Space school

Eleven short lessons for somebody who has never flown a rocket, real or otherwise. Each one explains one idea in plain words, then hands you something to fly that proves it.

Who this is for

You do not need to know any of this to have fun. You can build a rocket, press the big button and watch what happens, and that is a fine way to start. But sooner or later the game will show you a word like periapsis or a number like TWR 1.4, and it will not stop to explain. That is what these pages are for.

Nothing here assumes school physics. If you can count, and you can watch a number on a screen go up and down, you can follow every lesson. Grown-ups who did learn this once and forgot it are welcome too.

The lessons are in order, and each one uses the one before it. Read them with the game open on the other half of the table.

Some of these lessons are also in the game, as guided walks: an arrow, a line to read and a check that you did it. They arrive at the moment they are about rather than all at once — upgrading the Launch Pad to its second level, once Staging is discovered, puts Why rockets throw pieces away on the hangar, lighting the first stage of the rocket it builds starts Getting into orbit, and reaching orbit starts Reading your orbit and then Coming back down. They are the short version, with your own rocket in front of you; these pages are the long one, and say why. See A tutorial for the switch and Play again.

How a lesson works

Every lesson has the same four parts:

PartWhat it does
The ideaThe thing itself, in everyday words, with something you already know to hang it on.
Where the game says itThe exact number or button on your screen that is this idea, so you can see it instead of trusting me.
Try itA flight or a bit of building you can do in ten minutes. It is designed to show one thing, and to be a bit surprising.
What you just provedThree or four lines you can carry to the next lesson.

Each lesson also ends with the words it introduced, one line each. The Glossary has all of them in one place.

Do the experiments in sandbox

In the shared world every launch charges the rocket's price the moment its first engine lights, and a rocket you break is money gone. Sandbox is your own private copy of the sky: it flies exactly the same way, it costs nothing, it lets you speed the clock up while you wait for something to happen, and it lets you save a flight and load it again to try the same moment twice.

It reads your credits, your tech and your buildings, and it never writes to them. You cannot earn anything there either, so once a lesson has taught you something, do the real version in the shared world and take the money.

Note
Tap the small figure at the foot of the hangar's parts column to open Settings; at the top, under WORLD, tap the Off switch on the Sandbox row so that it reads On. Step by step in Switch to sandbox. The chip at the top of every screen reads SANDBOX while you are there, so you always know which sky you are in.

What you need before lesson 1

The lessons

Lesson 1
Gravity, weight and falling
Why everything comes back down, what the difference between mass and weight is, and why the engine only wins for a while.
Lesson 2
Thrust, weight and TWR
The push against the pull. What the number has to beat, and what happens when it does not.
Lesson 3
Fuel, Δv and Isp
A rocket's real fuel gauge is not litres, it is how much you can still change your speed.
Lesson 4
Why rockets throw pieces away
An empty tank is luggage. Dropping it is the single biggest trick in rocketry.
Lesson 5
Orbit is sideways, not up
Space is a height. Orbit is a speed. You can reach the first and fall straight back out of it.
Lesson 6
The shape of an orbit
Every path has a high point and a low point, and pushing at one end moves the other.
Lesson 7
Getting into orbit: the two burns
Why it takes two pushes and a lean, and why nobody flies straight up.
Lesson 8
Which way am I pointing?
There is no up in space. The navball, prograde and retrograde, and the three speeds one ship has at once.
Lesson 9
The air: drag, the bang and the heat
Air takes speed off you on the way up and gives it back as heat on the way down.
Lesson 10
Coming back down in one piece
Getting rid of speed is the whole job of a landing, and the part that touches first is the one being judged.
Lesson 11
Worlds, their pull, and the Moon
Every world owns a bubble of space. Going to another one means aiming where it will be.

After the lessons

When you have finished, you know enough to read the rest of the manual without stopping. Reaching orbit and Landing on the Moon are step-by-step flights of the two big things you have just learned, and Orbits and the other pages under How the game works go deeper on anything that caught your interest.