Karachi · Est. 2014
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Rocket Landing

Learn how to land a rocket under real gravity, drag, and fuel-burn constraints

three.jsrigid-body physicscontrol

Landing a rocket is a control problem before it's a physics problem: gravity and drag are fixed, thrust and fuel are the only levers, and running out of either at the wrong altitude ends the run.

Throttle up to slow your descent, but every second of burn costs fuel you don't get back. Worth trying: cut the engine entirely and watch terminal velocity take over, or land with the throttle pinned near max and see how little margin real hardware actually runs on.

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Descent camera

Coasting
Altitude900
Vertical-85.0
Lateral190
Propellant100%
Gimbal0.0° / 0.0°
Fins0.0° / 0.0°
RCSoff
T+0.0 s
Time to go––
Orbit
0.0°Tilt
0%Throttle
WSthrust
ADlean X
QElean Z

Flight

Manual throttle

Manual: W/S throttle · A/D steer X · Q/E steer Z

Guidance law
Sim rate 1×

Conditions

World
Entry state
Wind 0 m/s

View

Vehicle mass
—
m_dry + propellant
Thrust-to-weight
—
T / (m·g)
Available accel
—
T_max / m
Δv remaining
—
I_sp·g₀·ln(m₀/m_dry)
Dynamic pressure
—
½·ρ(h)·v²
Commanded accel
—
|a_cmd| from the guidance law
Burn trigger κ
—
(v² − v_t²) / (2·a·h) — light at 1.00
Zero-effort miss
—
r_f − (r + v·t_go + ½g·t_go²)
Reference rate
—
−√(v_t² + 2·a_dec·h)
Peak load
—
max T/(m·g₀) so far
Grid fin δ
—
commanded deflection, ±20° limit
Fin authority
—
q·S·C_L,α·L_fin / I — zero without air