straight up, 180° backward — its exhaust while an engine burns, and a small circle for the direction of motion. The tape under it is the yaw out of the plane, ±30°, positive to the right, with the direction of motion marked on it too. The numbers under both are the pitch and yaw that fc.steer() commands; steering and guidance explains the plane.
  • The engine map shows the engines of the stage in use, seen from below: orange when lit, hollow when off, crossed in red when failed. It appears only for stages with more than one engine.
  • Throttle is the actual throttle, with a tick at the engine's minimum; the line under it gives how many engines are burning and their thrust, or, with the engines off, how many ignitions are left.
  • Propellant is what remains in the active stage, as a percentage and a mass. It turns amber under 10 %. For a returning booster the line adds its cold gas for attitude control and how far its grid fins are deployed.
The engine block during the booster's landing burn: the vehicle upright on the dial, one of nine engines lit in the engine map, Throttle 91 % with 1 of 9 engines · 767 kN, Propellant 0.5 % with 2.17 t · RCS 262 kg · fins 100 %
The same stage on its landing burn: one engine of nine, half a percent of propellant left.

The timeline rail

The timeline rail at the end of a flight: orange burn segments during the ascent, milestones Liftoff, Space, Orbit and Booster filled, event labels Max-Q and Fairing, three compressed coasts of about 50, 19 and 16 minutes, then Entry, Peak heat, Re-entry and Landing, with a short booster lane under the ascent
A whole orbit-and-land flight, 1 h 41 min, on one rail. The long coasts are compressed and labelled.

The rail across the top is the flight so far and the flight still to come:

  • Milestones are the mission's objectives: hollow while ahead, filled when met, red when failed.
  • Ticks are events, the important ones labelled — Max-Q, stage separation, fairing, entry, peak heating, and on a flight to the Moon or Mars the injection, orbit insertion and closest approach.
  • Orange segments are engine burns. A separated booster's burns run on a thin lane underneath.
  • Long coasts are compressed, with a note of how long they really were — ≈ 50 min coast — so that the minutes that matter keep their room.
  • A vertical bar marks now.

Click a marker, or move along the rail with the arrow keys, and a message explains it at its mission time. A loss marker opens the card that says why the vehicle was lost.

Weather and cruise

The weather strip: Wind with an arrow pointing south, 3.2 m/s from N; Gusts 44 %; Sea 2; Air 31 °C

Under the rail on the left, an Earth flight shows the weather it is flying — the surface wind with an arrow pointing where it blows, the gusts, the sea state and the air temperature — then a Live tag with the forecast's time if the weather is live, Seeded (offline) if live weather could not be fetched, and the failures setting if there is one. These are the conditions frozen into the flight at launch; weather explains them.

Once a flight has left Earth, the same row becomes the cruise strip:

The cruise strip two days into a lunar flight: Next moon soi in 33 h 58 min; To Moon 166,163 km; Relative 805 m/s; Transfer 47 %; In Earth SOI · 33 h 58 min; T+ 2 d 00:52:13; Closest 166,163 km
Two days out, half-way to the Moon.

When nothing happens for days, the mission clock alone is no help. The strip says what comes next and when, how far there is to go to the destination's surface, how fast that range is closing, how far through the planned transfer the flight is, which sphere of influence the vehicle is in and when it will leave it, the mission time, the closest approach so far, and a warning if the chosen window cannot be reached from the site.

The flight view four minutes before closest approach on the lunar flyby: the cratered, half-lit Moon filling the right of the view, the vehicle's path as a thin line, the cruise strip reading To Moon 325.3 km, and the readouts labelled Altitude · Moon 325.3 km with no atmosphere under the speed
The Fly past the Moon demo from Starbase, seed 1, four minutes before closest approach, 325 km up. The readouts are measured against the Moon.

Cameras

One flight, five cameras: Tracker at liftoff, Follow and Chase on the climb, then Landing and Deck for the booster's return to the drone ship. The mode in use is named in the camera button, top right.

The camera button lists six modes, and C cycles through them:

  • Follow — the default: an orbit around the vehicle that pulls back as it climbs through the atmosphere and closes in again in vacuum.
  • Chase — behind the vehicle along its direction of travel over the ground.
  • Tracker — a long lens on a ground station beside the pad, or beside the landing target, on the sunlit side. Once the vehicle drops below that station's horizon it falls back to Follow.
  • Deck — on the landing platform, looking up; on the drone ship it rides the swell. It needs the vehicle within 40 km of its target.
  • Landing — frames the vehicle and its target together.
  • Auto — picks for you: the tracker at liftoff, the landing and deck shots for the final approach, Follow otherwise. The button names the shot it has chosen: Auto · tracker.
The camera menu open: Camera, C cycles; Auto, Follow (ticked), Chase, Tracker, Deck, Landing; then Labels in the scene: All vehicles and sites (ticked), Target only, None
The same menu sets how many labels the scene carries.

Drag to orbit the camera and scroll to zoom; with the flight view focused, the arrow keys and + / do the same. R or a double-click puts it back. Labels in the scene chooses between labelling every vehicle and site, only the target, or nothing. The Flight / Map toggle beside the camera button, or M, swaps the 3D view for the map view, and the button between them, or N, opens the inset trajectory map in the corner of the flight view.

Watching another vehicle

A message reading Stage separation — Aster Stage 1 is flying on its own program — T+02:22 — with a Watch booster (B) button

When stages separate, the booster becomes a vehicle of its own, flying its own program if it has one. The message that announces it offers Watch booster (B). B switches the camera, the readouts, the engine block and the sound to the booster, and B again brings them back to the main vehicle.

The focus menu open under the Follow camera button: Aster (ticked) and Booster · Stage 1
The focus menu lists every vehicle still worth watching, and says when one has landed or been lost.

The menu at the end of the view tools does the same for any vehicle: the main vehicle, each booster, and the payload once it is deployed, marked · landed or · lost when they are down. In the map view, clicking a vehicle does the same.

Time warp

The upper stage coasting in orbit while ] raises the warp from ×1 to ×1000. At ×1000 the vehicle crosses into night within seconds.

The warp control runs the flight faster than real time: ×1, ×2, ×5, ×10, ×25, ×50, ×100, ×500 and ×1000, plus As fast as possible in its menu. [ and ] step it down and up. Every launch starts at ×1.

The simulation itself does not change with the warp: it always advances in steps of 20 ms, and a higher warp only runs more of them per frame. Three things decide how fast the flight really goes:

  • The computer. Each frame gets about 11 ms of stepping; if the machine cannot keep up, the flight runs slower than asked and an amber actual ×… beside the control says how fast it is really going. As fast as possible always shows it.
  • The program. A program can set the warp with fc.warp(), and the control then says so:
The time-warp control reading ×100 program

Your own choice wins until the program asks for something different.

  • Cruise. Between planets, a program that calls fc.cruise() lets the simulator take steps of minutes or hours. Then ×1 is still real time, and the higher warps cover days in seconds; missions explains the rails.

Pausing, aborting and launching again

Space pauses and resumes; Paused appears in amber under the rail, and the pause button stays pressed. Space does not pause when it would press a focused button instead, and it never presses Launch or Abort.

Abort asks first — Abort the flight? The vehicle returns to the pad and the flight is lost. — and then puts the vehicle back on the pad. Once a flight has ended, the same button reads Back to pad and asks nothing. Launch again (L, or Ctrl + Enter from anywhere, the editor included) also asks while a flight is still going — Launch again? The flight in progress will be lost. A launch compiles the program first: a syntax error stops it before anything burns.

Messages

Events arrive as one message at a time, under the rail: a title coloured by what it means — green for good news, amber for a warning, red for trouble — a line of text, the mission time, and sometimes a button, like Watch booster (B). Click a message to dismiss it. At high warp, routine messages that come too close together are skipped rather than flashed.

When a vehicle is lost, a card on the left says where and why, with the numbers, a suggestion headed Try:, and buttons to show the line of the program involved, to load an example that handles it, or to Show it. It goes away by itself after about fifteen seconds unless the pointer is on it; Esc closes it sooner.

Sound and the mission voice

The sound settings open under the speaker button: a Sound switch, Master 70 % and Effects 80 % sliders, a Mission voice switch, a Voice menu reading Automatic (best English), a Rate slider at ×1.05, the line Everything is synthesised — no audio files, and a Test button
The speaker button in the top bar opens the sound settings. V mutes and unmutes.

A flight is heard as well as seen, and all of it is synthesised in the browser — there are no audio files. The engines, the roar of the air and the cold-gas thrusters come from the focused vehicle, heard from where the camera is: the sound falls off with distance, reaches a distant camera late at the speed of sound, cracks as a sonic boom when the vehicle goes supersonic, and fades away as the air thins, because above about 50 km there is nothing left to carry it.

The mission voice calls the flight the way a launch broadcast does, in short lines: Ignition, Liftoff, Max Q, MECO, Stage separation confirmed, Orbital insertion confirmed, Entry interface, The booster has landed, Touchdown confirmed; on the way to the Moon, TLI ignition, Entering lunar sphere of influence and Closest approach with the distance. When your program names a phase such as a boostback, entry or landing burn in fc.phase, the voice announces that too. Alarms — Engine out, Loss of vehicle, Program error — interrupt whatever is being said; minor lines are dropped when the voice is busy, and above ×5 warp, where the engine sound fades out as well.

The settings are Sound (everything on or off), Master and Effects volume, Mission voice on or off, the Voice — the best English voice the system has, or any installed one — and its Rate, ×0.5 to ×2. Test plays a chime and says Go for launch. Browsers only start sound after a click or a key press, so a flight launched with the mouse or the keyboard is heard from the start. If the system has no speech voices, the callouts stay silent and the settings say so.

Keys

KeyWhat it does
L, or Ctrl + Enter anywhereLaunch, or launch again
SpacePause or resume
[ and ]Time warp slower or faster
MFlight or map view
NThe inset trajectory map
CNext camera mode
BWatch the booster, or back to the main vehicle
RReset the camera
Arrow keys, + and Orbit and zoom the camera, with the flight view focused
TDetails: telemetry, charts and the console
VMute or unmute the sound
?The list of shortcuts
Ctrl + KThe command palette
EscClose a dialog, a menu or the loss card

On a Mac, takes the place of Ctrl. Single keys are ignored while you type in the editor or a field.