Max altitude
0 km
Explore a simplified vertical rocket ascent by varying dry mass, propellant, thrust, burn duration, drag area, and guidance efficiency. The model estimates peak altitude, peak speed, flight time, and farthest distance from Earth’s center.
This rocket launch distance simulator models one vehicle rising and falling along a vertical line. It starts at ground level with the entered dry mass and propellant mass, applies constant engine thrust during the selected burn duration, reduces fuel linearly through that burn, and advances altitude and velocity in short time steps. At every step it applies gravity and an aerodynamic force based on the current speed, altitude, and effective drag coefficient × area. The reported altitude is the highest simulated point above the surface; the distance readout is that height added to the model’s Earth-radius reference.
The purpose is to make the model’s trade-offs visible, not to duplicate a launch-vehicle design program. More initial mass increases the weight the engine must overcome. A larger thrust value raises the upward force before guidance efficiency is applied. A larger drag-area value increases the speed-dependent atmospheric penalty, especially near the surface where the model’s density is highest. As propellant is consumed, the simulated rocket becomes lighter, so the same guided thrust produces a different acceleration later in the burn.
The trajectory drawing is a compact visual summary rather than a map of a real downrange path. The physics calculation itself is vertical: it has no launch azimuth, pitch program, horizontal velocity, orbital insertion test, staging, or changing gravity. Use the cards to compare the same set of assumptions across runs, and use the drawing as a quick indication of relative height and speed in the page’s display model.
The rocket flight inputs define the quantities used by this simulator’s time-step calculation. Dry mass and propellant mass are in kilograms. Engine thrust is entered in kilonewtons and converted to newtons before the force calculation. Burn duration is in seconds. The drag field is an effective coefficient-area term in square metres, and guidance efficiency is a multiplier from 0 to 1 applied to engine thrust while the engine is burning.
For a clear rocket-performance comparison, hold all but one input fixed. Raising dry mass with the same thrust reduces the initial acceleration. Raising thrust with the same masses increases the force available against weight and drag. Raising the drag area makes aerodynamic losses larger at a given speed and density. Changing burn duration also changes the model’s linear fuel-consumption rate; because thrust remains an independently specified constant, treat such experiments as comparisons within this simplified model rather than as a complete engine specification.
Guidance efficiency has a direct role here: it multiplies thrust rather than adding a separate force. A value nearer to 1 leaves more of the entered engine thrust available to the upward calculation. It does not create a gravity turn or steer the rocket toward orbit. Testing it separately from thrust is useful for seeing how the model responds when less of the nominal engine force contributes to vertical ascent.
The simulator computes the vertical acceleration from guided thrust, drag, and weight. It estimates atmospheric density with an exponential decrease from sea-level density as altitude rises, calculates drag from the signed velocity, then updates velocity and altitude every 0.25 seconds. Gravity is held at 9.81 m/s² throughout the run.
In this rocket model, T is the entered thrust after conversion to newtons, η is guidance efficiency, D is the computed drag force, m is the rocket’s current mass, and g is the fixed gravity value. During descent, the sign of velocity makes the drag term oppose the downward motion. The simulation records the largest altitude and the largest absolute velocity reached during the full run.
After the chosen burn time, guided thrust becomes zero and the rocket coasts under gravity and drag. The run stops when the vehicle has returned to ground level after the burn, or when the model reaches its time limit. Consequently, flight duration is simulated elapsed time, not simply burn duration. The “orbital distance” card is Earth’s 6,371 km reference radius plus maximum altitude in kilometres; it is a radial distance at the peak, not an assessment of whether the vehicle has achieved orbit.
This deliberately limited treatment leaves out several effects that dominate real missions: changing gravity, staging, propellant chemistry, engine throttling, structural constraints, winds, lift, heating, and a guidance trajectory. Those omissions make the calculation easier to inspect, but they also set a firm boundary on what its outputs mean.
Use the four rocket-flight readouts together. Max altitude is the greatest vertical altitude above the surface reached by the simulated vehicle. Orbital distance is the corresponding maximum distance from Earth’s center in the model. Peak velocity is the largest magnitude of vertical velocity during ascent or descent. Flight duration is the time simulated before ground return or the model’s stopping limit.
A thrust change can alter both peak speed and peak altitude, but not necessarily by the same proportion. Higher thrust can accelerate the rocket earlier, when atmospheric density is greater and drag is more consequential. More propellant changes both the initial mass and the time over which the code consumes fuel. More dry mass remains throughout the flight, so it affects the vehicle even after the propellant reaches zero. These linked effects are why comparing one controlled change at a time is more informative than searching for a single “best” setting.
Distance from Earth’s center needs especially careful interpretation. The calculator adds maximum altitude to a fixed Earth-radius value, so it gives a convenient scale for the apex of this vertical trajectory. It does not calculate horizontal range, orbital velocity, an orbital period, or a stable orbit. A result far above the surface can still describe a purely suborbital rise and fall.
A useful rocket-simulator experiment begins with the displayed inputs as a baseline. First change only thrust and compare peak speed, altitude, and duration. Restore thrust, then change only drag area to isolate the model’s atmospheric-loss term. Next compare different dry masses while retaining the same propellant mass. Each test asks a specific question and makes the direction of the result easier to understand.
Watch for cases where the readouts tell different parts of the same story. A configuration can reach a high peak speed but lose a substantial amount of that speed before reaching its apex. Another can remain aloft longer because it climbs higher and then coasts longer. If a setting produces little or no altitude gain, inspect its guided thrust relative to the starting weight before drawing conclusions from the trajectory artwork.
Extreme combinations are valid inputs to the page but not necessarily believable vehicles. In particular, thrust, burn duration, and propellant mass are independent controls in this implementation. Real engine performance would couple those variables through propellant flow and exhaust characteristics. Keep the comparison within the simulator’s stated assumptions, and use professional trajectory and vehicle-analysis tools for engineering decisions.
This rocket launch simulator is an educational single-stage vertical-flight model. Its density estimate decreases exponentially with altitude, its gravity value does not vary, and its effective drag area stands in for the many aerodynamic properties of a real vehicle. It does not model structural loads, tank limits, nozzle behavior, winds, launch safety, staging, or a real guidance computer.
These assumptions make the page useful for exploring cause and effect. Students can see how mass, thrust, drag, and a thrust-efficiency multiplier enter a force balance. Teachers can compare otherwise identical runs. Writers and game designers can use the outputs as internally consistent values for this simplified ascent. None of those uses turns the results into certified mission analysis.
The optional mini-game below is separate from the numerical flight calculation. It uses the current profile to adjust arcade handling, but its score and corridor are not rocket-flight outputs and do not modify the altitude, velocity, duration, or distance cards.
Can this tool plan a real mission? No. What is it for? It is for learning how this vertical model responds when its launch inputs change, and for recognizing the assumptions that a real trajectory analysis must replace with more detailed physics.
Run the vertical rocket model to redraw its illustrative trajectory and update the altitude, Earth-center distance, speed, and elapsed-time cards.
Ready for liftoff. Enter a vertical-flight profile, then start the simulation to estimate altitude, speed, duration, and peak distance from Earth’s center.
Max altitude
0 km
Orbital distance
6371 km
Peak velocity
0 m/s
Flight duration
0 s
This optional arcade activity uses the current rocket profile to alter handling, but it is separate from the vertical-flight calculation and its readouts.
Stay inside the cyan corridor while trimming drift and conserving thrust.