Spaceflight Simulator Wiki
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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

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