recursal/Fanatic-Fandom huggingface dataset:
Namaka

**Upcoming**
This part or feature is not in the game, but could be added in a future update, version 1.8.
**This Object is Likely to Not be Added** **Planets Expansion Required**

*Some or all of the features on this page requires the **Planets Expansion** in-app purchase.*

Namaka also known as Haumea I is the smaller inner moon of Haumea. It may be added in the 1.8 update along with Haumea and Hi'iaka, though it is most likely not going to be added.

## Namaka

* Physics View
* Map View

## Terrain

Very little is known about Namaka, but it is probably going to be heavily cratered. Namaka, and its sibling Hi'iaka, are very icy like Haumea.
Complex Interplanetary Activities

Some players have shown that it is possible to enter the Sphere of Influence of all bodies with a single rocket, or to land on all celestial bodies (except the Sun and Venus) with a single flight [1]. Some nonstandard goals can also be achieved, like building space stations and colonies on other planets, usually to the end of refueling rockets.

Some goals take multiple launches and missions to achieve, and some rockets are copies of other ones, with small modifications.

Plans for the future include the implementation of further planets and their major moons, to motivate players to build compound crafts. See Unimplemented for more information.

**Interplanetary space station**

Unlike normal space stations that orbits planets or the sun, the Interplanetary space station have enough Delta-V to be able to leave the main celestial body ( most of the time Earth ). Most of the time the propulsion is a Frontier engine ( High thrust and efficiency ) or Valiant Engine ( lower thrust and high efficiency ). For player without DLC it will be hard so it is required Space Station Assembly which is small parts being launched and assembled into larger ones. It will be required atleast 150-400 tons of fuel for enough Delta-V for a large one.

## See also

* What to do in Spaceflight Simulator?
* Space missions
* Space programs
* Space agencies
Basic Builds

This page is dedicated for showing players' rocket and payload designs. Players can submit designs in the comments, and they'll be added into one or two of the slideshows accordingly. If you are interested in knowing how to design a new rocket, visit Rocket Construction.

* Blueprint edited Space Shuttle
* White Falcon I by KaiserRedGamer.
* Pluto 1 rocket
* Recreation of the Gemini-Titan rocket
* Recreation of the Saturn 6 rocket
* Recreation of the Mercury-Atlas rocket
* First stage of the Saturn VE
* Upper stages of the Saturn VE
1/21 | **Rockets**
* Recreation of Saturn 6 LCM
* Recreation of the Gemini CSM
* Compact LEO satellite
* some random car
1/8 | **Spacecraft & Payloads**
This section contains player-made satellites, landers and other payloads.
Buildings

**Buildings** are man-made structures on Earth. They are used in career mode for research and building rockets.

Currently there are 4 buildings. They are the Mission Center, the Research & Development building, the Vehicle Assembly Building and the launch pad.

In normal gameplay, the first three buildings are hidden.

## Buildings

### Mission Centre

The Mission Center is the first building the player enters in. It is a grey square block. This building is the starting place for missions. By entering this building, you can see the list of missions, like suborbital flight and getting to orbit.

### Research & Development

The Research & Development building is where you can research rocket parts and unlock them. At the beginning the first part pack is unlocked. It is a grey square block just like the last building.

To unlock parts you need to get enough funds to unlock that part. To buy parts you need to click "Buy".

If the player has not enough funds an error sound and message appear.

### Vehicle Assembly Building

The Vehicle Assembly Building (or VAB for short) is the construction site for rockets. It is similar to the building area in normal gameplay but with lesser parts. It is based off the real-life building built by NASA for constructing the Saturn V rocket in the 1960s.

### Launch pad

The launch pad is the last building in the game from the Mission Center. This is where rockets are launched. It has no launch tower. The rocket is sent to this building after clicking *Launch* in the VAB.

Any rocket that is 6 meters from the center of the launch pad are removed to provide space.

The launch pad is the oldest building in the game.

## Trivia

* All buildings (except for the launch pad) and the cement are not solid structures so you cannot land or destroy them.
Expansions/Full Bundle

**Full Bundle Required**

*Some or all of the features on this page require the ****Full Bundle**** in-app purchase.*

The **Full Bundle** is the largest and the most expensive of the eight expansions. It unlocks all purchases in the game, including the sandbox mode and infinite build space cheat.

These sandbox features, commonly referred by fans as cheats, allow you to disable gravity, make your rockets invincible, glide through atmospheres like they don't exist, use infinite amounts of rocket fuel and make your rockets to not burn up in atmospheres; the other is used for making the build space infinite so you can make larger rockets.

In races, challenges, or other fun competitions set up by the community, these sandbox features are usually not allowed, in order to make things fair across all competitors.

This bundle costs $7.49 USD, but sometimes reduces in price to $3.99.

All purchases are saved between updates, and are stored on your store account, so you won't lose them by reinstalling the game or switching to a new device. However, purchases on iOS can't be used on Android, and vice versa.
Dysnomia

**Upcoming**
This part or feature is not in the game, but could be added in a future update, version 1.8.
**This Object is Likely to Not be Added** **Planets Expansion Required**

*Some or all of the features on this page requires the **Planets Expansion** in-app purchase.*

Dysnomia is the only natural satellite of Eris. Due to its obscureness, Dysnomia most likely will not be added into the game.

## Terrain

Because Dysnomia is so far out, and because of its low albedo, Dysnomia's terrain cannot be observed directly, and assumptions have to be made. Its surface is probably rough with craters. The surface is most likely going to be dark, contrasting Eris's bright white.
Jupiter Moon Activities

**Stub**

This article is a stub — it needs more information. You can help the wiki by expanding it.

An extension for Jupiter Return Missions is to visit the Galilean Moons of Jupiter.

## Ganymede

Ganymede is the third stop for spacecraft for a Jupiter Return Mission. A flyby or a landing is opted.

## Callisto

Callisto is the last stop for spacecraft before even leaving Jupiter's hill sphere. A flyby of a landing is also opted, like other Galilean Moons.

Io
--

Io is the first stop for spacecraft to go home for a Jupiter Return Mission. It might be a flyby, or even a landing, and then escape Io's hill sphere.

## Europa

Europa is the next stop for spacecraft for a Jupiter Return Mission. It might be a flyby, or even a landing.

## Impact

### Galilean Moon

Sometimes, when the return stage has little fuel left, you can have an impact on one of the moons. For example, when your rocket has little fuel left to visit Callisto, instead, you can have an impact on Callisto instead.

### Jupiter

Crashing to Jupiter is another option to end a Jupiter Return Mission. For example, if you have little fuel left, set an impact trajectory to Jupiter, and just crashing to it.
"Double" Engines

**Upcoming**
This part or feature is not in the game, but could be added in a future update.

The "Double 2" engine along with others.

The "**Double 2**" and the "**Double 1**" are an upcoming type of engines published by Stef along with others in the official Discord server. It's information is mostly unknown, but some that are confirmed are listed in the Infobox on the right.

This types of engine are possibly used on the first stage of medium rockets, but it can be occasionally used on the second stage of larger rockets. Due note that the **"Double 1"** looks very familiar to the real life Aerojet LR87 known from the Titan family of rockets

## Referens from the ces

1. ↑ Discord Link: https://discord.com/channels/400050897700257792/423137852520398848/1165048523683811429
Custom Part Creation

**Work in progress**

This page is a work in progress, and some information is currently not present.
You can contribute by expanding it.

**Custom Parts** (or **Part Packs**) are a type of game mod that adds a new part created by the author, that can be downloaded by others to be used on their games.

**Do note that custom parts, and all other mods (texture packs, etc.) require the Steam/PC release to work.**

## Resources/Dependencies.

Custom Part packs require the following to be downloaded and installed on one's computer or PC. **These are the requirements for Windows 10/11 computers, other PCs and computers have been ignored**

**Warning:** If you wish to create custom parts, and are going to download these dependencies, please tell a parent or guardian before doing so. Same thing with purchasing Odin Inspector, if you wish to do that.

* The **SFS Modding Toolkit**.
* The **Odin Inspector 90 day free trial (may also be purchased in full)**. Redownloadable.
* **Unity (hub)**
* **Unity version 2021.3.1**

## Installation

Follow these steps to ensure you have done the process correctly.

1. Install Unity version 2021.3.1
2. Extract the Modding Toolkit from its .zip file.
3. Press the "Open" button on the Unity Hub, and select the Modding Toolkit.
4. Wait for it to load.
5. Import the Odin Trial as a package into the Unity Project, then restart Unity.

Download Unity.Download Odin Inspector (free trial).Download the Unity Hub version.Download the Toolkit.Extract the toolkit.Open the Toolkit in Unity Hub.Import the Odin Trial as a package.**Image Source: Picospace Discord Server.**

## Create a simple custom part

Here are the simple steps to create a decorative custom part.

**Note:** This section is incomplete, please do not follow the steps until the article is completely finished -Lemniscate Biscuit.

1. Right click the screen and make a new folder. You may name this folder what every you would like. (This is where all your future custom parts should go.)
2. Open the folder, right click and create a prefab. Name this prefab whatever you would like.
3. Once you are done, double click the prefab to enter the editing screen
4. You must head over to the "Add Components" button and type in to add the following:
	1. Variables Module (allows one to store variables e.g. fuel, mass, etc)
	2. Orientation Module (rotation of items in-game)
	3. Par Component
Building Orbital Rockets

An **orbital rocket** is a rocket that can achieve orbit, usually a low Earth orbit.

## Structure

To maximize its efficiency, it is recommended to use two stages, but you can use an SSTO (single stage to orbit), which only has one. SSTOs are less fuel-efficient and require more fuel per payload than multistage rockets, but can be entirely recovered on reentry.

### First stage

The 1st stage (the bottom stage) consists of a heavy, high-thrust; low efficiency engine (Hawk Engine for lighter payloads, Frontier engine for light payloads and efficiency or Titan Engine for heavier payloads), and enough fuel tanks to be able to boost the second stage into a suborbital trajectory with the highest point clear of Earth's atmosphere. Solid rocket boosters may be required if the rocket cannot lift off of Earth's gravity.

### Second stage

The 2nd stage should have no more than half as many fuel tanks in weight as the first stage requires. This stage consists of a light-weight; low-thrust — high efficiency engine (Valiant Engine for lighter payloads or Frontier Engine for heavier payloads).

For heavier payloads, an engine like an Hawk engine or a Titan engine can also be used in the second stage, but clipped Frontier engines may also work.

The two final engines that can be utilized are the Kolibri Engine or Ion Engine, which provide low thrust; high-efficiency capabilities for use in vacuum. However, the Kolibri is better suited for carrying light-weight payloads, and not for long-distance travel. It is also better used as a Lander; the ion engine is better suited for long-haul space travel or space probes/orbiters as it has very high efficiency (*I*sp of 1200s), but has low thrust for its weight and sometimes requires electricity. Clipping ion thrusters can increase its thrust while keeping its efficiency. Also, making an ion thruster bigger can have the same effects as clipping it some times.

## Building

The top of a rocket can consist of multiple parts:

* A capsule + parachute and/or capsule + docking port (small) attached to it;
* a fairing, with a payload inside;
* or a Probe with a nose cone.

Anything else works, but the aesthetics (and more importantly) aerodynamics may be affected negatively.

As of 1.35, refueling has made long-haul space odysseys easier. You can send a rocket to LEO with fuel in it, dock and refuel other rockets/orbiters.

## The guide

According to Stef Moroyna (Main game developer), the first stage of a rocket should be twice as heavy as the stage above for maximum efficiency. The engines of each stage need to be powerful enough for their job.

### Top to bottom

E
r

=
M
2

M
n

{\displaystyle E\_r = M + 2M\_n}

where

* E
r

{\displaystyle E\_r}

 is the efficiency of the rocket, and
* M
n

{\displaystyle M\_n}

 is Mass in tonnes of the succeeding stages.

### Bottom to top

E
r

=

M
2

M
n

2

{\displaystyle E\_r = \frac{M + 2M\_n}2}

## See also

* Building Suborbital Rockets
* Getting to Orbit
* Equations
Delta-v

**I no longer exist.**

*The some or all information of this article is up to date with a previous version, and may not apply to the latest version. Please update the information of this article.* You can help improve this page by clicking this.
**ODelta-v (∆v)**, "∆" meaning "change" and "v" meaning "velocity", is a measure of the impulse that is needed to perform a maneuver such as a launch from, landing on a planet or moon, or in-space orbital maneuver.

Delta-V can be calculated using the Tsiolkovsky equation:

Δ
# v

(

v

e

:=

I

s
p

∗

g

0

)

∗
ln
⁡

(

m

0

m

f

)

{\displaystyle \Delta v=\left(v\_{e}:=I\_{sp}\*g\_{0}\right)\*\ln {\left({\frac {m\_{0}}{m\_{f}}}\right)}}

Where:

* v
e

{\displaystyle v\_e}

is effective exhaust velocity
	+ I

	s
	p

	{\displaystyle I\_{sp}}

	 is specific impulse
	+ g
	0

	{\displaystyle g\_0}

	 is standard gravity (9.80665 m/s2)

* ln

{\displaystyle \ln}

 is the natural logarithm
* m
0

{\displaystyle m\_0}

 is total mass of a rocket
* m
f

{\displaystyle m\_f}

 is total mass without fuel (*dry weight*)

This map shows the ∆v and manoeuvres required to reach different planets in Spaceflight Simulator. It is not 100% accurate.
Cosas prohibidas

•Si somos menores de edad no deberíamos de ingerir alcohol ni drogas porque nos podremos hacer adictos y los mas perjudicados serian nuestros padres .

Cualquier persona, familia o comunidad está expuesta a que las drogas ilícitas tomen el control de su vida. Las drogas ilícitas son un grave problema de nefastos efectos; controlan el cuerpo y la mente del consumidor y, a medida que envuelve a la familia y a la comunidad, los carteles de las drogas controlan a la sociedad.

Nadie está a salvo, pues el crimen y todo el submundo que rodea la producción ilícita de drogas, destruye la humanidad para tener una población cautiva de su maléfico poder. No dejes espacio en tu vida, ni en tu familia, ni en tu comunidad, para que las drogas dirijan tu conducta.
Miranda

**Upcoming**
This part or feature is not in the game, but could be added in a future update, version 1.8.**Planets Expansion Required**

*Some or all of the features on this page requires the **Planets Expansion** in-app purchase.*
 **Stub**

This article is a stub — it needs more information. You can help the wiki by expanding it.

**Miranda**, also known as **Uranus V**, is the smallest and closest of the major moons of Uranus. It is most known for lineae on its surface like Europa.

## Miranda

* Physics View
* Map View

## Surface Features and Terrain

Miranda is most known for its lineae, as they cut through the surface. Miranda also has many craters and plains, though they are less well known. Miranda may also have a frozen liquid ocean under its surface.
Fairing/Fairing Shells

**Fairing Shells** are created when a fairing separates. They are not controllable, and even stay for the very long time in orbit if you don't clear debris.

## Creation

When you tap a fairing or just use Staging to separate it, the fairing breaks, and becomes two separate, uncontrollable pieces.

## Effects

The effects of that are:

* They collide with spacecraft while you launch a rocket,
* Collide each other when there's a lot of debris or another shell,
* Destruct the rocket occasionally when you separate them.

When time warp is activated, those effects do not happen.

## Trivia

* A lot of fairing shells remain in Earth's orbit in real life right now, but they don't stay that long in orbit and reentering the atmosphere.
* If you attach a part to the bottom part of the fairing(touching the fairing), and attaching a probe can make the fairing shell controllable
Missile

**This page is being considered for deletion.**
Discuss your opinion on this talk page. The main reason for deletion is **not related to spaceflight**. Please do not remove this tag or delete the page until the discussion has been concluded.

A **missile** is a type of rocket that is meant to crash into another object instead of accomplishing missions or challenges. They can be used as one way to destroy unwanted or uncontrollable debris if the player isn’t fond of just magically making them disappear, and a lot of the time, they are sub-orbital self-destruction rockets capable of launching above the Kármán line before plummeting to their practical demise.

## Building a missile

A missile must not have a capsule in it, as it’s sacrificing an astronaut to destroy another object. A proper missile will have a probe instead, so no human-related lives are lost during the demolition. A simple missile will have one engine, a few fuel tanks, a probe, and an aerodynamic nose cone. Complicated ones may have multiple stages if they're intended to be able to bombard every spot on the planet they're launched on. Always use the smallest fuel tanks in large numbers to give the missile more pieces and, thus, more objects that can destroy other objects. Add heat shields to protect the missile if it has to reenter the atmosphere, unless you have the no heat damage cheat on.

## Interplanetary missiles

An interplanetary missile is capable of traveling to different planets to bombard any unwanted object or debris located close to or on the targeted planet. In order to travel such a distance, it must either have the infinite fuel cheat on or go through multiple stages.

## Trivia

* Clipping a lot of fuel tanks into a missile can make it exceptionally dangerous and sometimes laggy if your device isn’t strong enough.
Expansions/Skins Expansion

**Skins Expansion Required**

*Some or all of the features on this page require the ****Skins Expansion**** in-app purchase.*

The **Skins Expansion** gives the player the ability to change the skins of fuel tanks, separators, fairings, nose cones, engine bases and fins. It also unlocks the hidden skins that are found in the game's files.

1/13
How to land a rover?

A rover is a spacecraft that moves on a celestial body's surface. Here are methods on how to land a rover on a planet or moon.

## Landing methods

### Landing rovers on a celestial body with an atmosphere

Here are some of the options; it does not rely on adding a backshell or how big is the backshell but what matters is atmospheric entry. It's always important to add a heat shield when you are entering an atmosphere of a planet. However you should land on a planet with a solid surface meaning when you are going to land on Jupiter it wouldn't work because it has a liquid surface.

Here are some of the options you can choose:

* **Landing Platform or a Lander**
	+ A landing platform or a lander is helpful to land and deploy a rover on the surface. This even works on celestial bodies with no atmosphere.

* **Airbags**
	+ By putting a rover inside an airbag this can work well when lithobraking on the surface of a planet. The airbag's exterior are rover wheels and you should impact the surface at 50 m/s or lower.
* **Parachutes**
	+ This is the most basic method yet since you're just going to deploy parachutes from the rover and safely land on the surface.
* **Jetpack (AKA Skycrane)**
	+ This is by adding several fuel tanks and retrorockets and then attaching it to the rover. If you landed successfully separate the skycrane at low thrust and let the skycrane crash on itself.
		- **Note**: This is a hard method since this includes on how fast you are falling; it depends on the gravity of the planet; second, you need to have enough fuel or you're going to crash on the surface.

### Landing rovers on a celestial body without an atmosphere

This is easy yet hard, since the celestial body you're landing has no atmosphere. This means entry won't happen and at the same time parachutes will not work because you cannot deploy a parachute in a celestial body with no atmosphere. Simply, just land and deploy the rover. The only hard thing is deploying rovers on Phobos and Deimos.

Here are some of the options you can choose:

* **Landing Platform or a Lander**
	+ This works well on planets or moons with no atmosphere.
		- **Note**: First up: deploying rovers on Phobos and Deimos will be difficult because of their extremely low (or lack of) gravity. Second, you can deploy rovers or stationary platforms on orbiters if they're on a course to the surface. This can only work on celestial bodies with low gravity.
* **Skycrane**
	+ This can even work on planets or moons with no atmosphere. But it requires more fuel, depending on the gravity of the planet.
Communities

There are several Spaceflight Simulator communities. Starred (**\***) items are official communities.

## **Discord**

Official Group **\***
Wiki Group
Spanish Server
## **VKontakte**

Official Spaceflight Simulator Group **\***
## **Twitter**

Official Twitter **\***
Official Twitter (inactive since 2019)
## **Fandom**

English Wiki Community
Chinese Wiki Community
Russian Wiki
## **QQ**

Spaceflight Simulator Chinese Wiki Community
Dwarf planet

**These are ideas from official sources for a future release.
They may or might be implemented.**
**Upcoming**
This part or feature is not in the game, but could be added in a future update.
*Not to be confused with: Category:Dwarf Planets*

A **dwarf planet** is a small planetary object, that orbits the Sun. Some of these dwarf planets are found in the Asteroid Belt, while most are found in the outer solar system.

Dwarf planets are called such because they fail one of the three criteria the IAU has published: ***Object has cleared its orbital neighborhood.***

Because of this, they are classified differently from the rest of the planets. According to the International Astronomical Union, which sets definitions for planetary science, a dwarf planet is a celestial body that:

* orbits the sun;
* has enough mass to assume a nearly round shape;
* has not cleared the neighborhood around its orbit; and
* is not a satellite.

## Addition into the 1.8 Update

Some have speculated that the dwarf planets could be added in the upcoming 1.8 update. Though this is only theory, the dwarf planets: Ceres, Pluto, Haumea, Makemake, Eris, and Sedna (and maybe their moons) could be added into the 1.8 update, or placed into their own unique DLC.

## The Dwarves

A chart of the dwarf planets.

**The Dwarf Planets**
 Sedna | 0

## Gallery

CeresPlutoCharonNixKerberosHydraHaumeaNamakaMakemakeErisSedna

1. ↑ https://www.jpl.nasa.gov/infographics/what-is-a-dwarf-planet
Moons of Mars

PhobosDeimos
The **moons of Mars** are Phobos, and Deimos and they orbit Mars. They are small, and they are some of the smallest bodies in the game. Many use them for extending their colonies on Mars, or landing on them to drill rock samples and returning them to Earth. The pair both have extremely low gravity, so orbit insertion, and docking is quite easy.

To get into orbit around Mars's moons, rendezvous (so your trajectories intersect; see Rendezvous and Docking Tutorial and Trajectory Correction Maneuvers).

**Moons of Mars**
Clear Debris

**Clear Debris** is a feature in Spaceflight Simulator that removes uncontrollable (without a capsule or probe) parts and rockets (i.e. spent stages, boosters, dead satellites, crashed landers, etc)

### Advantages

Clearing debris can help the game run faster and smoother, also avoiding confusion when trying to find a rocket.

### Disadvantages

clearing debris can also remove uncontrollable rockets that you do not want to be removed. For instance, hinges, cargo doors, loose space station modules, etc.
Building (Overall)

Every space mission in Spaceflight Simulator starts with the construction of rockets in the Vehicle Assembly Building and then launches at the launch pad in the Space Center at Earth.

## Rockets

There are types of space vehicles, listed below:

* Artificial Satellite
* Helping Vehicle
* Impactor
* Lander
* Launch Vehicle
* Orbiter
* Rovers
* Space Station

## Tutorials

These are pages about how to build a rocket.

* Building suborbital rockets
* Building orbital rockets
* Building reusable rockets
* Building Mars rockets
* Building advanced spacecraft
* Building Moon rockets
* Building Jupiter rockets
* Building Venus rockets
* Building Mercury rockets
Burn

A **burn** is the use of Engines to change a rocket's trajectory.

## Types of burns

### Prograde

A prograde burn is a burn that propels the rocket in the direction it is currently traveling. This is used for liftoff, apsis raising, etc.

### Retrograde

A retrograde burn is a burn that propels the rocket in the opposite direction it is currently traveling. This is used for landing, de-orbiting, etc.

## Uses

### Liftoff

The most crucial part of a mission is the launch. Usually, all Engines on the first stage are activated and fed fuel, thus providing massive amounts of thrust. The rocket then climbs, and the Engines usually remain at full power until its apoapsis (highest height in orbit) is higher than Earth's atmosphere extent. Then, at apoapsis, the rocket burns prograde.

### Changes to orbit

Space maneuvers include increasing apoapsis, decreasing periapsis, etc. To increase apoapsis, burn prograde at periapsis, and vice versa.

### Interplanetary transfers

An interplanetary transfer is a space maneuver intended to set the rocket on a course to reach another planet. This is a prograde burn that sets the rocket in an escape trajectory of a celestial body, then increases or decreases its future heliocentric orbit so it can intersect another planet.

### Docking

For docking, small Engine burns are made once the rocket the player wishes to dock with. After both rockets come in proximity, the rocket then uses RCS to dock.

### Landing

Landing is another crucial part of a landing or full mission. A landing burn is a retrograde burn executed before landing. This burn becomes further crucial on celestial bodies with no atmosphere, since Parachutes cannot be used there. The burn reduces the rocket's velocity to a safe level before landing.
Building Mercury Rockets

A **Mercury rocket** is a rocket meant to go to Mercury (and back). Due to the high delta v budget required to go to Mercury and coming back, this mission needs a large rocket, a lot of refueling stops, orbital maneuvers and more.

## Structure

A Mercury rocket must be really large and it requires at least 4 or more stages to get there without gravity assists.

### 1st stage

The first stage is capable of barely getting to low Earth orbit. The Titan/Hawk engine can push the rocket off of the launch pad. The first stage must have enough fuel to get it into orbit.

### 2nd stage

The second stage can go to orbit and execute the transfer to Mercury. It must have at least one vacuum engine (Frontier is opted) and some fuel tanks. This stags can also do the orbital maneuvers to get to Mercury.

### 3rd stage

The third stage will get the rocket to Mercury orbit and land it on its surface. The third stage must have the same specifications as the second stage, but with landing legs.

### 4th stage

The 4th stage is optional and is required on a Mercury return mission. It must carry sufficient fuel for the return trip to Earth. There will be a return capsule that will land back safely on Earth.

## Real Mercury rockets

Rockets that have launched missions to Mercury.

* Atlas-Centaur (Carried Mariner 10)
* Delta II (Carried MESSENGER)
* Ariane 5 (Carried BepiColombo)

## Getting to Mercury

A guide can be found for getting to Mercury: Getting to Mercury. Here are the basics of getting to Mercury.

### Mission

Launch the rocket, get to orbit and do a couple of gravity assists. Earth gravity assists will send the rocket's trajectory to intersect with Venus's orbit; Venus gravity assist will send the rocket to intersect Mercury's orbit; Mercury gravity assists will decrease the aphelion until the trajectory is similar to Mercury's orbit. Get to orbit on Mercury and land on its surface.

When you are ready to return, get to orbit, get a Venus transfer to raise the perihelion or get to Venus orbit. If you use Venus gravity assists use a lot of them: the first round will raise the perihelion to Venus's orbit; the second round will raise the aphelion to Earth's orbit. Then Earth gravity assists will raise the perihelion to Earth's orbit. If you are in Venus orbit wait for a transfer window to Earth. After all of these gravity assists get back safely on Earth's surface.
Orbits and Delta-v

## Mathematics Involved

*Main article: Delta-v*

Delta-v can be used to calculate whether a rocket can reach a place or not. Take this rocket with a parachute, Capsule/Probe, two 20t 4 wide Fuel Tanks and an Hawk Engine for example.

Δ
# v
l
n
(

M
t

M
d

)
⋅

I
s

P
⋅
g

{\displaystyle \Delta v = ln(\frac{M\_t}{M\_d}) \cdot I\_sP \cdot g}

Where:

* M
t

{\displaystyle M\_t}

 is total mass.
* M
d

{\displaystyle M\_d }

 is total mass minus fuel mass.
* l
n

{\displaystyle ln}

 is a natural logarithm.

The Hawk Engine has a specific impulse,

I
s

p

{\displaystyle I\_sp}

, of 240s.
For this specific rocket,

M
t

=
47.9
t

{\displaystyle M\_t = 47.9t}

 and

M
d

=
11.9
t

{\displaystyle M\_d = 11.9t}

. Substitute the values into the formula:

Δ
# v
l
n
(

47.9
t

11.9
t

)
⋅
240
s
⋅
9.8
m

/

s

{\displaystyle \Delta v = ln(\frac{47.9 t}{11.9 t}) \cdot 240s \cdot 9.8 m/s}

Δ
# v
l
n
(

47.9
t

11.9
t

)
⋅
2450
m

/

s

2

{\displaystyle \Delta v = ln(\frac{47.9 t}{11.9 t}) \cdot 2450 m/s^{2}}

Δ
v
≈

3321.7
m

/

s

2

{\displaystyle \Delta v \approx{3321.7 m/s^{2}}}

Reaching Low Earth Orbit requires a delta-v around 2880 m/s2 according to the tailor-made delta-v map for the game (also available at the delta-v page). This rocket can produce more delta-v than it requires, even when accounting for aerodynamic drag. Thus, this rocket can reach LEO. This formula can also be applied to other rockets.
Lander Can

**These are ideas from official sources for a future release.
They may or might be implemented.**
**Upcoming**
This part or feature is not in the game, but could be added in a future update. **Stub**

This article is a stub — it needs more information. You can help the wiki by expanding it.

Not much information is known about this part. We do know that it is in the game files, and is probably a part of the Astronaut Update.

## Lander Can

Extremely grainy image from a SFSEagle video
6–12 Wide

**Expansions required**

Some or all of the parts and/or features on this page require these Expansions:
• Parts Expansion ($4.99)The **6 Wide**, **8 Wide**, **10 Wide** and **12 Wide** sections are sections that contain larger variants of some parts. Some parts in 6 Wide are free, while other parts (and larger parts) require the Parts Expansion.

## 6 Wide parts

### Fuel tanks

* 6×2 (7.5t, free)
* 6×4 (15t, free)
* 6×6 (22.5t, free)
* 6×8 (30t, free)
* 6×16 (60t)
* Engine base (18.75t, free)

### Other

* Heat shield (6 wide)
* Separator (6 wide, 60kN separation force, free)
* Aerodynamic Nose Cones (6 wide)

## 8 Wide parts

### Fuel tanks

* 8×2 (10t)
* 8×4 (20t)
* 8×6 (30t)
* 8×8 (40t)
* 8×16 (80t)
* Engine base (25t)

### Other

* Heat shield (8 wide)
* Hollow heat shield (8 wide)
* Separator (8 wide, 80kN separation force)
* Aerodynamic Nose Cones (8 wide)

## 10 Wide parts

### Fuel tanks

* 10×2 (12.5t)
* 10×4 (25t)
* 10×6 (37.5t)
* 10×8 (50t)
* 10×16 (100t)
* Engine base (31.25t)

### Other

* Heat shield (10 wide)
* Hollow heat shield (10 wide)
* Separator (10 wide, 100kN separation force)

## 12 Wide parts

### Fuel tanks

* 12×2 (15t)
* 12×4 (30t)
* 12×6 (45t)
* 12×8 (60t)
* 12×16 (120t)
* Engine base (37.5t)

### Other

* Heat shield (12 wide)
* Hollow heat shield (12 wide)
* Separator (12 wide, 120kN separation force)
Parts/Destruction

**Destruction** is a game mechanic that depicts Parts being destroyed, causing them to explode and disappear. The resulting explosion also causes the screen to shake. If an entire rocket gets destroyed, the Failure menu appears.

## Causes

### Collision

If a Part collides hard enough with another planet or Part, it will be destroyed. The velocity required for destruction depends on the mass of that Part; higher mass means lower velocity. Landing legs are about twice as durable as other Parts.

### Overheating

If a Part's temperature exceeds its melting point by 3%, it will be destroyed. Normal parts have a heat tolerance of 400 degrees Celsius (752 Fahrenheit), while Heat Shields have a heat tolerance of 6,000 degrees Celsius (10832 Fahrenheit).

## Trivia

* If a rocket collides hard enough, all of it will be destroyed instantly instead of Part by Part.
* If the rocket collides with something with a relative velocity of more than 2 km/s, it will clip into it. This is because the Unity engine does not recognize that the object hit that other object above that speed.
* If a part of an rocket is overheated, it will detach first then it will be destroyed.
Flag

**Upcoming**
This part or feature is not in the game, but could be added in a future update.**These are ideas from official sources for a future release.
They may or might be implemented.** **Stub**

This article is a stub — it needs more information. You can help the wiki by expanding it.
Not much information is known about this part. We do know that it is in the game files, and is probably a part of the Astronaut update or another one.

## Flag

A picture of a flag, The flag is white so you might have to download it.
Mercury-Redstone

**Mercury-Redstone** is a suborbital rocket which was used from 1960 to 1961. It is known to launch America's first man to space.
In Spaceflight Simulator, as of now, the rocket is in the Redstone-Atlas expansion pack.

## Parts

* Launch Escape System
* Capsule
* Retro-Engines
* Separator
* Fuselage
* Fuel Tank
* Rocketdyne A-7 Engine

## Trivia

* The Mercury capsule was also launched on the Atlas booster
* The rocket had 6 launches, 5 of which were a success.
	+ The first mission failed since the rocket thought that it was at a higher altitude during the launch. Because of this, the LES jettisoned itself, the engine shut down, and the capsule separated.
BP-edited player-made parts

This is a list of all kinds of blueprint-edited parts. This list has two categories: **Free Version** and **DLC** mainly due to the number of features DLC adds.

If you want to add your part or have found a part you could either edit this directly or comment on the part you want to add.

# Guidelines

1. **BP-edited parts only** and **no pure part clipping** except if it's complicated to make as most players do not know how to make most of this kind of part.
2. Test it **yourself**. You have the blueprint you can **test it** yourself. This is optional.
3. If it does not have any DLCs label it as "free version" and if it has DLCs, label it "DLC" except for the skin expansion which is usually noticed immediately.
4. Bugs that can be done without BP editing are **not allowed** because we want to make sure that it works on future updates and BP editing is not a supported feature so bugs from BP editing are unlikely to be fixed.
5. Simple modifications with limited use cases or overpowered ones are not allowed like a 3000-fold size ion engines and a very powerful Side Separators.
6. If it's made by a different player, **credit them**.

# List

Sub-categories may be added in the future.

## Blueprint edited parts

### Non-decorative

#### Payload Adapter

Made by Lemniscate Biscuit

**Parts Expansion Required**

*Some or all of the parts and/or features on this page require the **Parts Expansion** in-app purchase.*
**Skins Expansion Required**

*Some or all of the features on this page require the **Skins Expansion** in-app purchase.*
This part can be attached to fuel tanks and other parts. Its main purpose is to attach payloads to upper stages.

**Available in the following sizes**

* 4-6 wide
* 4-8 wide
* 6-8 wide
* 6-10 wide
* 8-10 wide
* 8-12 wide
* 10-12 wide
* 12-14 wide
Example Rockets

**Example Rockets** were rockets introduced in 1.5 as a way to teach new players about rocket construction.

## Basic Rocket

The Basic Rocket is a single-stage 88.3t vehicle with a return capsule outfitted with a parachute. The vehicle is outfitted with 1 Hawk Engine. The TWR is 1.36.

## Stages

Stages, as it is aptly named, is a two-stage vehicle with a mass of 90.7t. It also has a return capsule outfitted with a chute. Stage 1 has a Hawk Engine and Stage 2 has a Valiant Engine. The TWR is 1.32. When you launch it, the Hawk Engine will fire, and when it runs out of fuel, the second stage Valiant Engine will fire. Then the second stage separates from the capsule+parachute, and the parachute will then deploy.

## Ideal Stages

Ideal Stages is a three-stage vehicle with a mass of 253.8t and has six engines with solid rocket boosters attached to the 1st stage. One Hawk Engine on the Stage 1, 2 Hawk Engines on both SRBs, a Valiant Engine on Stage 2 and Stage 3 has a Kolibri Engine headed by a return capsule. THE TWR is 1.42. When you launch it, the 3 Hawk Engines will fire, and when it runs out of fuel, the Valiant Eangine will take over and the first stage separates from the rest of the rocket. If it runs out of fuel, too, the Kolibri Engine will then fire and the empty second stage will separate from the third stage. If it runs out of fuel the third stage will separate from the capsule+parachute, and the parachute can finally can deploy.

## Lander

Lander is a simple landing vehicle, with two landing legs, a Kolibri Engine with a returnable capsule. The vehicle has a mass of 21.3t. The TWR is 0.7, which is too heavy to liftoff. You can put another Kolibri Engine on the lander.

## Trivia

All example rockets have the old 1.52 Capsule
Launch

**Launch** is a stage that will bring a rocket into space. It is a very important part of a mission; if something wrong happens during this stage, the mission will be failed.

## Stages

After clicking the *Launch* button in the build menu, the built rocket will be transferred to the launch pad, where it is launched.

### Liftoff

By firing the first stage engine(s) for the first time, the rocket will leave the ground, and start rising.

### Angle indicator appears

Shortly after launch the angle indicator appears, that will warn the player to start turning.

### Max Q

During this phase the rocket is now exposed to the highest dynamic pressures on the rocket.

### Turning

Then the rocket turns over to the side and reaches a steep angle as it gets higher.

### Booster separation

If boosters are present; if they run out of propellant, they will separate from the rocket. The core stage will bring the rest of the rocket to orbit at its best.

### Stage staging

After the rocket's core stage had ran out of fuel, it's time to separate it. Then the second stage will take over with its engines that are used in space to push it further out into orbit.

### Orbit insertion

The second stage, now burning, is struggling to get to orbit. After a few minutes of firing its engine, it gets into a stable (but not completely so stable) orbit. The engine shuts down and continues its mission in space.

### Post‐launch activities

After orbit insertion the rocket will then rendezvous to a space station, go to other planets or release a payload into a specific orbit.

## Launch warnings and failures

If the rocket is too heavy, has no parachute/heat shield or uncontrollable, the game warns the player to add the missing part(s), reduce weight or use a more powerful engine to lift it off right away. If the rocket has a malfunction during launch the mission will be rendered a *failure*. If there were astronauts on board they will use the launch abort system to safely return to Earth.

## Image gallery

A rocket lifts off from a custom-made tower
## Trivia

* Many rockets are launch successfully and others a failure.
* The rocket may explode if it has another rocket inside the said rocket.
* Some launches are just testing.
* Unlike in real life, the launch pad has no launch tower.
	+ You can create your own launch tower by building it with structural parts, empty fuel tanks, solar panels (for the service arms), landing legs (for launch clamps), separators (for detaching the rocket from the tower) and Docking Ports and wheels (for decoration).
Asteroids

**Upcoming**
This part or feature is not in the game, but could be added in a future update, version 1.8.
**Asteroids** are small solar system bodies that may or may not be added in the 1.8 update, though they have been theorized to be added.

## Types

Hundreds of thousands of asteroids have been found, and most of them predate the Earth in age.

### Rocky Asteroids

Primarily composed of silicate rock, these asteroids could have been remnants of the past solar system. Notable "geoasteroids" include 4 Vesta, 2 Pallas, etc.

### Metal Asteroids

Also known as M-Type asteroids, these bodies have large quantities of precious metals and raw materials, worth over quintillions or dollars. Notable "ferrasteroids" include 16 Psyche, and 216 Kleopatra.

### Rubble Piles

Made up of small rocky particles, these asteroids sometimes have a regolith layer. Some of these asteroids, Like 101955 Bennu have thousands of "moonlets" or dust particles, ejected from its surface. Notable rubble piles include: 101955 Bennu and 25143 Itokawa.

### Icy Asteroids

Also known as "cryasteroids" these are more commonly found in the Kuiper Belt and outer solar system, were they have a lower chance of melting, these asteroids are primarily made of icy material and volatiles.

Cry and Geoasteroid terminology here.
Landing Leg

**Expansions required**

Some or all of the parts and/or features on this page require these Expansions:
• Parts Expansion ($4.99)

* Small
* Big

The **Landing Leg** is a part used to prevent rockets from landing on their engines and other parts, as they will break on impact if the rocket's velocity exceeds 5.5 m/s. It is also used to decrease a rocket's center of mass, making it less subject to toppling. As a rocket without an engine inside an atmosphere is virtually useless, this is a good way to protect the engines and other parts from being damaged. A landing leg can withstand impact speeds up to about 12.5 m/s.

Upon deployment, landing legs rotate to about 115 degrees, then extend downward.

In Version 1.5, a larger version of the leg was introduced which now overcomes the issue of needing to add structural parts to extend the legs further.

As they can be extended and retracted on click, they are a popular part used by engineers to develop new game mechanics. Landing legs can be used for hangar doors, mechanical arms, grid fins and many more fantastic creations.

## Building tricks

* Antenna — Extended landing legs are often used as antennae for satellites.
* Hangar doors — The legs can act as doors. Alternatives include solar panels.
* Mechanical arms — For advanced builds.
* Payload Bay — used to deploy payloads
* Grid fins — used on reusable rockets to stabilize landings.
* Launch clamps — used on a launch tower to hold the rocket in place before launch.
* Service arms — used to access different parts of a rocket before launch.
* Booster Separator — can be used as another type of separator although only for a decorative purpose.
* Horizontal Solar Panels — when horizontal it can act as a horizontal solar panel.

## Trivia

* The angle of the extension of the landing leg from its attached joint is about 115 degrees.
* When a part that is attached from a landing leg is destroyed, they will sometimes move around for a while.
* There's a logic when clipping a part to another landing leg on the air, when deployed, the part is still attached even when it looks like it's not connected.
* The landing legs look similar to the LT-1 Landing Strut in Kerbal Space Program.
Mikk

A kenku rogue and wielder of the Fochlucan Bandore. Owns a pair of Devourer weapons whose power is derived from the Ti, but it has proven useful many times. Also has a snake arm and big bulging eye with truesight, both also granted to him by the weapons. While certainly not the most evil bard, is the most morally ambiguous.

Mikk is bird.
Parts

**Parts** are building blocks for a rocket. Usually, rocket parts consist of:

* Fuel tanks
* Rocket engines
* Control vehicle
* Landing legs
* Separators
* Fairings

This page lists all parts by their properties, including mass, fuel mass, thrust, fuel consumption and electricity generation/consumption. A compilation of screenshots of all available parts is available at the bottom of this list.

## Gallery

Astronaut capsuleParachuteProbeHawk enginePeregrine engineValiant engineKolibri engineRCS thrusterSolid rocket boostersFuel tankLanding legAerodynamic nose coneFuselageEngine basesHeat shieldsTitan engineFrontier engineIon engineFairingsStructural partDocking portSmall solar panelLarge solar panelRover wheelsRound nose coneAll fairings (exterior)All fairings (interior)
## Trivia

* Some of the parts are based on the game *Kerbal Space Program*.
* Some parts used to be unbreakable because of bugs, for example the solar panel.
* The strongest part currently in the game is the wheel, breaking at a point of 50 m/s.
Hellas Planitia

**Hellas Planitia** is a deep impact basin on Mars which sits beside the Gale cater. The atmospheric pressure on this location is 103% greater than in Mars's sea level. That means parachutes will slow down a 5-ton payload on this location to around 7 meters per second instead of 15 m/s in Mars's sea level. This landmark may be a landing site for some landers because of the high atmospheric pressure.

## Trivia

* Hellas Planitia is one of the largest impact basins in the solar system, at 2300 kilometers in diameter.
* Hellas Planitia might have been formed when an asteroid hit Mars 4 billion years ago.
* Currently there is a bug in which rockets landed inside will disappear