Don't Panic
Flight 15 · 14 November 2026 · Starbase, Texas

Don't Panic. Catch the Ship.

Yesterday SpaceX did something nobody had done before. It brought a Starship upper stage home from orbit and let the launch tower catch it out of the air with its "chopstick" arms. The ship was Ship 42, painted with the words DON'T PANIC. Now it's your turn to fly it home: deorbit, reentry, bellyflop, flip and catch.

22h 32min orbit before the catch
~14orbits of Earth
26Starlink V3 satellites deployed
1stupper stage ever caught by a tower

Mission setup

The seed sets the wind, the offset and Starbase's position. Share a seed and a friend gets exactly the same flight.

Standby

Keyboard: ◀ ▶ steer / pick · ▲ ▼ lift (reentry) · Space burn / flip / hold to throttle · P pause. Touch: on-screen buttons.

How a ship comes home

1 · Deorbit

After about 14 orbits at roughly 275 km, the ship fires its engines against its direction of travel. That small burn lowers the far side of the orbit into the atmosphere. Fire too early and you land short, too late and you land long. In the game a steeper burn means a shorter, hotter entry.

2 · Reentry

Starship hits the air belly-first, protected by about 18,000 hexagonal heat-shield tiles rated to around 1,400 °C. Banking the lift vector up or down trades heat for range. The game's model uses a real exponential atmosphere and lift and drag equations, simplified and sped up.

3 · Bellyflop & flip

Below the speed of sound the ship falls sideways like a skydiver, steering with four flaps. Close to the ground it relights its sea-level Raptors and swings upright. Start the flip too early and you waste propellant. Start it too late and you don't stop in time.

4 · The catch

No landing legs. The tower, nicknamed Mechazilla, closes two arms around the hovering ship, and small catch pins near the top settle onto them. Come in slow, centred, upright and not drifting, or it won't hold.