UNDER THE HOODAbout & Devlog

A fully procedural, deterministic launch simulation — and the running log of building it.

How it's built

100% procedural assets

There is not a single image, model or audio file shipped with this game. Every vehicle, the launch tower, the tank farm, the village down Highway 4, every texture — hull steel, heat-shield tiles, frost, murals — and every sound, from the Raptor crackle to the generative music score, is generated by code at load time. That keeps the whole game a small download, makes every asset original (important for a fan project), and means the world can be revised the way software is revised.

A deterministic 60 Hz simulation

The flight itself runs in a fixed-step, seeded simulation, fully separated from rendering. The same seed always produces bit-for-bit the same flight — which is what makes exportable replays possible, and lets the project run headless regression tests: every build re-flies full missions in CI and asserts that Max-Q, MECO, apogee, both catches and the final outcome all land inside validated bands. When a change to, say, the boostback ignition timing would shift the catch by a few seconds, the tests catch it before a player does.

The pad as a system, not scenery

The water deluge runs the real activation sequence (suppression pulses, trench then deck, pressure building to T−2) with a litre-accurate inventory that drains, recovers through the sump loop, and re-wets for both catches. Frost climbs the vehicles with the actual propellant fraction and burns back down in flight. Cryogenic boil-off pools around the tank farm. These systems run on the same deterministic clock as the rocket, so they behave correctly even at 150× warp.

Honest limits

This is a game. Guidance is simplified, aerodynamics are tuned rather than computed, the weather is generated, and the world is a stylised — not surveyed — Starbase. Where the sim stages an effect rather than simulating it, it stages it to match public footage as closely as we can manage.

Devlog

Release. Starbase Simulator: V3 went live. Around the game there's now a full content site — this page, the Flight Manual and the FAQ — and the Mission Control Pass at $4.20, with on-device restore and email-based key recovery for support. The first pass at mobile support landed too: on-screen touch controls for the polls, cameras and time-warp, and a responsive HUD. Under the hood, the transonic vapor cone now forms at the ship's nose, and an in-flight control loss with no FTS is scored correctly as a loss of vehicle rather than a loss of pad.

Launch plume & pad. The ascent plume was retuned to the real methalox look — a white-hot throat fading through pink to a red-orange tail — and the ignition overpressure cloud made denser and lower, hugging the pad the way it does in the launch footage, with the dust kept out of the shot.

The craft pass. The village got a full redesign — gabled roofs, palm fronds, sidewalks — and moved down Highway 4 away from the production site, as the real geography has it. Clouds rebuilt as flat-based clusters. Frost now climbs the tanks as a hard white fill line and burns down in flight; ignition gained its rapid-expansion white overpressure cloud; deluge water thickened from spray lines into solid streams.

The deluge update. Full Pad 2 water system: DSS pulses, trench and deck activation on the real timeline, twin trench-exit plumes, a live farm inventory on the HUD with same-day-retry recovery, layered deluge audio, and reverse-order low-pressure deluges under both catches. Chase cameras learned to orbit 360° with scroll zoom.

Phase 6. The city of Starbase, a finalized second pad, a performance pass across the whole world, a generative music score, and the payload bay's real PEZ dispenser cycle — magazine, lift, conveyor chains, one sat every 30 seconds.

True bay interior + ship QD arm. The payload bay became a real cut hull volume with an interior camera, and the ship quick-disconnect arm arrived with its full mate/retract/swing sequence.

Catch realism. Inverse-dynamics engine gimbal, a rewritten convergence-driven catch ease for the booster, air-braking entry at high AoA, and grid fins rebuilt from flight photos.

Time warp done right. The 1–150× ladder with automatic locks around every major event, so compression never steals a decision.

Release effort begins. Catch-collision geometry closed with an analytic clearance instrument, ship orientation corrected, aerosurfaces gated to the atmosphere, and the headless regression suite wired into CI.

Contact

Bugs, ideas, press, purchase problems: cyberwizardbusiness@gmail.com. For bugs, attach an exported replay if you can — determinism means it reproduces your flight exactly.