SELECTED
H — CONTROLS

Flight

W / S
thrust fore / aft
A / D
strafe
R / F
up / down
Q / E
roll
drag
orbit selected / look
scroll
zoom to target
⇧ scroll
throttle
Shift
boost ×32
X
full stop
1 finger
look / orbit
2 fingers
pinch to zoom, drag to look
tap
select body

Navigation

click
select body
B
ship builder
F
fleet & orders
M
Δv map
P
plan a transfer
K
comms overlay
I
sensor imagery
J
combat log
Tab
jump menu
G
fly to target
T
focus lock on / off
Y
bloom on / off
;
performance readout
C
orbit / free cam
Space
pause time
, / .
time slower / faster
⇧ , / .
  …in bigger steps
N
reset to now
[ / ]
body size ×
O / L
orbits / labels
Three sensors, three bargains. Optical emits nothing, so nobody can ever tell they were looked at — but it needs sunlight or waste heat, and a cold coasting hull is very nearly invisible to it. Its resolution comes from a segmented primary that unfolds to twenty times the aperture you paid to launch. Radar reaches furthest and is the only thing that sees a dark, silent target, because it brings its own illumination — and that illumination is a shout every passive ear in range will log. It reads back one range line at a time, and its sharpness comes from the baseline your platform physically flies while the return stays coherent, so a fast crossing takes a good picture and a stationary stare takes none. Passive RF hears only what transmits: unbeatable against a beacon, deaf against silence.
Distances and orbits are true to scale at all times — planet positions come from JPL Keplerian elements, so what you see is where they actually are. Only body radii can be exaggerated, with [ and ]. Everything is a dot at 1× because that is genuinely what the solar system looks like. Surface imagery is real (NASA/USGS via Celestia and Planet Pixel Emporium) and streams in as you approach each body; procedural stand-ins are used until it arrives, and if you are offline.
click a window · ⏎ launch ×
departure date
flight time
solving
depart
arrive
duration
Δv need / have
×
SHIP BUILDERb or esc
ship preset
sensor preset
hull
pod
drive
arrays
tank
radiator
armour
cargo
sensor
aperture
beam ap
beam pwr
missiles
mines
length
dry
propellant
payload
power
heat reject
effective Isp
Δv budget
beam reach
eff. aperture
cost

SELECT HOME BASE

Everything you build, and everything you learn, arrives here. Pick somewhere central enough to hear traffic — or somewhere quiet.

×

HOME BASE

METAL 0 VOLATILES 0
SENSOR EMCON

FLEET 0

transmit
attack
movement
refit

CONTACTS 0

TRAJECTORY SOLUTION
Select a contact to build a track.
×
×
×
Δv MAP the solar system as a transit chart · click a station to fly there
numbers are Δv in m/s · ● marks aerobraking inbound
initialising