Why getting to orbit is hard
Reaching orbit is not about going up — it is about going sideways fast enough that you keep missing the ground. A circular orbit at 200 km needs roughly 7.8 km/s of horizontal velocity. Climbing straight up wastes propellant fighting gravity and buys you almost no orbital speed; turning over too early drags you through thick air at high speed. The whole art of ascent is the gravity turn: pitch over just enough, just early enough, to trade altitude for speed efficiently.
Engineering note — The rocket equation
The velocity a stage can add is set by its exhaust velocity (specific impulse \(I_{sp}\)) and how much of its mass is propellant — the Tsiolkovsky rocket equation:
Because \(\Delta v\) grows only with the logarithm of the mass ratio, brute-forcing orbit with a single stage is wildly inefficient. Staging — dropping dead tankage mid-flight — is what makes orbit practical, and is why every vehicle here sheds stages as it climbs.
Engineering note — Thrust, mass flow & altitude
Each engine here is modelled by its sea-level thrust and \(I_{sp}\); mass flow follows from
As ambient pressure \(p\) falls with altitude, thrust rises toward its vacuum value — which is why a first stage visibly gains punch as it leaves the atmosphere.
What the simulator computes
Flight is integrated in a planet-centred 2D plane with semi-implicit Euler at a small time step. Each frame the autopilot reads the current orbital state and commands a pitch and throttle; gravity, thrust and aerodynamic drag are summed and the state is marched forward.
Orbital elements come straight from the state vector via the vis-viva relation, so apoapsis and periapsis shown on the HUD are the true instantaneous orbit the vehicle is on — not a scripted animation.
Engineering note — Atmosphere & dynamic pressure
Density and pressure use an exponential isothermal model with scale height \(H\approx 8.5\,\text{km}\):
Crucially, drag and dynamic pressure use velocity relative to the co-rotating atmosphere — the vehicle lifts off already carrying ~407 m/s of eastward Earth-rotation speed. Max Q, the structural design driver, typically peaks here at 25–60 kPa, consistent with real launchers.
Engineering note — Gravity turn & orbital insertion
Guidance shapes the climb against the air-relative flight-path angle (so the rocket reads as vertical on the pad, not horizontal), commanding
so the nose falls smoothly from vertical toward the horizon as apoapsis approaches target. Once apoapsis is reached the vehicle latches into insertion, regulating vertical speed to zero and throttling to pin apoapsis while the near-horizontal burn lifts periapsis. Insertion is declared when periapsis and apoapsis both clear the atmosphere.
Launch console
Select a vehicle, hit LAUNCH, and let the autopilot fly — or switch it off and work the throttle yourself. Use time-warp during the long insertion burn. Drag in the view to orbit the camera in free mode.
Flight Control
Vehicle
Time Warp
Camera
Overlays
Vehicle specifications
Figures reflect publicly reported configurations, verified June 2026. Starship masses are V3 / Super Heavy estimates.
| Vehicle | Height | Dia. | Stages | Liftoff thrust | Payload→LEO |
|---|