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FLIP & BURN Vehicle inverting for deceleration burn
Orbital insertion successful Cresting at target — drive cold, on station
G-load 0.43 g Crew on the juice
p-¹¹B Voyage Simulator · Lobster Labs
Companion to Martin (2026) · sim · about · shortcuts · paper · home
Concept demonstration. Assumes p-¹¹B ignition (not yet demonstrated by any system). Brachistochrone A constant-acceleration trajectory profile: thrust forward to the midpoint, flip the ship 180°, then thrust backward to decelerate. Total Δv = 2·√(d·a). Natural for high-Isp drives where propellant is cheap relative to time. trajectories with lead-angle rendezvous; solar gravity neglected during transit. Planet positions from J2000 mean orbital elements via Spacekit (forked). Local gravity wells assume parking-orbit departure and capture (Δv = v_esc − v_c at each body); surface launch/land Δv is reported separately and excluded from the propellant budget. Mission scale ≠ true scale. In Mission scale (default) planet radii are inflated ×500 so worlds are visible at solar-system zoom; heliocentric orbital distances stay at real AU, so each planet's visible disc is ~500× larger than reality relative to its orbit. Moons render at a per-parent visual offset (Luna ×12, Phobos/Deimos ×250, Galileans ×100, Titan/Enceladus ×80, Triton ×60) and orbit periods are real but parent-distance is compressed/expanded for legibility. Toggle True scale for unscaled bodies and orbits — planets become sub-pixel from system zoom and only resolve up close. All physics — Δv, propellant fraction, flight time, gravity wells, body μ — is computed in real units in either view. Physics & open questions →