recursal/Fanatic-Fandom huggingface dataset:
Entry, Descent and Landing

**Entry, descent and landing** is a part of a spacecraft's mission when it enters the atmosphere, goes down and lands on the surface.

## Entry

The first part of this phase is well, atmospheric entry. The rocket enters an atmosphere of a planet. During this stage, the rocket heats up, and the velocity starts to decrease. Also in this time at the start of that stage the rocket fires retrorockets to slow down a little bit.

### What happens?

At the start of this stage, things are quite normal. The rocket is about the temperature of space. Retrorockets are firing. Trajectory correction maneuvers are used for the spacecraft to land on its landing footprint. Then, the rocket heats up, then slows down at it gets deeper into the atmosphere. It glows red (because of ionized plasma), usually at a hot temperature of around 1000 to 3500 degrees Celsius. Heat shields are used to protect the rocket from burning up into the atmosphere. At the end of this phase the velocity goes down drastically.

## Descent

The second part is, **descent**. Things are quite different than in the first phase. The velocity drops so fast, that parachutes are now enough to be deployed for further slowdown. This effect is weak on planets with thin atmospheres, such as Mars and Pluto.

### What happens?

At the early part, the rocket is still slowing down due to the atmospheric drag. Retrorockets continue to fire, and the heat shield is sometimes jettisoned. Usually, the parachute is deployed, to slow down the rocket even more.

### Parachute deployment

The parachute is then deployed, to slow down the rocket to a safe speed. Sometimes, retrorockets fire even the parachute is deployed.

## Landing

*Main article: [[]]*

The last part is **landing**. The rocket is now reduced into a safe speed to land. If a rocket has no parachute it uses retrorockets to slow down.

### What happens?

At the early parts, the rocket is still slowing down to safely land. The landing gear is deployed. Some seconds before touchdown, the rocket is now in the lower parts of the atmosphere. Then, at the moment of touchdown, the parachute cuts, dust on the planet is spreading in all directions, and the phase of landing and the stage of entry, descent landing is done.

### Retrorocket Soft Landing

The rocket uses fuel to slow down. It must be at the right speed to safely land on the surface, or else it is destroyed.

### Landing Gear and Landing Legs

At the middle of this stage, the landing gear is usually deployed, for example, landing legs. There are even complex structures than that, for example the airbags, used by the Spirit and Opportunity rovers, the *skycrane*, which is used to slow down rovers, such as the Curiosity rover, and even more.
Gravitational sphere of influence

A **gravitational sphere of influence** (abbreviated as **SOI**) is how large a planet's gravitational influence reaches into space. It attracts rockets passing by it. For a rocket/celestial body to orbit around a planet, the rocket/celestial body must be inside of the sphere of influence of it. If it's a moon, that moon will have its sphere of influence of its own. The moon can have satellites of its own and have their own spheres of influence.

Except for the Sun, all celestial bodies' SOIs end at a finite point.

The SOI system only works for three-body or greater system, plus mass of the primary body to be much greater than the mass of the secondary body.

## Calculating sphere of influence radius

**The formula for calculating the SOI radius of a celestial body in the game is:**

# r
m
×
(
R
×
(

μ
1

÷

μ
2

)

0.4

)

{\displaystyle r = m \times (R \times (\mu^1 \div \mu^2)^{0.4})}

where:

* *r* is the SOI radius;
* *m* is the multiplerSOI;
* *R* is the orbit radius of the celestial body;
* *μ1* is the gravitational parameter of the celestial body; and
* *μ2* is the gravitational parameter of the parent body.

**Formula for calculating gravitational parameter:**

# μ
g
×

r
2

{\displaystyle \mu = g\times r^2}

where:

* *g* is the gravity of the celestial body; and
* *r* is the radius of the body.

## SOI list

This is a list of SOI distance of bodies in the game.
Game Modes

**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.
Here is a list of **game modes** available in the current version of Spaceflight Simulator (1.5.5.7):

## Classic

In this most basic mode, you have free access to most of the parts (career part and expansion parts not included) and destinations.

## Career

(Main article: Career Mode)

**Career Mode** was added in the 1.5.5 version.
This mode is about unlocking parts and missions, currently in early beta. You could access it by setting the new world name to "Test Career".

## Sandbox

**Sandbox Mode** is similar to Career Mode, with a difference: all the parts are unlocked and you can freely do all the missions.

Accessing it is easy — First, make a world, next open it in a directory: `Android/data/com.StefMorojna.SpaceflightSimulator/files/Saving/Worlds/My World`, then change the game mode variable to 2.

## Trivia

* Classic mode is only accessible in the PC version. The other two are being worked on and yet to be added.
Jupiter Activities

**Planets Expansion Required**

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

Jupiter is an interesting planet, as it has interesting moons and large size.

## Requirements

*Main article: [[]]*

To even be able to send a rocket to Jupiter, you need a lot of fuel to reach it. Earth and Venus gravity assists can help save fuel, but will take a longer time. Trajectory correction maneuvers may also be needed here.

## Mission types

### Gravity assists

Your rocket can do a gravity assist of Jupiter, like what the *Cassini–Huygens* probe did to reach Saturn, or what the *New Horizons* probe did to reach the Pluto–Charon binary system. The spacecraft can gain a lot of speed relative to the Sun by doing this. Ensure the direction of exit is closer to being parallel to Jupiter's current velocity than the direction of entry to accelerate your orbit (increasing its radius on the opposite side), or further away to decelerate (decreasing it).

The gravity assist of Jupiter can send a rocket towards other planets (Saturn, Uranus, and Neptune), a dwarf planet or interstellar space.

### Orbit

Your rocket can also orbit Jupiter, simply by burning retrograde on the perijove of the trajectory.

### Atmospheric probe

You can target your spacecraft right at Jupiter's atmosphere, or deorbit it and enter Jupiter's atmosphere. This is helpful in studying the atmospheric composition of its atmosphere.

This mission is very risky, so bring a very strong heat shield.

### Space stations

You can build a space station orbiting Jupiter or one of its moons. They can either study the planet/moon or refuel a rocket that has almost run out of fuel.

### Galilean moon missions

*Main article: [[]]*

You can also send your spacecraft to orbit or land on Jupiter's moons. An example of this is NASA's Europa Clipper, which will land a lander on Europa with a drill to search for signs of life under its surface.

You can make a Rocket that goes to all Galilean moons in 1 launch
Crew Seat

**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.

It is probably a part that the astronauts could interact with.

## Crew Seat

Extremely grainy image from a SFSEagle video
Expansions/Infinite Build Area Expansion

**Infinite Build Area Expansion Required**

*Some or all of the features on this page require the ****Infinite Build Area Expansion**** in-app purchase.*
The **Infinite Build Area Expansion** unlocks the Infinite Build Area cheat that is used for building large rockets instead of using two separate rocket parts.

## Trivia

* It was added in 1.5.4 version.
* The expansion is included in Sandbox Bundle and Full Bundle
* It could be toggled from settings like every other cheat.
Galilean moons of Jupiter

IoEuropaGanymedeCallistoThe **Galilean moons of Jupiter** are four moons that orbit Jupiter. They are **Io**, **Europa**, **Ganymede** and **Callisto**. They are larger than the moon and Mercury and orbit not that far from Jupiter. They are explored by many players.

To get into orbit around Jupiter's moons, either rendezvous (so your trajectories intersect, see Rendezvous and Docking Tutorial and Trajectory Correction Maneuvers), or match their orbit as closely as possible (Hohmann transferring).

## Celestial bodies

**Galilean moons of Jupiter**
 Europa |  | Small
 Ganymede |  | Large
 Callisto |  | Large

## Activities

*Main article: [[Jupiter Moon Activities]]*

There are many activities to do on these moons, like driving rovers, visiting Europa and more.

## Trivia

* All moons are discovered by Galileo di Vincenzo Bonaiuti de' Galilei, during January 7, 1660.
* In older versions of the game, they are larger and have higher gravity.
* The Galilean moons have no landmarks.
* The moons' orbit are scaled to 1:25.
Bugs/Reactionless Engine

**Reactionless engines** refer to "engines" that exploit a bug to achieve propulsion without using any fuel. This page contains information on such engines (or more suitably "drives") and how to make one.

Making a reactionless engine is no easy task. The following is known on reactionless engines:

* Only the target rocket is given extra force that is not accounted for by other rocket. This means this simply won't work remotely. You have to be in active control of the rocket you want to move.
* Force is applied in a 6-block (including the center) range. This means you have 5 blocks to work with, and anything past this point does nothing. The more you can figure out the pack into this space, the stronger the drive will be. This is also why stacking drives should be farther than this distance.
* It is slightly off center, favoring the front of the port. This means drives that point ports towards each other will be stronger than those who point away.
* Force has falloff; it is greater the closer the objects are. Try getting your two (or more) parts of the drive as close as possible.
* Framerate dependent: force is applied once every x frames, unlike rockets which occur every frame. Higher framerate means better engine performance. All drives work at any framerate. But if you have a low frame rate, it may not be able to lift off from even the moon.
* Docking ports that have the top side attached to any object will stop working when you reload the game. This may occur when switching rocket as well.
* Docking ports will stop producing all force for 5 seconds after being detached. This may result in noticeable changes in lift and acceleration, both to your benefit and against it.

 Some final notes:

* Drives work infinitely. No fuel.

* As of 1.5 it is still possible to create a drive that lifts itself, but can even lift a substantial amount of mass, as shown here

* Drive power is measured in Earth Lifting Capacity. This is very similar to acceleration but done in an easier way to understand and measure by the layman.
* To get the ELC, simply weigh down your drive until it can no longer lift off. Then slowly remove mass until it takes flight.
* A drive needs to be able to sustain flight until it leaves Earth's atmosphere to be considered functional.
* When testing a drive for ELC, the launch should be straight up. Some drives may suffer ELC efficiency loss that would not be apparent during a gravity turn. An example of this can be found in the drive pictured on the right. Its lifting capacity will noticeably decrease 5 seconds after launch due to the toggle mechanism on the top interacting with the drive.
* Currently, it is easier than ever to make a drive due to the ability to edit the magnet force of the docking ports. However, take note that heat may be a problem in making fast rockets.
Building Jupiter Rockets

Not to be confused with Jupiter I-C or Jupiter rocket family.

**Planets Expansion Required**

*Some or all of the features on this page requires the **Planets Expansion** in-app purchase.*
A **Jupiter rocket** is a rocket capable of travelling to Jupiter. Without using the planet editor, this is only possible with the Planets Expansion, which Jupiter requires.

## Structure

A Jupiter rocket needs at least 3 stages.

### 1st stage

The first stage is capable of going into a suborbital trajectory. The Titan or Hawk engine can be used as its engine(s). If you want it to be a SSTO then use Frontier engines. Solid rocket boosters may be necessary.

### 2nd stage

The second stage can be used to get to a parking orbit and execute the Jupiter transfer burn. It must be propelled by a Frontier/Valiant engine and must have enough fuel in its tanks. The second stage can also get to an eccentric Jupiter orbit (if it has extra fuel).

### 3rd stage

The third stage can be used to get the rocket into Jupiter orbit and execute a transfer burn to Jupiter's moons. It must have the same specifications as the second stage, but with less fuel and with landing legs. The third stage can be also used to land on one of the Galilean moons if it has extra fuel.

Optionally:

### 4th & 5th stages

The fourth and fifth stages will be used to lift-off from the surface of one of Jupiter's moons and get back to Earth. The fourth stage will need the same specifications as the third stage, but with a Valiant engine, no landing legs and a little less fuel. The fifth/final stage will do the trans-terrestrial injection. There will be a capsule that will safely return to Earth that'll complete the mission.

So we can have 5 stages max. (more stages can be added if one decides to visit all of the moons)

Note that bringing a lander to Jupiter is virtually useless as **Jupiter is a gas giant and has no solid surface**. You can only land on the Galilean moons since they have **solid surfaces**.

## Examples

### Jupiter I

Jupiter I is a rocket capable of reaching into low earth orbit and going into Jupiter orbit. It contains a satellite and a lander to land on one of Jupiter's moons.

### Real-life Jupiter rockets

* Atlas V (Launched the *Juno* and *New Horizons* probes)
* Atlas-Centaur (Launched *Pioneer 10* and *11*)
* Titan IIIE (Launched *Voyager 1* and *2*)
* Titan IV (Launched *Cassini* and *Huygens*)
* Space Shuttle (Launched *Galileo*)
* Ariane 5 (Launched *JUICE)*

## How to get to Jupiter

A tutorial for how to get to Jupiter can be found here: Getting to Jupiter
Heat Shields

* Heat Shield sizes
* Hollow Heat Shield sizes
* Intergrated on Capsule

1t (8 wide)

1.25t (10 wide)

1.5t (12 wide)

**Heat Shields** are parts that protect a rocket from the intense heat during re-entry. They come in sizes from 4-wide to 12-wide, and have two types: solid and hollow: solid heat shields are used to shield something solid (e.g. a capsule) and hollow which are used for shielding fairings with a payload inside. and have a heat tolerance of 6000 degrees Celsius or about 10,800 degrees Fahrenheit with some heat resistance when re-entry. The 4-wide one is free.

They also help prevent unwanted spacecraft rotation during re-entry. This is because the air flows around the rocket, rather than bunching up and pushing on one side of the rocket.

## Trivia

* There was a bug that if you place a Heat Shield on a Fairing/Fairing Cone, it will **adapt** to the fairing. Also, if you select a fairing (cone), they won't clip. This was fixed in a later update.
* Actually, it can withstand 6180 degrees Celsius (11150 Fahrenheit,} until it melts.
* In reality, Heat Shields can only withstand 3126 degrees Celsius (5660 Fahrenheit.)
Difficulty

The **difficulty** is how hard the game is by setting the scale of the planets to a larger, more realistic scale. There are three difficulty options in the game, and one of them is exclusive to the PC version. The first difficulty is the **normal** difficulty, which is the solar system with a 1:20 scale. That means the planets are 20 times smaller than in real life. Most players play in this difficulty because it is easier for their rockets to reach other celestial bodies quickly. The second difficulty is the **hard** difficulty, where the solar system is twice as large as the normal mode scale, or at 1:10 scale. This scale is similar to the one used in the game Kerbal Space Program. Finally, there is the **realistic** difficulty, where the planets are in their realistic size as in real life. This difficulty is only exclusive to PC players. For planet atmospheres, the scale is increased by a factor of 1.67× in hard difficulty, and 3.33× in realistic difficulty, in default. You can change how large the planets appear in different difficulties in the planet editor.

The table of sizes of planets in each difficulty is listed below.

**Planet atmospheric height in each difficulty (in km)**
 Venus
 Earth
 Mars
 Jupiter
Main Menu

The **Main Menu** is the starting screen in Spaceflight Simulator. There are 10 buttons on it. One of it will open the worlds menu and some of those buttons will get you in a specific page.

### Video Tutorials

Opening the button will appear 3 buttons, the tutorials on YouTube.

### Expansions

This will get you to the expansions page. You may exit this if you tapped it by mistake. If you bought the expansions *Owned* will appear after the product's name.

### Settings

This will get you to the settings menu to change the volume, language, cheats etc..

### Community

This will get you to the community section. You will either get to the SFS YouTube channel, invite their Discored server or join their Reddit community.

### Credits

This will open the credits page. You will see the developer's names on them.
Oberon

**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.*

Oberon is the outermost major moon of Uranus. It is also the second most massive of the Uranian moons, and unlike the others, its surface is not dark.

## Oberon

* Physics View
* Map View

## Terrain and Surface Features

Oberon primarily has two geologic features on its surface: **craters** and **chasmata** ('canyons'—deep, elongated, steep-sided depressions which would probably be described as rift valleys or escarpments if on Earth).

Oberon's surface is the most heavily cratered of all the Uranian moons, with a crater density approaching saturation—when the formation of new craters is balanced by destruction of old ones. This high number of craters indicates that Oberon has the most ancient surface among Uranus's moons. The crater diameters range up to 206 kilometers for the largest known crater, Hamlet. Many large craters are surrounded by bright impact ejecta (rays) consisting of relatively fresh ice.

The largest craters, **Hamlet**, **Othello** and **Macbeth**, have floors made of a very dark material deposited after their formation. A peak with a height of about 11 km was observed in some *Voyager* images near the south-eastern limb of Oberon, which may be the central peak of a large impact basin with a diameter of about 375 km.

Oberon's surface is intersected by a system of canyons, which, however, are less widespread than those found on Titania. The canyons' sides are probably scarps produced by normal faults which can be either old or fresh: the latter transect the bright deposits of some large craters, indicating that they formed later.

The most prominent Oberonian canyon is **Mommur Chasma**.
Lander

**Note:** Back to Building (Overall)

A lander is a space vehicle designed to land on a celestial body.

## Overall

A lander can be manned or unmanned, designed to return or not. If the lander is designed to return, it must carry enough fuel both for landing and launch. It can be also in 2 parts, the descent module and the ascent module. The descent module has a lot of fuel, has an efficient engine, and carries the lander to the surface, and the ascent module has less fuel and docks to the service module or space station, later to be picked up and decommission it, by destroying it by pressing Destroy or burning up in the atmosphere. In this case, like the Apollo missions, the descent module of the *Eagle* lander remains or may remain on the surface.

Sometimes, a lander may carry payloads, but it is sometimes too heavy for the rocket. It has Landing Legs, Struts or Rover Wheels or a combination of those parts as their landing gear, but if they have none of those, the engines or parts of it are destroyed, sometimes causing serious damage to the rocket.

Rockets that return to Earth can be considered landers; but, technically, they are listed as return vehicles.

## History

Throughout the space history, there have been many landers. May we remember the famous manned Apollo landers on the Moon, the Soviet *Venera* landers on Venus, the *Huygens* lander on Titan and the so many probes that landed on Mars.

There is also the *Galileo* probe on Jupiter and the *Cassini* probe on Saturn, but they are crushed by the intense pressure of those gas giants, and they did not land on the surface, so they are not considered as landers.
Atlas Fuel Tank

**Redstone Atlas Pack Required***Some or all of the parts and/or features on this page require the **Redstone Atlas Pack** in-app purchase.*

## Atlas Fuel Tank

### Fuel capacity (tons)

72t

The **fuel tank** is a vital part for the Mercury-Atlas rocket to reach orbit, fitting more fuel than both the capsule adapter and engine adapter combined. It holds up to 72 tons of fuel, with its total mass being 80 tons.

## Trivia

* It is currently the tallest fuel tank in the game, standing at 14.5 meters tall and 3.5 meters wide.
* It has a quite unusual width, with its edges covering one-half of a square. This feature is sometimes exploited to move parts by 0.25m, which is normally not possible without BP editing.
Expansions/Sandbox Bundle

**Sandbox Bundle Required**

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

The **Sandbox Bundle** unlocks both the Cheats and Infinite Build Area expansions. These include:

* Infinite Build Area

As well as the other cheats:

* Infinite Fuel
* No Collision Damage
* No Atmospheric Drag
* No Gravity
* No Heat Damage
* No Burn Marks
* Part Clipping
Building Advanced Spacecraft

There are lots of ways to create your own spacecraft.

You will need the following:

* Enough thrust and to lift the vehicle.

* Fuel
* Command Module (Capsule or Probe).
* Separator
* RCS Thrusters for docking/correcting orbit

Optionally:

* Landing legs for landing missions
* Engines
* Solar Panel/RTG
* Ion Engine
* Fairing for carrying payloads into space
* Docking Port
* Rover Wheels
* Struts for attaching parts over long distances
* Aerodynamic Nose Cone
* Parachutes

**Note:** RTGs are only found in blueprint editing in versions 1.5 and up. This may be changed in the future.

There are **huge** differences between large parts and small parts. Large parts provide additional fuel and extend spacecraft, but increase weight.

There are different types of spacecraft that you could make:

* Satellites
	+ Orbital launch Platform/Orbital Weapons
	+ High orbit/low orbit craft
	+ Space Station parts
* Cargo
* Space Shuttle(s)
* Single Stage To Orbit vehicles
* Colonization Spacecraft

Other users have made their own builds (based on real-life spacecraft and original ideas) and posted them on YouTube.

Some examples of real-life spacecraft are listed below (click each one for its Wikipedia article with photographs):

* Saturn V
* Space Shuttle
* Jet aircraft
* Soyuz spacecraft and rocket
* Starship
* Ariane 5
* International Space Station
* Skylab
* Falcon 9
* Falcon Heavy
Blueprint Sharing

**Blueprint sharing** is a feature in Spaceflight Simulator that allows you to share rocket blueprints with everyone who has the link to them.

## How to share?

After building a rocket, go to the menu in the building screen, and press "Share". It may take a while to upload the rocket to the sharing server. After uploading the blueprint, select the app you want your rocket to be shared, or copy the link.

When downloading a blueprint, click the link that will lead you to a website that will open the game. Select the world you want the blueprint to be downloaded, and click "Download" when entering the build area. The game will download the rocket in a few seconds.

## Errors

Sometimes, when sharing a blueprint, several errors might pop up.

### No parts in the rocket

If there are no parts in a rocket, the message "ERROR: Cannot upload an empty blueprint" appears. Get at least 1 part on a rocket to fix this error.

### Failing to download/upload the rocket

Sometimes, there's a mistake during the uploading/downloading of the rocket. Try to restart the game if the error is displayed. Another likely reason could be sharing server downtime.

### Couldn't share the rocket

This error may be the cause of poor/no Internet connection. Try to restart the game or connect to an Internet connection.

## History

This feature was added initially in the 1.35 update. In 1.4 it was removed — When pressing the button, it will say that it is being *reworked*. Nobody heard about this feature for around 3 years until the 1.5.5 update was released, adding blueprint sharing again. Unfortunately, in that same update, Stef secretly removed the sharing of ".bp files"
Giant

This page lists the parts under the **Giant** tab. They are, in order:

* Titan Engine
* Frontier Engine
* Large Fuel Tank (12.5t)
* Large Fuel Tank (25t)
* Large Fuel Tank (75t)
* Separator
* Large Fuel Tank (15t)
* Large Fuel Tank (30t)
* Large Fuel Tank (90t)

## Trivia

* When changing shape to adapt to the width of another part above or below them, a fuel tank's mass and capacity also changes.
* In the 1.5 update, this feature was overhauled, and was split to 10–12 wide.
Impactor

*Back to Building (Overall)*

An **impactor** is a type of space probe designed to impact the surface of a celestial body with or without surviving.

## History

The most known impactor is part of NASA's Deep Impact mission, which explored a comet. The impactor made a small crater, allowing the main rocket to analyze the plume from the impact.

The Soviet Impactor known as Luna 1 that is originally intended to impact the moon, but it missed, and Luna 2 impacted the moon, making it the first man-made object to hit another celestial body.

At the beginning of space exploration, there were many impactors built, which made a hard landing on the Moon, Mars, and Venus.

## Gameplay

An impact mission is an easier task than a landing or return mission. This is what beginners should try at first.

Many rockets who nearly ran out of fuel can be sent on an impact trajectory to a celestial body to clear debris.

Many early missions will (unintentionally) become impact missions due to the difficulty of a proper landing.
Leben, wie ein Drache

Ist eine Folge der Zeichentrick Serie.

## Handlung

Hector hat die Schnauze von Gwizdo voll. Ständig behandelt er ihn wie einen blöden Hund. Das kann und will er sich nicht mehr bieten lassen. Also haut Hector ab, um sein Leben wieder als freier, wilder Drache zu genießen. Lian Chu ist total traurig über Hectors Verschwinden. Doch Gwizdo findet das nur halb so tragisch und besorgt als Spürhundersatz einfach WauWau. Der ist aber alles andere als begabt. Da muss Gwizdo einsehen, dass Hector unersetzlich ist. Gemeinsam mit Lian Chu macht er sich auf die Suche nach Hector
Hi'iaka

**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.*
 **Stub**

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

Hi'iaka is the larger and second farthest natural satellite of Haumea. Due to its obscureness it likely that it will not be added.

## Terrain

We do not know much about Hi'iaka's terrain, but it could be smoother and shinier than Namaka, because its albedo is slightly higher than Namaka's.
Interstellar spaceflight

Interstellar Travel doesn’t require the Most delta V of 1850+ m/s even though the SOI Is Infinite if you keep burning eventually the trajectory is a Straight line meaning you should just keep on going and going

## Trivia

* By changing the Suns gravity to billion of m/s buy falling into the sun you will get slingshotted into nowhere the weird part is the your altitude says “Escape”
Heating

**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.
**Heating** occurs when a part's temperature increases, usually caused by the effects of re-entry or engine heat. If a part heats up too much, it will explode. Most parts can be heated up to 400°C (degrees Celsius) before melting, while Heat Shields can be heated up to 6000°C before it melts.

## Causes of heating

There are two reasons parts are heating up:

### Traveling at high speed in a planet's atmosphere

This is the most common cause of heating. Any parts exposed to the airflow will heat up, where the speed of heating depends on how thick the atmosphere the rocket is in (higher altitude means thinner atmosphere) and how fast the rocket is moving. The thicker the atmosphere and the higher the velocity, the faster exposed parts heat up.

Consider placing Heat Shields on the area that will be exposed, and make the shielding wider than the widest part of the rocket, just in case the rocket tilts.

### Exposure to engine Plumes

Parts exposed to most engine flames will rapidly heat up. The speed of heating depends on the engine type, the throttle it was at, and how close it was to the engine flame.

\*data is evaluated at 100% throttle.

## Trivia

* Any parts within the heating area of engines will heat up, even if parts are blocking it.
* If No Heat Damage cheat is on or a setting in the blueprint files called `heat_on_for_creative_use` is set to `false`, then parts will still heat up if at least one of the above apply, but they will not melt when they reach their maximum temperature.
* Actually, parts melt when the temperature exceeds 103% of their melting point. That means that the actual melting point of most parts is at 411°C, and the melting point of heat shields is at 6180°C.
* In the game code, there is also an unused mid-temperature melting point, set at 800 degrees Celsius.
Languages

**Languages** are translations of the game. As of now, there are 16 languages in the game. English is the default language. When first playing the game the game tells you what language the game would run on. You can make your own custom languages by accessing the *Custom Translations* folder and modifying the *Example.txt* file and copying it in the same folder the file is in.

Here's a list of languages in the game:

* English (United States)
* Spanish
* French
* Portuguese
* Italian
* German
* Dutch
* Polish
* Russian
* Turkish
* Hindi
* Malay
* Indonesian
* Korean
* Japanese
* Chinese
Parts/1.4

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

This is a combined screenshot of all available parts in 1.4.06. From left to right, the tabs are Basic, Big, Giant, Aerodynamics, Electric and Utility.

The Titan Engine, Frontier Engine, Aerodynamic Nose Cone, Docking Port, Solar Panel and Solar Panel Array can be found in multiple tabs.
Expansions/Parts Expansion

The **Parts Expansion** unlocks:

* Ion Engine
* Frontier Engine
* Titan Engine

It also unlocks larger variants of existing parts:

* Nose Cones as wide as 8
* Fuel Tanks and separators as wide as 12. Also unlocks 16-long fuel tanks
* Fairings as wide as 12
* 8×1 and 12×1 Structural Parts
* 4×1 and 6×1 Docking Ports, large Landing Legs, and large Rover Wheels
* Large Solar Panel.
* Heat Shields as wide as 12

It also increases the build space size from 30×80 tiles to 40×200, approximately 3.3× larger in area (area increases from 2400 square tiles to 8000 square tiles).

It costs $7.99*[Disputed]*to unlock.

## Trivia

* The original name of the Full Bundle pack shares the same name with this expansion pack
Challenges

**Challenges** are something you need to do in challenge mode to try to get as many achievements in the game as possible. Some challenges are easy to do (like reaching space), and some are extremely hard (like going to Pluto and back). Each planet is assigned one challenge for landing on it. Earth, the Moon, the Captured Asteroid, Venus, Mercury, and Mars have additional challenges. Most challenges require your rocket to achieve something and land back on Earth to register as a completed challenge.

## List of challenges in the game

### Earth

1. **Liftoff** — Liftoff and land safely (Easy)
2. **Reach 10 km** — Reach 10 kilometers and land safely (Easy)
3. **Reach space** — Reach space and land safely (Medium)
4. **Land 100 km downrange** — Land at least 100 kilometers away from the Space Center (Medium)
5. **Reach low Earth orbit** — Reach low Earth orbit, then land safely (Hard)
6. **Reach high Earth orbit** — Reach high Earth orbit, then land safely (Hard)

### Moon

1. **Moon orbit** — Capture into a low Moon orbit, then land safely (Medium)
2. **Moon Landing** - Land on the surface of the moon, then return safely (Hard)
3. **Moon tour** — Land on three separate landmarks on the moon, then land safely (Extreme) - Situations have occurred where challenge is not granted despite meeting listed criteria.

### Captured Asteroid

1. **Asteroid impact** — Crash into the surface of the captured asteroid at more than 200 m/s (Medium)
2. **Captured Asteroid Landing** - Land on the surface of Captured Asteroid, then return safely (Hard)

### Mars

1. **Mars grand tour** — Land on Mars and its moons in one flight, then return safely (Hard, should be Extreme)

### Venus

1. **Venus landing** — Descend through the thick atmosphere of Venus and land on the surface of Venus
2. **Venus return** — Land on the surface of Venus, then ascend through the thick atmosphere and return safely

### Mercury

1. **Mercury landing** — Land on the surface of Mercury
2. **Mercury return** — Land on the surface of Mercury, then return safely

### Other

1. **%planet{0}% landing** — Land on the surface of %planet{1}%, then land safely
Caloris Planitia

**Stub**

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

**Caloris Planitia** is an impact basin on Mercury. It has a mountain peak on the center of it. At the right side of the basin there is a mountain range called *Caloris Montes*, which is a mountain range that is similar to the real-life feature, but it has no landmark posted on it. The impact basin is probably formed when an asteroid hit Mercury 4 billion years ago.
Batteries

**This part or feature has been partially removed**
This part or feature is still accessible in the game, but with some limitations.

## Battery

* Small, 1.5
* Medium, 1.5
* Large, 1.5
* Small, 1.35
* Medium, 1.35
* Large, 1.35

### Mass (t)

0.5t

**Batteries** are parts that were used to store electricity. There are three variants, differing in size and battery capacity. They are 2×1, 4×1 and 6×1 units in size, and hold 50, 100 and 150 units of electricity respectively.

Regarding 1.5, batteries are being reworked and are possibly going to be readded in a later update as described in the game. Version 1.5 was planned to rework the electric system but now it is unlikely to reappear in a later update.

Currently, it could only be found via blueprint editing by naming a part `Placeholder Battery` or in saved blueprints created before 1.5.

## Trivia

* In update 1.5, it was removed while the electric parts were being reworked. It could only be found in saved blueprints or via blueprint editing but is now a grey black block. It does not function and cannot store electricity.
* The 2×1 battery is actually 1.6 units wide, so only the top and bottom can connect to other parts, not the sides; the other two sizes' sides can. In 1.5, this feature is removed.
* The battery's size can be only changed by blueprint editing.
	+ They are x: 1.0 for small, 2.0 for medium and 3.0 for large.
Hyperion

**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.*

Hyperion also known as Saturn VII is Saturn's largest nonspherical moon.

## Hyperion

* Physics View
* Map View

## Physical Characteristics

### Shape

Hyperion is one of the largest non-spheroidal satellite of Saturn . Hyperion could have been a fragment of another body, though this is unknown. The only other non-spheroidal satellite out there is Neptune's moon Proteus.

### Composition

Hyperion is made of very porous material, most likely silicates, water ice, and collected dust. Hyperion has a low albedo (reflectivity) meaning that it could have a dark crust on its exterior.

### Surface Features

Hyperion's surface is covered with deep, sharp-edged craters that give it the appearance of a giant sponge. Dark material fills the bottom of each crater. Scientists attribute Hyperion's unusual, sponge-like appearance to the fact that it has an unusually low density for such a large object. Its low density makes Hyperion quite porous, with a weak surface gravity. These characteristics mean impactors tend to compress the surface, rather than excavating it, and most material that is blown off the surface never returns.

Hyperion is primarily made up of craters and cracks but others do exist on its surface.

## Rotation

Hyperion rotates chaotically, tumbling unpredictably through space as it orbits Saturn.
Career Mode

**This part or feature has been partially removed**
This part or feature is still accessible in the game, but with some limitations.

**Career mode** is a game mode that is as of January 27, 2022, available as a prototype. This mode is for completing missions in the game. The game mode is currently an early prototype posted by Stef Morojna on YouTube.

In the video shown, it has structures:

* Mission Center
* Research and Development
* Vehicle Assembly Building
* and the launch pad

On January 26, 2022, the developer released the 1.5.5 public beta, where after naming the new world "Test Career", you can play an early prototype of this game mode. Later, 1.5.6 was released, which includes overhauling the career mode system.

## **Buildings**

The Mission Center (This building is currently removed)The Research (This building is currently removed)The Vehicle Assembly Building (VAB)The Launch PadPossible future looks of the Research Center, model found in Steam Edition assets
## History

### Initial release (1.5.5)

In the 1.5.5 update the career mode prototype was released. It has a few missions, few parts to unlock and it added new parts and buildings, such as the Peregrine Engine, the SRB and the Vehicle Assembly Building.

### 1.5.6

In 1.5.6 the career mode is overhauled. Instead of missions, there are achievements. Every time a new achievement is obtained, it gives the player funds to buy new parts. The Mission Center and the R&D buildings had been removed and incorporated into the building called the **Hub**. The R&D has been reduced into a tab. Formerly, you can only access the career mode in the Example solar system but now you can access it now in any custom solar system.

### 1.5.8.3 and 1.5.8.5

In 1.5.8.3 a bug on which the game crashed when entering a Career world was fixed, however another bug appeared on which the SRB could not ignite, thus making the mode pretty much unplayable. This was fixed in 1.5.8.5.

### 1.5.10

In 1.5.10 the career mode is no longer accessible by naming your world "test career" but it is still functioning as normal.

### Future

It is said that the career mode will be officially released to the public at the 1.7 update, but that may change due to different plans.

## Trivia

* Initially, the separator could be purchased alongside the longer SRB as part of the $10,000,000 "Stage Separation" pack, however it was later moved to "Basic Parts" and the aforementioned pack was renamed "Solid Fuel Booster II", featuring only the longer SRB.
* Despite Captured Asteroid being added at version 1.5.10 which is the time career became inaccessible, it is able give funds. The funds given are 10 million for both entering and exiting the SOI, 20 million for going low orbit and 50 million for landing.
Aerodynamics (gameplay)

**Aerodynamics** are the way objects flow through the air.

## Aerodynamic system itself

Aerodynamics in Spaceflight Simulator isn't based on shape but rather on the shape of parts hitting the air in an atmosphere when you are moving your rocket on a planet with an atmosphere like Earth. The optimal rocket design is that the pointier the tips of the first few parts that are being hit the more aerodynamic the rocket.

The drag strength is dependent on the part it's currently hitting how much of it it's exposed and the angle that's currently hitting.

## Uses of aerodynamic drag

Drag is usually bad because it can slow down an object. This is why most rockets have Aerodynamic parts. But in some situations, it’s possible to be used to your advantage as it can slow down rockets without using any fuel.

### Aerobraking

*Main article: Aerobraking*

**Aerobraking** is a maneuver used to slow down a rocket using drag with minimal amounts of fuel or decreasing the apoapsis of an orbiting artificial satellite. It is achieved by burning retrograde until the rocket's path intersects the upper layers of an atmosphere but not to the point that it becomes a collision course.

### Aerocapture

*Main article: Aerocapture*

**Aerocapture** is a maneuver used to slow down a flyby rocket to an orbit, but not to the point that it becomes a landing. It is used by many rockets to save fuel in their mission. It is achieved by burning retrograde until the rocket's path intersects the upper layers of an atmosphere but not to the point that it becomes a collision course.

## Pre-1.5 aerodynamics system

Pre-1.5 aerodynamics is much worse since it treats every part of a rocket with drag even if it's inside the rocket itself. Many parts before 1.5 cause a lot of drag even with coverings. The list is too long to be included here so here is a page that lists all parts with significant amounts of drag.

Sources:

https://jmnet.one/sfs/forum/index.php?threads/how-is-this-not-aerodynamic.3772/ (look at the comments)

Learn more about the Pre-1.5 Aerodynamics system

https://jmnet.one/sfs/forum/index.php?threads/aerodynamics-in-sfs.2115/page-3#post-37952

## Trivia

* Aerodynamics is disabled in normal timewarp.
* Europa does not have a proper atmosphere since it does not affect drag and it's impossible to use parachutes there.
* A very low orbit is possible on Mars as it has a very thin atmosphere.
Moons of Pluto

In total Pluto has 5 moons, the most of any Kuiper Belt Object.

## Plutonian Moon Activities

1. One can build a surface base on one of the moons, though doing this may be difficult on the smaller moons, due to their size.
2. A space station can be put into orbit around Pluto or one of the moons.
3. Rovers can be driven on the moons' surface, though this can be challenging on the moons with low gravity as the rover might escape its sphere of influence if it has a high enough velocity.
4. *A New Horizons* mission could be replicated with Pluto.

## Pluto's Moons

Pluto has 5 moons. Listed here will be a detailed list of the moons. Also see Pluto's main page for extra details regarding the Plutonian moons.
Launch Vehicle

*Not to be confused with Rocket*
A **launch vehicle** is a space vehicle (usually a rocket or the lower part of a rocket) designed to send a payload (a probe, a satellite or a smaller rocket) into space. The launch vehicle will carry its payload to its destination, e.g. the Moon's surface.

The launch vehicle is only a carrier, meaning that after completing its mission it falls back to Earth and usually burn up into the atmosphere or remains useless in orbit. If it remains in orbit for too long, a rocket can recover the useless rocket or clear it using the *Clear Debris* button.

In practice, the launch vehicle can be considered the lower stages of the rocket, on which a player can attach a specific rocket for certain missions.

## Structure

A launch vehicle consists of fuel tanks and powerful engines and usually has two stages. The first stage will barely bring the payload into orbit. There may be solid rocket boosters to help generate more thrust for the rocket. It usually consists of large fuel tanks and a powerful high-thrust engine that can escape Earth's gravity to push it out into space. The second stage usually consists of a small but efficient engine, a small fuel tank and a fairing on top.

## Mission

The launch vehicle starts its journey by igniting its engines and it lifts off from the launch pad. After leaving the launch pad it will start turning to one side to get to orbit easily.

As the rocket gets higher and as it approaches to the speed of sound, max q will occur and it will usually throttle down. When the aerodynamic forces ease the launch vehicle throttles up again to continue its journey to space. As the fuel drops down, the launch vehicle will speed up even faster because it becomes lighter.

When the boosters run out of fuel, they separate from the core stage and fall back down to Earth to be disposed or to be recovered. The launch vehicle is now at a steeper angle to get to orbit easier.

If it has an astronaut capsule and a launch escape system, the launch escape system will separate because the rocket's too high to be needed and the capsule will return on its own in case of an emergency.

When the rocket is nearing the vacuum of space, the fairings separate because it's no longer needed. They will then fall back down to Earth.

When the first stage expends all of its fuel, it's time to separate it. The first stage will burn up into the atmosphere or stay in orbit. The second stage fires after staging to push the rocket further until it reaches orbit. After it reaches orbit, it will usually separate its payload to begin its mission.

## Examples of launch vehicles

* Saturn V
* Atlas V
* Ariane 5
* Space Launch System
* Space Shuttle
Iapetus

**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.*
Iapetus is the 3rd largest moon of Saturn and is an outer moon of Saturn. The moon is rocky and has many impact craters.

## Iapetus

* Physics View
* Map View

## Terrain

The moon has many surface features including craters, chasms, plains and mountains, and most notably its large equatorial ridge. Iapetus has lots of ice due to its distance from Saturn.

### Landmarks

There are lots of various landmarks on Iapetus, such as Seville Mons, or Malun.

#### Tortelosa Montes

Tortelosa Montes is a large mountain range on Iapetus.

#### Cassini Regio

A very large dark brown region on Iapetus.

#### Roncevaux Terra

A highly reflective region that contrasts Cassini Regio.

#### Gerin Crater

Gerin is a large impact crater on Iapetus. It is 313 km in diameter.

#### Equatorial Ridge

An equatorial ridge is located on Iapetus's equator and is thought to be from either past ring matter falling back onto the surface or tectonic activity moving the surface around.