recursal/Fanatic-Fandom huggingface dataset:
Hawk Engine

* 1.5
* 1.4
* 1.0

The **Hawk Engine** is a high thrust; low efficiency engine, which is normally used in the first stage of a rocket. It's the first stage counterpart to the Valiant Engine, and the smaller version of the Titan Engine. The engine burns 5 tons of liquid fuel in 7.5 seconds. On Earth, it can lift up to 120 tons.

This engine is usually used on the first stage of medium rockets, but is occasionally used on the second stage of larger rockets.

## History

The Hawk Engine, previously named RB-48 Liquid Fuel Engine, was the one of the first two engines in Spaceflight Simulator, the other one being the Valiant Engine.

## Trivia

* This engine likely burns kerolox (kerosene and liquid oxygen), because kerolox powered engines give off an opaque plume.
* The engine is likely based off of the real life Merlin 1D or the RS-25 SSME engine.
* In blueprint files, this part's name is `Engine_Hawk`.
Io (moon)

Io
--

* Physics View
* Map View

**Planets Expansion Required**

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

**Io** is the innermost and second smallest of the four Galilean moons of Jupiter. It is well-known for its striking yellow terrain and volcanoes like Venus. Io can be unlocked by purchasing the Planets Expansion DLC.

Landing on Io is hard due to its distance from Earth and high gravity. It has the highest gravity of all the Galilean moons at approximately 1.8 m/s2.

## What To Do on Io

Io’s high gravity and proximity to Jupiter make it a little hard for gravity assists. Getting to orbit may take a lot to time to conduct.

A downside to Io’s high gravity is that orbit insertion burns can be quite expensive.

Io’s volcanoes aren’t very tall; any orbit(s) that go above 150 meters are safe.

## Io’s Terrain Features

The terrain is covered with a lot of volcanoes and steep cliffs. The cliffs are mostly small and have a steep angle that is almost vertical. These cliffs can be close together. When climbing a volcano, one side is smooth, while the other has many cliffs. The valleys have a few cliffs, but they are slightly shallower than the other ones. A volcano can sometimes have a crater on it.

The mountainous terrain of Io can make it difficult to land. Make sure that your lander has a wide base and ample fuel to prevent tipping and find a flat spot (like a spot between volcanoes, the peak of volcanoes or hills), respectively.

Driving rovers on Io is difficult, if not impossible. Steep cliffs can cause your rover to flip or fall and sometimes be destroyed.

## Gallery

Io's rough mountain peaks and valleys.A picture from the surface of Io, showing Jupiter. This feature has not been implemented as of yet.A mountain on Io
## Trivia

* Io’s yellow color comes from various sulfur compounds exuded by its volcanoes.
* Like Mercury, Venus, the Moon, and Mars and its moons, Io has its own terrain feature; however like Phobos and Deimos it doesn't have a PLAINS heightmap.
* Io is named after a lover of Zeus, who was turned into a cow so her affair with him would be hidden from Hera, Zeus’ wife.
* Io can be pronounced either as /ˈaɪ. oʊ/ (“EYE-oh”) or/ˈiː.oʊ/ ( “EE-oh)”.
* From Io’s surface, Jupiter would appear 39 times larger than the Moon looks from Earth.
* Io has a similar composition to the inner planets.
* Io is the most geologically active celestial body in the solar system besides Earth.
Frontier Engine

**Parts Expansion Required**

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

## Frontier Engine

* 1.5
* 1.4
* 1.35
* 1.3

### TWR

16.67

The **Frontier Engine** is a high-efficiency and an average thrust engine that is mainly used for second stages and payload carriers that carry heavy payloads. It is the second stage counterpart of the Titan Engine and the larger version of the Valiant Engine.

Since it can be mounted on a 4 unit wide fuel tank, it is sometimes used as a high-efficiency replacement for the Hawk Engine, This engine is best used in the second stage of large rockets, but it also works well as a first stage engine for smaller rockets. It also works well as a third stage of very large rockets. It has the second highest efficiency after the Ion Engine. It burns through 5t of fuel in 12 seconds.

## Trivia

* This engine most likely represents the RS-25 SSME, Rocketdyne J-2, or the Rocketdyne J-2X.
* Before 1.5, the Frontier Engine used the Hawk Engine/Titan Engine's sound as a placeholder. This was changed in 1.5.
* This engine is more efficient than the Hawk Engine but it has lesser thrust.
* Prior to 1.35, the Frontier Engine had a rather unique texture.
* This engine likely burns hydrolox (liquid hydrogen and liquid oxygen), because hydrolox powered engines give off a transparent flame.
* In real life, the Frontier Engine would probably only be more efficient in a vacuum, because rocket engines with a long nozzle and high nozzle ratio are more efficient in a vacuum, but provide less thrust and efficiency in denser atmospheres.
* Two clipped Frontier engines can be used in a first stage of a rocket in place of Hawk and Titan engines, but they have half the thrust of one Titan Engine. It can also be used for interplanetary transfers that need a lot of fuel to work on.
* Four clipped Frontier Engines can be a replacement for the Titan Engine. It consumes 18% less fuel than the Titan Engine, but it weighs twice as much as the Titan engine.
* As said in the description, it is a average-thrust engine, but it has actually has a high thrust.

## Gallery

* Exhaust until 1.35. Note a faint color difference to post-1.35's exhaust.
1/3
Fuel mass cascade

During an interview, an Apollo astronaut once explained that if he had brought his dog with him, of mass M0, NASA would have added a fuel mass M1 to carry his dog extra weight during the ascent from the moon, but also a fuel mass M2 to slow down the dog's mass M0 and the fuel mass M1 during the powered descent to the moon. NASA would also have to add a fuel mass of M3 to slow down M0, M1, and M2 during the moon orbit insertion. NASA would also have to add a fuel mass of M4 to speed up M0, M1, M2, and M3 during the trans-lunar injection (TLI). In order to accelerate M0, M1, M2, M3, and M4, NASA would also need to assign a M5 fuel mass to the second stage of Saturn V. As well, a fuel mass M6 would have been necessary in the first stage of Saturn V to speed up M0, M1, M2, M3, M4 and M5.

This phenomenon is the **fuel mass cascade**, and the example above is incomplete because there is an additional fuel mass Mx for every engine burn, and there are more engine burns than the ones listed above in the real Apollo lunar missions.

This phenomenon also explains why, if you get back to earth from a mission with 10t of extra fuel, and try to do the same mission again with 10t less fuel at the beginning, you will still return to earth with the remaining fuel, because you will have saved each Mx of this cascade by not bringing the initial M0 fuel mass. This is also true for fuel that is not used during the mission's most remote phase (e.g., powered landing): if spare fuel remains during and after powered landing and is not used later, it means that a sequence of Mx masses of fuel was carried for it and is also useless, increasing the overall mission fuel requirement.
Buoyancy

**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.**
**Buoyancy** is the upward force from a fluid that counters the weight of an object.

For an object to float, it needs to have buoyancy high enough so that it can float which can be applied vice versa.
There will be a part buoyancy list in the future

## Parts

### Aerodynamics

Most aerodynamic parts float. because of the low weight.

### Engines

All Engines may sink because of having a lot of weight.

### Fuel Tanks

They may sink on one side depending on the amount of fuel.
Future Updates/Predicted

## 1.6 (predicted)

* ~~Astronauts~~
* Solid Rocket Boosters
* Flags
* Solid Booster Tanks
* ~~Rocks~~
* Sample Collections
* More engines
* Plume effects
* New parts

## 1.7 (predicted)

* Electric System (batteries, RTG)
* New Planets
* More landmarks
* Asteroids and comets
* Day-night
* Water?

## 1.8 (predicted)

* Science instruments, cameras, etc
* Career Mode revealed
* Sandbox Mode revealed
* Outer planets and dwarf planets?
Debris

**Debris** or space junk are uncontrollable spacecraft, satellites, rocket parts and stages that are retired or discarded after use. They can also be remnants of rockets that crashed. They usually stay in orbit or in the ground but do not last long.

Mostly, satellites that are nearing the end of their operational life use their propellants to deorbit or send itself into graveyard orbit to reduce the probability of colliding to each other.

The space debris may vary from size, from tiny microscopic specks to meters in size.

## Trivia

* Debris can be easily cleared by the "Clear Debris" button. Tapping this button will clear all the debris instantly.
* Clearing the debris before launching a rocket will decrease the chances of crashing into a retired/discarded object (but not fully).
Callisto

* Physics View
* Map View

**Planets Expansion Required**

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

**Callisto** is the second-largest and most distant of Jupiter’s Galilean moons. It is colorful and spotty in appearance. Callisto is included in the Planets Expansion DLC.

Landing on Callisto is relatively easy because it is far away from Jupiter. Callisto's gravity is the smallest of all the Galilean moons at 1.235 m/s2. Callisto's terrain is usually smooth with some big and wide craters.

## What to do on Callisto

Callisto, similar in more ways than one to Ganymede, is prime for gravity assists. Low passes can be hazardous as the rims of Callisto’s craters can exceed 200 meters in height.

However, easy orbits around Callisto can be achieved without gravity assists, because at Callisto’s distance from Jupiter, your rocket will not be moving at a very high velocity, even if it is on an escape trajectory.

## Terrain

Like the Moon or Mercury, Callisto’s surface is heavily cratered. Unlike the moon, however, these craters are remarkably large and have some rough surfaces on them. The flat surfaces are usually have small hills with a few shallow craters. Callisto's craters are not that steep as the Moon's or Mercury's craters are.

Make sure your rocket has a wide base so it does not tip if you land at an odd angle and land on a flat surface to avoid tipping.

## Gallery

An examination of Callisto's surface from orbit, showing terrain features
## Trivia

* Callisto, like Io, was not included in any 1.4 game peeks.
* Callisto is far from the most distant moon of Jupiter. That title is held by Sinope.
* Callisto is one of the most cratered bodies in the Solar System.
* Some of the crater plains on Callisto could be as old as the Earth.
* Like the rest of the Galilean moons, Callisto was a lover of Zeus. Hera, enraged by her husband’s affair with Callisto, turned her into a bear. Right before she was going to be killed, she was turned into the constellation Ursa Major.
* In the game, Callisto is the same size as Mercury, sharing a radius of 120 kilometers; but in reality, Callisto is slightly smaller than Mercury.
* Callisto could possibly have high mountain peaks because of impacts on the surface that create shockwaves.
Mercury-Atlas

**Mercury-Atlas**, also known as **Atlas LV-3B**, is an orbital rocket which was used from 1960 to 1963. It is known to launch America's first man to orbit. In Spaceflight Simulator, as of now, the rocket is in the Mercury-Atlas expansion pack.

## Rocket

The Atlas rocket consisted of a large metal fuel tank that carried RP-1 and LOx for the XLR-89-5 and XLR-105-5 engines. Unlike traditional two stage rockets, the Atlas had a stage-and-a-half design, when which the two twin XLR-89-5 engines along with the separable engine base, would detach from the rest of the rocket, leaving the more efficient XLR-105-5 engine to complete the orbit insertion.

Due to the risk of a catastrophic failure during accent or on the launch pad, a launch escape system (also used an the Redstone rocket) was installed to carry the crew module away from the failing rocket. This system utilized multiple wires that ran down the sides of the fuel and LOx tanks that, when severed, caused the LES to fire, pulling the crew to safety.

## Trivia

* In real life, the rocket was derived from the **SM-65D Atlas**, an intercontinental ballistic missile (ICBM) would have delivered a nuclear payload on a suborbital trajectory. It was then developed as an expendable launch vehicle.
Ganymede

**Planets Expansion Required**

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

## Ganymede

* Physics View
* Map View

## Base Data

### Color

RGB: 138, 125, 113
HEX: #8A7D71

## Orbit Data

### SOI radius

1549.1 kilometers

**Ganymede** is the largest and second-most distant of Jupiter’s Galilean moons. It is larger than Mercury and is grey-brown in color with white streaks. This color is due to ice on its surface. It is included in the Planets Expansion DLC.

Landing on Ganymede is hard, harder than in Io, because of the large gravity and rough terrain. Ganymede has the second-largest gravity of all Galilean moons at 1.43 m/s2

## What to do on Ganymede

Ganymede’s high gravity makes it a prime target for gravity assists. Very low passes can be made due to the uneven terrain not stretching much higher than 100 meters.

As seen in the picture to the left, a Ganymede encounter can be useful because of its large gravity. Ganymede's gravity can be used to get to another moon or lower or higher Jupiter orbit easily (with the right timing and position).

Like Io, orbital insertion can be quite expensive.

## Terrain

Ganymede’s surface is perhaps the most interesting out of all of Spaceflight Simulator’s planets and moons. The surface is mostly filled with many small hills and many irregularities in these hills. Ganymede's hills can be up to 90 meters in height. The hills may be small, but they are steep. In some places, the surface is relatively flat with a few tiny irregularities emerging out from the ground. If the landing footprint is in rough terrain, you may land on a spot that will cause your rocket to tip. However, the rough regions double as prime driving locations for moderately-sized rovers.

## Gallery

An early sneak peek of Jupiter’s moons. Europa and Ganymede are visible.A section of Ganymede's terrain.
## Trivia

* Ganymede is so large that it's larger than Titan (Saturn's biggest moon) and 41.3% the size of Earth.
* Ganymede could be considered a planet if it wasn't orbiting Jupiter.
* Ganymede has a magnetic field and even faint auroras.
* Like the rest of the Galilean moons, Ganymede was a lover of Zeus, who abducted him to become a cup-bearer for the Olympians.
* Ganymede formed in Jupiter’s nebula in about 10,000 years.
* The high radiation on Ganymede would kill a person in 2 months.
* Ganymede is the largest of all moons in-game and in real life in the solar system, larger than Mercury.
* Ganymede has an atmosphere that is mainly composed of oxygen.
* Ganymede has polar caps, just like Earth and Mars. They are made out of frost and extend until 40° latitude.
Atlas Engine Base

* Internal view
* External view

The **Engine Base** is used in the Atlas booster to attach the Rocketdyne XLR-89-5 booster engines to the rocket, and it is detached alongside the engines when they run out of fuel. It contains two tubes coming from the Engine Adapter that appear to transport the fuel-oxidiser mix to ignite them in the combustion chambers. It requires the covers to be attached to the rest of the Atlas rocket.

## Trivia

* In the real life Atlas rocket, separating the engine base was necessary to reach orbit, however in the game, separating the base is not necessary to reach orbit, as the Rocketdyne XLR-89-5 engines have enough burn time to make it into orbit, this allowing the Atlas rocket to work as a SSTO.
Grand tour

**Planets Expansion Required**

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

A **grand tour** is a complex and long mission that involves flying past or landing on every planet (and sometimes moon) in the Solar System. It commonly refers to flying past Jupiter, Saturn, Uranus, and Neptune, like what the Voyager probes did, but it can also refer to landing on all of Jupiter's Galilean moons (Io, Europa, Ganymede, and Callisto) or landing on all the inner planets (Mercury, Venus, Earth, Moon (optional), and Mars and its moons (optional) of the solar system.

### Delta-v

A grand tour mission is one of the hardest, if not the hardest, missions in the game. This mission requires at least 19,241 m/s, but actually more because it renters Earth at more than 3 km/s (without slowing down prior to reentry). A good delta-v budget will be 28 km/s.

## Methods

### Single Probe Individual Flybys

This type of grand tour requires most if not all of the planets to line up, in order for the gravity assists to work. This is what the Voyager probes did.

### Individual Landings

A grand tour with individual landings, requires more delta-v as one needs to soft land on the surface. This is usually done with seperate landers that dock to a space station.

### Grand Tour and Back

**This method excludes probe flybys due to them becoming interstellar after all of the gravity assists.**

One can use the individual landing method and return to Earth, giving all of the achievements if done correctly.
Artificial Satellite

An **artificial satellite** is a man-made object that orbits a celestial body.

In a general sense, any man-made object in orbit can be considered a satellite, like spaceships waiting in low Earth orbit, Space Stations and debris. However, in a strict sense, an artificial satellite is an unmanned space probe in orbit. Satellites are designed to orbit and not to land (as long as they are still functional/useful), so they may have Ion Engines, RCS Thrusters, Solar Panels, docking ports, small fuel tanks and Batteries, but they are not expected to have other engines or parachutes (though parachutes are useful when using satellites to deorbit a craft, and powerful engines can be useful in compound rockets with components docked together in orbit).

## Uses

Satellites can be used for the following:

* Observation Satellite;
* Weather Satellite;
* Telescope;
* Classified Satellites / Spy Satellites;
* Communication Satellites;
* Internet Satellites;
* Cubesat/s (e.g Diwata 1 & 2, Maya 3 & 4);
* Science Satellite;
* Mapping/Mapping 3D Satellite

## Trivia

* Satellites and space probes are related but there is a difference between them.
	+ Space probes explore outside Earth's influence, including the Moon while satellites don't.
Launch Pad

The **launch pad** (or sometimes called **launchpad**) is a special area where rockets are placed after clicking "Launch" in the Vehicle Assembly Building. Once the game has loaded the rocket, it puts the designated rocket onto the launch pad. Meanwhile, all other rockets placed in the launch pad within 6 meters/20 feet (from the centre) will be removed automatically.

In career mode, the launch pad is used to resume the game.

## Structure

The launch pad is a smooth gray trapezium-shaped artificial structure. The slopes of it are in a 20 degree angle. At the left of the launch pad the ground is filled with cement with the buildings on it.

## Location

The launch pad is located on Earth, but it can be changed with Planet Editing

## Activities

*See also:*
The launch pad has no launch tower, that means you can build a launch tower *artificially*. You can also build a launch complex. You can launch Earth rovers and do a rocket race if you are bored.

There are more activities to do than those mentioned above, like building missiles, cars and boats, etc..

## Rocket placement

After you built your rocket, and press *Launch*, the game loads the rocket in the center of the launch pad. Meanwhile, rockets placed within 6 meters from the center of the launch pad will be removed to provide space for the rocket to launch safely without debris in its field.

## Career mode

Currently the launch pad is used to resume gameplay.
Makemake

**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.*

Makemake is a small trans-Neptunian dwarf planet located in the Kuiper Belt of the outer solar system. It could be added in the 1.8 update.

## Makemake

* Physics View
* Map View
* System

## Physical Features and Terrain

Makemake is thought to have a reddish brown color, due to the amount of tholins that are on its surface. The dwarf planet probably has an icy coating of ammonia, nitrogen and water ices also known as volatiles. The surface is most likely cratered and full of cracks and crevices.

Because Makemake has such low gravity (0.57 m/s²) its orbital velocity and escape velocity are very low.

### Atmosphere

Makemake atmosphere is most likely transient, meaning it forms during the day when the volatiles melt, and then freezes back onto the surface during the night. Heat shields would not be necessary as the atmosphere is so thin. Parachutes would be useless due to the atmosphere's thin nature. Landing would instead require retrorockets, like RCS.

## Natural Satellites

Makemake's only natural satellite, S/2015 (136472) 1 (aka MK2) is very small and much darker than its parent. The moon is so dark that it was as dark as charcoal when it was discovered. The reason behind its shadowy color is unknown, but theories state that its shiny icy coating could have dissipated due to the Sun warming it and the transient atmosphere being lost do to its extremely low gravity. Some theories say that MK2 was formed during a collision with another object and debris eventually collected to form it.

##### The Makemake System

 Makemake
 S/2015 (136472) 1 | ~175 km
Charon

**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.*

Charon is the largest moon of Pluto. And is in a binary system with Pluto.

## Charon

* Physics View
* Map View

## Surface Features and Terrain

Charon's terrain is much more rough and jagged than Pluto's, though they still both have their icy coating a tholin covered areas. Charon is home to some large chasms and channels, though not many large carters or plains.

## What to do on Charon

Charon has many vaccinating surface features. Here one can see what to do on its surface.

### Surface Bases

Charon can be used as a refueling station for spacecrafts.

### Space Stations

One can also build a space station in low Charon orbit.

### Gravity Assists

Charon is a large body, enough to capture a spacecraft, or eject a spacecraft away from the Plutonian system. These can be used to travel to more distant worlds, without wasting lots of fuel.

### Rovers

Rovers can be sent to the moon and driven around. Since the gravity on Charon is decently strong, a rover will most likely not escape its sphere of influence.

### Flybys

Flybys of Pluto and Charon are very simple and can be done with relative ease. One could also replicate a solar system grand tour with Pluto and its moons being the last stop.

## Trivia

* Charon is so large that Pluto orbits Charon too, making a binary system.
Building Suborbital Rockets

**Suborbital rockets**, called "sounding rockets" in formal speech, are rockets that can leave the ground, fly into the atmosphere, and reach space but are unable to get to orbit. Building these types of rockets is much easier due to the lower fuel requirements and no need to actually get into orbit.

## How to build suborbital rockets

A suborbital rocket should have at least these parts:

* Small Fuel Tanks
* Heat shield
* Engine(s)
	+ Hawk Engine
	+ Titan Engine
* Control vehicles
	+ Capsule
	+ Probe

If the suborbital rocket is manned, these additional parts may be required.

* Parachute (can be used as drogue chutes when doing a propulsive landing).
* Landing Leg
* Separator

On the right, there is a suborbital rocket consisting of a Hawk engine, a 20-ton fuel tank, a separator, a capsule, a parachute, and a heat shield. Do not make the rocket have more delta-v to the point that it can launch into orbit since that will make it a single-stage-to-orbit (SSTO) vehicle, or make the TWR lower than 1.1.

## Uses

Suborbital rockets are popular with new players, as they can be utilized to train for bigger missions. more commonly, orbital missions. They can also be used to make ballistic missiles, like ICBMs.

## Notable rockets

Notable examples of suborbital rockets are:

* Mercury Redstone, the one that brought the first American into space, Alan Shepard.
* Vergeltungswaffe-2 (popularly known as the V-2 rocket) is a German ballistic missile that bombed London, Antwerp, and Liège during WWII. After the war, German and American scientists managed to make it go past the Kármán line, making it the first object to go to space.
* Shepard, which is a reusable human-rated launch vehicle. Unlike Falcon 9, a Dragon 2 spacecraft doesn't reach orbit. This is used with space tourism, and the rocket was named after Alan Shepard. It is similar to Mercury-Redstone.
* Angara 1.2pp is a Russian rocket that was tested for the Angara rockets.
Atmospheric probe

**Stub**

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

An atmospheric probe is a type of space probe that studies a planet's atmosphere. Most atmospheric probes have a heat shield and a parachute (or sometimes a floatation balloon). These probes generally have thermometers, antennae, cameras, and instruments that can analyze the atmosphere.
Cheats

*Not to be confused with Sandbox (game mode)***Cheats Expansion Required**

*Some or all of the features on this page require the **Cheats Expansion** in-app purchase.*
**Cheats** are features in the game that require the Cheats Expansion to be activated. They are usually used to test several things, or by new players to get to other planets easier. Cheats are disabled in challenge mode.

There are 8 cheats in the game, known as Infinite Build Area, Infinite Fuel, No Collision Damage, No Atmospheric Drag, No Heat Damage, No Burn Marks, No Gravity, and Part Clipping.

## Usage

The cheats can be found in a separate menu above the settings option.

## Content

As said earlier, there are 8 cheats in the game. Here is the list of them:

### Infinite Build Area

The infinite build area cheat is a feature that will make your build space endless. This is good, specially for building large rockets that cannot fit the entire building space.

### Infinite Fuel

This cheat will make your rocket have unlimited amounts of fuel. It can be used for rovers to drive faster on the surface, but it is not recommended to do that on celestial bodies that have low gravity.

### No Atmospheric Drag

This cheat will disable all atmospheric drag. If this is on, there will nobe slowing down of rockets while climbing up atmospheres, and atmospheric engines (Hawk; Titan) will have ruined efficiency. It can be used for climbing up thick atmospheres while not worrying about atmospheric drag.

This will not disable all heating effects in the game, such as Max Q and atmospheric entry effects.

### No Gravity

This cheat would turn off gravity. Orbiting rockets will not be affected by this cheat; it only affects the surface of the planet. They can be used for docking something on the surface and lifting off from planets with high gravity.

### No Collision Damage

Formerly named *Unbreakable Parts,* this cheat would make your rockets invincible. This can be used if you want to dock something on the surface, while not destroying parts in the process, and trying to push another rocket without destroying it.

### No Heat Damage

Added in 1.5.3, this cheat disables a rocket's breaking up in an atmosphere when overheating during atmospheric entry. This is useful when trying to make a fast atmospheric entry on another planet, or landing on Venus.

### No Burn Marks

This will disable all burn marks from heating effects. If a rocket has burn marks already, it won't go away.

### Part Clipping

If two parts are placed overlapping, one will go transparent and disappear on launch. If on, you can just drag and drop parts on top of each other.
Kármán Line

The **Kármán Line** or simply called **Karman Line** is an imaginary line used to separate the Earth's atmosphere from space. This line is defined at 30 kilometers above mean sea level. 5 kilometers below it is Earth's timewarpHeight.

In the game's Map View, the line can be easily spotted as it is exactly between the gray ring starting from Earth (atmosphere) and the black area (space). In physics view, it is much more difficult to observe the line since there are no significant color changes of space around it.

Upon passing through it, the achievement "Passed the Karman Line, leaving the atmosphere and reaching space" will be given. The opposite action of passing through the Karman Line is reentry, where the achievement given is "Entered Earth's upper atmosphere".

## Trivia

* This line is also named as "Von Kármán line", named after aerospace engineer Theodore von Kármán.
* The line is defined at 80 or 100 kilometers in real life, as opposed to the 30 km in the game.
Fairing/Fairing Adapter

***This page has been archived and locked for editing!***

 **This feature has been removed from the game, and you may no longer edit this page.**

**This part is not in the game**
This part was removed in a recent update, and is no longer in the game.

## Fairing Adapter

### Mass (t)

Unknown

**Fairing adapters** are two removed parts. They both have a trapezium shape and comes in two sizes. The original use of both parts is to connect fairings of different sizes together.

Like the Fuel Adapter, these parts were deemed obsolete and were removed in version 1.4, with the introduction of parts that can adapt to each other without additional parts.
Docking

**Docking** is the act of connecting two spacecraft via docking ports. It is usually performed during space station construction or joining parts of a rocket to become a larger rocket.

After two spacecraft rendezvous (get close/meet) the spacecraft that will dock to the other one will "stop" and slowly come into the docking port of the other spacecraft. When the two spacecraft dock, the docking ports lock (this depends on the type of the docking port). The spacecrafts become one. When docked, refuelling is not available when the rocket is docked to another. When it's time to separate, the spacecrafts' docking ports unlock, causing the spacecraft to become separate again.

## Real Docking Spacecraft

* Soyuz
	+ Soyuz-MS
	+ Soyuz-TMA-M
	+ Soyuz-T
	+ Soyuz-TM
	+ Soyuz-TMA
	+ Soyuz 7K-LOK
* Apollo
	+ Apollo Command and Service Module
	+ Lunar Excursion Module
Electric

**Electric** parts were used to either generate electricity or consume them to perform specific actions. They can only only found in blueprint editing or saves from before 1.5.

All electric parts are currently being reworked and are temporarily removed, with the exception of the Ion Engine and the Solar Panel. Wheels and ion engines don't need electricity to work and both variants of Solar Panel don't generate electricity.

When 1.4 quicksaves and blueprints are converted to 1.5, removed electric parts are turned into grey blocks.

## Parts

* Battery
	+ Small
	+ Medium
	+ Large
* RTG
Enceladus

**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.*

Enceladus is the sixth largest natural satellite orbiting Saturn. Its surface is icy, and very smooth, like Europa.

## Enceladus

* Physics View
* Map View

## Atmospheric Data

### Atmospheric height

2 kilometers? (If it even has an atmosphere)

## Terrain

Enceladus's terrain is smooth like Europa but it does have some small impact craters. Enceladus's ice is so hard and thick it can be described a being hard as rock. Enceladus has blue "tiger stripes" also known as lineae that propagate through the surface due to tectonic activity. Enceladus has many chasms, valleys, cracks, and craters unlike the surface of Europa.

### Cryovolcanoes and Geysers

Cryovolcanism is a major part of Enceladus. Enceladus is the moon that created and helps to feed the E ring of Saturn. The E ring is quite literally ice particles from Enceladus's cryovolcanoes and geysers.

## Atmosphere

Enceladus has a thin atmosphere of oxygen, water vapor, CO2, etc. Since the atmosphere (if the atmosphere is even added) is thin parachutes and heat shields would be meaningless. Aerobraking and aerocapture would have negligible effect on a spacecraft. Retrorockets would be required if one attempts to land.

## Gallery

The E Ring with Enceladus visible in itCryovolcano plumes on EnceladusTiger Stripes on EnceladusCracks on Enceladus's surface
Infinite Fuel

**Cheats Expansion Required**

*Some or all of the features on this page require the **Cheats Expansion** in-app purchase.*
**Infinite Fuel** is a setting of Sandbox Mode. If it's turned on, the amount of fuel in a rocket stays the same. Using this mode requires the player to have the Cheats Expansion.

## Use of unlimited fuel

Using unlimited fuel may be considered cheating in many cases. Due to that, it's not used for normal missions. It's most commonly used for testing purposes and to make large builds, such as rockets that need more space than the build space has. In other cases it's used in missions that are impossible without using sandbox mode: e.g., Sun Return Mission.

The infinite fuel option can be selected in this setting path: `World menu > Menu > Cheats > Infinite Fuel`. If enabled, `Infinite Fuel` will be shown in both physics view and map view. Assume that before the setting is enabled the rocket has 90% fuel. Once the setting is enabled, the rocket remains at 90% fuel, and fuel would not be drained. However, if the rocket has no fuel before enabling this setting, it will still have no fuel and the message "Out of fuel" will still appear.

## Reactionless engine

Docking Port Engines require no propellant to provide thrust, but are uncontrollable, and don't seem to work in some cases. They require 60 FPS to work.

## RCS thruster bug

    Until version 1.5, the RCS Thrusters could switch to electricity after all fuel had been consumed. This state would not update until the RCS is updated (ie. restarted).

The fastest way to achieve this is to place plenty of RCS alongside with a small fuel tank. The high number of RCS thrusters would quickly drain all available fuel. The RCS would then use electricity, which could be provided easily with the RTG or the Solar Panel, both small and large. This bug was fixed in version 1.5.
Blueprint-Edited Rockets

**Blueprint-edited rockets**, simply known as **bp-edited rockets**, are rockets which have their parts edited externally (outside the game) by using a text editor to modify the blueprints of the rockets. Individual parts of these rockets can for example have modified sizes and thrust outputs. This is usually done for aesthetic purposes or advanced builds.

## How to edit blueprints externally

*Main article: Blueprint Editing*

To edit a blueprint, access the game folder for blueprints (for Android) in A`ndroid\data\com.StefMorojna.SpaceflightSimulator\files\Saving\Blueprints` or, in iOS, `On My (iPhone/iPad)\Spaceflight Simulator\files\Saving\Blueprints`. Then, click on the respective folder you want to edit and open the `Blueprint.txt` file inside to edit the file.

After opening the selected blueprint, all parts and their coordinates and stats will be seen.

## Trivia

* You used to be able to get the parts that normally require the DLC by editing the sizes or name tags. If you want a free Titan Engine, for example, you just have to get an engine and change the name to `Engine_Titan`. For larger parts, you have to increase the `width_original` value. This was removed in the 1.5.2 update.
Orbital Activities

The first object that reached low Earth orbit was the Sputnik, which started the space race. By then, many satellites got to orbit around Earth.

These are the activities to do while in Earth orbit.

## Reaching orbit

There are two articles on this subject: Low Earth orbit and Getting to Orbit.

Just like in the real world, most of the fuel of a rocket is spent to achieve low Earth orbit. From that point, it is relatively simple to go anything else. A failure in achieving a low Earth orbit will end up in a suborbital trajectory and burning up into the atmosphere.

## What to do in orbit?

The first thing to do is to put an artificial satellite or a manned rocket into orbit. They can remain there for as much as you want.

As many players have shown, it is possible to build a space station. See the docking tutorial for more details. One can also experiment orbital maneuvers and aerobraking before advancing.

Players who don't achieve the paid version can still make two rockets get very close. One rocket can gently push another one, changing its orbit. This is useful when you try to reach Mercury, Jupiter’s moons or Venus, some of the most difficult celestial bodies to get there in the game. See Helping Vehicle for details.
Blueprint Editing

**Blueprint editing** (also commonly known as **BP editing**) is the use of external tools to modify rocket files in Spaceflight Simulator. Thanks to the 1.4 update giving access to files to modify planets, this side effect was made known. Editing the blueprints of rockets can change the position, orientation, and size of parts in the rocket.

To edit blueprints externally, an app that can open, edit, and move files is required.

### **Blueprint folder path**

##### Android

`Android\data\com.StefMorojna.SpaceflightSimulator\files\Saving\Blueprints\`

##### iOS

`On My (iPhone/iPad)\Spaceflight Simulator\files\Saving\Blueprints\`

##### Steam - Windows

`This PC\Windows <version>\Program Files (x86)\Steam\steamapps\common\Spaceflight Simulator\Spaceflight Simulator Game\Saving\Blueprints\`

## How to edit

Take the image on the right as an example.

* `n` corresponds to the name of the part.
* `p` corresponds to the position of the parts in the Build Editor
	+ The x and y axis value can be any real numbers.
* `o` sets the orientation and size of the part.
	+ The x and y values indicates the stretch and size of the part.
	+ The value in z indicates the rotation.
* `t` sets the temperature of the part.
	+ Parts with no heating effect has a temperature of '-Infinity' for some reason.
* `N` affects the weight of the part according to the size and stretch.
* `color_tex` indicates the skin on fuel tanks, cones, fins and fairings.
* `shape_tex` indicates what the part looks like.

## Trivia

* The thrust of engines relates to the size of the engines. If an engine is enlarged, its thrust will increase; the opposite is true if it was made it smaller.
* The removed Probe (Large) can be added to save files by changing part name to "Big Probe" in 1.4; however this does not work anymore as of 1.5. For this to work, you will need to set the `width` value to **3.0**.
* There are some hidden textures in the game. For example, `Array` is normally a texture for solar cell panels. This texture can be used on blue parts.
* Prior to 1.5.5, you will put any 1.4 .bp file in the "blueprints" folder, which was unoticed for many people. This does not work due to a glitch.
	+ If the player has Spaceflight Simulator 1.5.3 and then updated to the current version, the blueprints from 1.4 would be automatically deleted.
Expansions

The **Expansions** are eight in-app purchases of Spaceflight Simulator. Each expansion adds new features to the installation of game, like parts, skins, planets and *cheats*, and can be restored in any future installation signed into the Apple ID or Google account it was bought from. If a user already bought the full version from version 1.4, then they get all of the 4 new expansions for free for being an early supporter.

Originally, there was a single expansion when it was added in 1.3, until it was divided into several in 1.5.

If the player is offline, the expansions will be disabled until their device becomes online. It was fixed in the 1.5.2.5 update. More expansions are then added in 1.5.4 update.
Physics engine of SFS

Spaceflight Simulator (abbreviation SFS) is a realistic space simulation game with realistic physics. This is a guide to how SFS physics works.

## Aerodynamics

*Main article: Aerodynamics*

Aerodynamics is the way an object flow through the air while the object is moving.

Aerodynamics in Spaceflight Simulator isn't based on rocket shape but rather on the shape of the parts hitting the air first in which the optimal shape is a pointed triangle.

This only happens if these requirements are met: First an object must be moving throughout a planet with an atmosphere like Earth and it has to be below the Karman Line.

## Collision

Collision only applies when the rocket is directly hitting an object in any way but not if it's *sliding* on the other object.

### Planet surface types

Collision on celestial bodies acts a bit differently since it is enabled at all times.

Surface properties apply to all parts of the surface, so it doesn't matter whether a rocket is on or below the surface of a celestial body.

There are two kinds of surfaces in Spaceflight Simulator. A **solid surface** is the kind of terrain where an object stops moving when it lands on it, and a ***collisionless** **surface*** is the kind where it has no interactions with it at all. It can be found on all gas giants, the Sun, and most giant custom planets and custom stars.

## Friction

**Friction** is the opposing force created when two objects are rubbing or sliding each other.

There are two kinds of friction: kinetic friction and static friction. Kinetic friction is the opposing force if an object is sliding onto a much larger object while static friction is the amount of thrust needed to move an object.

The friction of a Wheel is much higher than any other part in the game as they have an speed cap of 50–60m/s before breaking.

The friction of the Space Center concrete is much higher than the normal terrain of planets. This is especially noticeable if it touches Wheels since it has a speed cap of 50–60m/s that is difficult to get past even with many powerful engines like Hawk or Titan engine.

## Buoyancy

**These are ideas from official sources for a future release.
They may or might be implemented.**
**Buoyancy** is the upward force from a fluid that counters the weight of an object.

For an object to float, it needs to have buoyancy high enough so that it can float that can be applied vice versa.

There will be a part buoyancy list in the future but water hasn't been released by the time this was edited.

## Trivia

* Physics except planet collision is disabled if you use normal timewarp or if the other rocket/satellite is more than 5–10 kilometers away from the rocket you're controlling. This happens because the orbit is locked
* Artificial Satellite orbits are locked if you use normal timewarp.

### See also

Staging

Delta-V
Payload

A **payload** is a spacecraft usually on a top of a rocket. They are usually deployed when it is now ready to operate. They are encased in fairings to protect it from overheating during launch.

## Types of payloads

A payload can be a:

* Space station module
* Space telescope
* Orbiter
* Solar probe
* Space probe
* Flyby probe
* Lander
* Artificial satellite
* Rover
* Whatnot

## Attachment in rockets

It is advised to encase a payload in a fairing to prevent overheating. They must be detached when they are now in the upper atmosphere. They must be deployed when you finally don't need the payload carrier to be there and if it is ready to use.

### Deployment

To deploy a payload that is ready to use in space, detach the fairings first. A separator or a docking port (if it is dockable) must be used to separate the payload from the stage that carries the payload.

If it uses a separator, change the strength to 0 kN, so it would not explode from the rocket, and also to keep it from bumping to the rocket that carries it. If it uses a docking port, use RCS thrusters to slowly move away from the rocket that carries it. If it has no thrusters, time warping could separate them.

If it is a space station module, it is advised to first dock to the core module of the station, and if it has multiple modules docked to it, dock that into the specific docking port, then separate the rocket that carries it. A docking port must be used for detaching rocket carriers.
Heliocentric orbit

A **helocentric orbit** is an orbit around the sun. The planets, asteroids, comets, probes and space debris orbit in this orbit.

## Activities

*See also:*
There are many activities to do while in orbit around the sun. From the simple solar probes to the complex solar stations, it is easy to do that.

Solar stations must be constructed at other planets, like Earth or Mercury. Mercury is the best place to place a space station very close to the sun while Earth is the specific place for a near-Earth station.

Near-Earth stations are best for detecting asteroids that will hit Earth, or scientific study of the sun and planets.

### Solar probes

Solar probes are the easiest activity in the orbit of the sun. A rocket must be small to launch a solar probe to orbit. A solar probe must have solar panels and ion engines for trajectory correction maneuvers.