Earth GuardPlanetary Defense Academy

Choose a program

Every mode uses the same rockets, engines, clock, reliability, and physics. The difference is what you are trying to build before time runs out.

Pick a threat

You are the mission director. Something is on a collision course with Earth. Work out what it is, decide how to move it, and launch before you run out of time.

Rocket garden

No mission. No pressure. Pick any rocket and watch it fly, with a real simulated flight path.

Reusable booster fleet

Your hardware remembers every flight

Recovered cores and fairing halves receive permanent tail numbers, gain flight history, and remain available until they are lost or retired to your museum.

How this works

The important numbers are calculated from physics, but this is still a teaching model. The Help page separates measured inputs, derived results, and explicit planning assumptions so none of it is a black box.

Flight Manual › Player Guide › Physics › Sources
Earth Guard flight manual · v0.2.0

Start with the mission. Open the equations when you want them.

Use this page as both a player guide and a technical reference. The first half explains the program loop and controls. The second separates published inputs, calculated results, and explicit planning assumptions so none of the important physics is a black box.

Quick start

Your first ten minutes

  1. Choose the job

    Defend Earth closes a threat clock. Moon, Mars & beyond plans one expedition. Campaign keeps infrastructure, vehicles, and flight history.

  2. Close the architecture

    Choose the destination or orbit, payloads, transportation, and recovery method. The verdict explains missing capability instead of letting an impossible stack launch.

  3. Fly every event

    Roll out each vehicle, watch staging and recovery, then advance to the next dated event. A RUD pauses the program for repair, retry, or replanning.

The rule: planning may happen all at once, but the campaign clock advances one experienced event at a time. A normal launch never disappears offscreen.
Choose a program

The three modes use the same universe differently

☄️ Defend Earth

Learn, push, measure, repeat

Research an uncertain threat, choose a deflection method, secure permission, and launch before impact. If the first push falls short and time remains, its measured orbit change carries into the next turn.

ObservePlanLaunchReassess
🌕 Moon, Mars & beyond

Build one expedition

Select a destination and assemble relays, scouts, rovers, power, cargo, habitats, or crew. The manifest orders launches and arrivals around capacity, launch windows, and prerequisites.

DestinationPayloadsManifestArrive
🛰️ Campaign

Run a persistent program

Infrastructure and hardware survive between missions. Delivered assets remain available to fly again, and the inventory counts each delivery at its destination or Earth orbit. A LEO propellant depot stores fuel for later departures and can be replenished while other spacecraft are already traveling.

BuildFlyKeepRespond
Hardware workshops

Know which thing you are designing

🚀 Rocket

The launch vehicle gets mass off Earth. Engines, tanks, diameter, stages, and boosters determine thrust-to-weight, delta-v, payload, and recovery compatibility.

  • A valid rocket must fit its engines and close its ascent budget.
  • Recovery reserve reduces payload. Bringing hardware home is never free.

🔧 Engine

The engine laboratory develops propulsion for future custom rockets. Solid, liquid, and hybrid engines have different shutdown, restart, pressure, throttle, and schedule limits.

  • Engine development takes years, so it belongs in campaigns.
  • Powered landing needs a restartable, deeply throttleable liquid engine.

🛰️ Mission vehicle

The spacecraft does the job after launch. Orbiters, landers, rovers, and atmospheric flyers trade science payload against bus, power, propulsion, antenna, and structure.

  • The destination decides which vehicle types make sense.
  • A launch mass budget is not a detailed thermal or communications design.

♻️ Recovery inventory

Recovered cores receive B-series tail numbers; fairing halves receive F-series numbers. The game retains flights, outcomes, losses, soot, and museum retirement.

  • The compatible available article with the fewest flights is reused first.
  • Retirement creates a placard from the article's actual flight history and removes it from launch assignment.
Launch and event controls

What the buttons actually do

1×
Runs ascent at the normal presentation speed with telemetry, staging, recovery cameras, and event callouts.
4×
Speeds up the same recorded flight. It does not change reliability, physics, or the outcome.
Fast-forward launch
Ends the remaining animation and applies the already-resolved result. It does not turn a failed vehicle into a success.
Replay
Replays the saved launch or arrival record. Replay never rerolls reliability, repeats a recovery consequence, or advances the clock.
Replay RUD
Shows the same recorded failure phase again. Repair and retry creates the next real attempt after the displayed stand-down.
Orbital gas station
The depot is an uncrewed storage station that stays in low Earth orbit. A tanker is a delivery vehicle: it launches liquid oxygen and liquid methane from Earth, docks, transfers the propellant, and leaves. A departure ship arrives later, takes the amount reserved for its mission, and begins its trip. Campaigns are limited to one 1,200 t LEO depot for now, but that depot can be refilled and reused for any number of missions.
Depot fuel numbers
Stored has already arrived. Inbound is still aboard scheduled tanker flights. Reserved is promised to committed departure ships. Available now is stored propellant that has not been promised to another mission.
Routine tanker playback
Remains visible by default. The campaign can batch later tanker animations only after you explicitly enable skipping; every flight still rolls reliability and stops the batch on a RUD.
Recoveries are separate events: side boosters detach first, fairing halves descend only after aerothermal heating falls below their deployment limit, and the higher-energy center core separates later. A staging interlock keeps the core attached until every strap-on is clear; a spent core may coast while the boosters finish burning. A mechanical separation failure can still cause a RUD, but the flight computer does not deliberately issue an impossible command. Each article receives its own outcome. Simultaneous cameras stay side by side during the center-screen handoff, then dock clear of the ascent vehicle.
Saves, sharing, and resets

What the game remembers

Stored in this browser

Reading level, trip and campaign programs, custom mission vehicles, booster inventory, and depot propellant use versioned browser storage. Reloading the page keeps them.

  • Delivered mission assets are counted separately for each destination and Earth orbit. Select the same asset again whenever the program needs another visit.
  • Starting a new program resets that program, not every workshop.
  • Clearing site data removes browser-local programs and inventory.

Shared by code

Rocket share codes use the hosted Earth Guard service and contain only the bounded public rocket design schema. Political verdicts are optional narrative calls and never decide the physics.

  • Do not treat a share code as an account backup.
  • The game has no sign-in or cloud sync in this release.
Physics reference

Nothing important is hidden

Earth Guard has three kinds of numbers: published vehicle or planetary data, values calculated from equations, and planning assumptions used where no final vehicle or mission exists. This page labels all three. Scientist mode also prints the live equation with your mission's numbers on the screen where it is used.

Expeditions and campaign clock

How destination missions are calculated

r₁ = 1 AU aₜ = (r₁ + r₂) / 2 tH = π√(aₜ³/μ☉) v∞ = |√[μ☉(2/r₁ − 1/aₜ)] − √(μ☉/r₁)| C₃ = v∞²

The destination radius and the Sun's gravitational parameter are published inputs. The transfer time and C3 are derived. The Moon uses a separate 5.9 km/s surface-delivery budget from low Earth orbit.

Assumption: circular, coplanar Hohmann baseline. Real missions leave planets on eccentric, inclined orbits and often trade launch energy against gravity assists. Europa Clipper takes about 5.5 years using Mars and Earth assists even though an ideal Hohmann calculation is shorter. Uranus concepts study roughly 13 to 15 year cruises. The game shows the minimum-energy baseline and labels it as such.
Assumption: arrival delivery fractions. After Earth departure, the game reserves 18% for an orbiter, 62% to 70% for atmospheric entry systems, and 72% to 78% for powered landing systems depending on destination. These are transparent architecture-level mass allowances, not published payload guarantees for a vehicle that does not exist yet.
Clock rule. A turn advances to the next dated event, not a fixed number of days. Development, pad cadence, transfer time, and arrival all share the same clock. Launch windows repeat at the displayed synodic period.
Launch vehicles and recovery

What the rocket model includes

ṁ = F / (Isp · g₀) q = ½ρv² ρ = 1.225e^(−h/8500) g = μEarth / r² Δv = Isp · g₀ · ln(m₀/mf)

Stage wet mass, dry mass, thrust, specific impulse, diameter, and published low-orbit payload are inputs. The ascent is a 2D point-mass integration at 0.1 second steps with drag, falling gravity, centrifugal relief, propellant use, and a closed-loop gravity turn.

Assumption: ascent guidance. There is no wind, lift, slosh, structural flex, engine-out guidance, or detailed steering loss. It makes realistic-shaped trajectories, not flight-certified trajectories.
Assumption: recovery reserve. Downrange landing holds back 15% of first-stage propellant, return to pad 27%, launch-site tower catch 25%, future offshore tower catch 12%, and parachute 4%. On a multi-core rocket the game weights the liquid-core reserves across the center and side cores. The resulting lost ascent delta-v is paid from payload. Compatibility also checks separation energy, stage mass, restart, throttle, landing hardware, and catch infrastructure.
Solid-booster recovery. A custom rocket may add parachute recovery hardware to its strap-on solids independently of the liquid core. Shuttle SRBs separated near 45 km, descended by parachute, splashed into the Atlantic, and were retrieved and refurbished. SLS solids are related hardware but intentionally expendable, so the game does not assume every solid booster is reusable.
Staging and fairing timing. Strap-on propellant and center-core propellant are consumed independently. Falcon Heavy uses a throttled center core: the side cores cut off and separate near T+2:28, then the center continues to roughly T+3:59. Custom liquid side cores use the same principle; solid boosters burn for their modeled 127 seconds and separate before the core is released. Fairings do not jettison on a fixed timer or altitude alone. The game waits until the upper stage is flying, altitude is at least 100 km, and the estimated free-molecular heating is below SpaceX's published 1,135 W/m² limit.
Recovery inventory. Booster and fairing tail numbers, flight counts, and museum placards are persistent game records. Scorching increases with booster flights because returning stages encounter plume deposits and atmospheric heating; fairing wear represents salt-water recovery and refurbishment. These are visual history, not remaining-life calculations. Recovery failure removes the article from the available fleet.
Assumption: flight-proven reliability. A successfully flown first stage adds a small, bounded 0.3 to 0.6 percentage-point confidence adjustment to the displayed vehicle reliability. Flight history demonstrates that the individual article has survived ascent, but NASA still reviews inspection, refurbishment, anomalies, and life limits before accepting reused hardware. This is a transparent game assumption, not a SpaceX reliability statistic, and the bonus never grows without limit.
Fairing recovery. Falcon-class fairings divide into two independently tracked halves. Each half descends under a parafoil, splashes down, and is recovered by ship for inspection and refurbishment. Weather and sea state can lose one half without losing the other. Starship has an integrated payload bay, so it does not create detachable fairing inventory.
Current and future catch towers. Super Heavy's tower catch is modeled at its launch site. A downrange catch tower is available only to a compatible custom vehicle as a future offshore infrastructure option. It saves the boost-back and landing-leg penalties, but no operational launch system currently catches an orbital booster on an offshore tower.
Starship single-launch performance. SpaceX publishes 100+ t to LEO in the reusable configuration and its payload guide publishes 21 t to GTO without orbital refilling. The game interpolates between those two design points instead of subtracting the ship's dry mass from an already-published payload figure. This lets an unrefueled Starship inject smaller independent spacecraft beyond LEO. It does not pretend the Starship vehicle can land itself on the Moon without more propellant.
mStarship(Δv) = 100 t · e^(−kΔv) k = ln(100/21) / 2.46 km/s anchors: 100 t at LEO · 21 t at GTO
Assumption: Starship refilling. Refilling is required when Starship itself performs the high-energy transfer and landing, or when the mission uses its roughly 100 t beyond-LEO capability. A one-off expedition visibly launches one depot, 15 tankers, and the departure Starship. In campaign mode, the depot is persistent infrastructure: its stored fuel is used first, only the shortfall is scheduled, and tankers can fly while unrelated missions are in progress. The model uses a 1,200 t depot, 80 t transferred per tanker, and a six-day system cadence. Active cryocooling is assumed, so the game does not silently subtract passive boil-off; stored, inbound, reserved, and available propellant are all visible. NASA's current HLS architecture publicly uses a storage depot followed by more than ten tanker flights, but the exact load is still evolving. The first tanker is flown normally, then routine tankers may be batch-run. Every batched flight still rolls reliability, recovery, schedule, and RUD consequences.
Assumption: failure timing. The displayed vehicle reliability decides whether a launch completes. If it does not, a second transparent planning model selects among ignition/pad systems, first-stage propulsion, Max Q structure, guidance and flight termination, stage separation, or upper-stage propulsion. Those conditional weights teach where failures can appear; they are not manufacturer statistics. Physical staging order overrides the reliability roll: strap-on boosters must separate before the center core. A core-separation command while side boosters remain attached forces a RUD. An upper-stage loss can still leave a first stage that already separated free to complete its recovery.
Mishap consequence rule. Pad damage and return-to-flight reviews run in parallel, so the longer delay controls the campaign clock. A US launch uses an FAA return-to-flight determination; other sites use their range-safety authority. The exact day ranges are game planning assumptions. The real FAA requires a mishap plan, investigation, corrective action, and a public-safety finding before return to flight. FAA mishap and return-to-flight rules.

Falcon Heavy's side cores separate first and can return to the launch site while the throttled center core continues alone to a higher-energy separation. The game therefore allows different recovery choices for side boosters and center core and prevents a high-energy center core from pretending it can make the same return-to-launch-site maneuver.

Engine laboratory

Ideal nozzle physics plus labeled engineering limits

Aₑ/A* = f(Mₑ, γ) pₑ = p₀[1 + (γ−1)Mₑ²/2]^(−γ/(γ−1)) Vₑ = Mₑ√(γRTₑ) · ηcycle F = ṁVₑ + (pₑ−pₐ)Aₑ Isp = F/(ṁg₀)

The nozzle solver is derived from ideal-gas, choked-flow equations. Propellant temperature, ratio of specific heats, gas constant, and cycle efficiency are representative approximations. Cycle pressure and single-chamber thrust caps prevent obviously impossible combinations. Conventional solids burn until the grain is exhausted. Liquid engines can shut down, but restart hardware must be designed and qualified rather than assumed.

Assumption: development time and cost. NASA's TRL 1 through 9 scale provides the milestones. J-2X began development in June 2006, reached its first integrated engine firing in July 2011, then continued system and qualification testing. The game therefore produces multi-year schedules from component rigs through a flight demonstration. Exact years and dollars are planning estimates based on engine type, cycle complexity, thrust, pressure, nozzle novelty, and restart requirements. They are not NASA forecasts.
Landing rule. A developed engine supports powered landing only when it is a restart-capable liquid engine, the cycle can throttle deeply, and the selected nozzle is not an oversized vacuum bell.
Satellites, orbits, and mission vehicles

Why the orbit has to match the job

A weather or mapping satellite can use a roughly 705 km sun-synchronous orbit for repeatable lighting. Communications relays use geostationary orbit at 35,786 km for a fixed view. Hubble works in low Earth orbit; Webb uses a halo orbit near Sun–Earth L2; NEO Surveyor uses L1 to search near the Sun's direction.

ΔvLEO→orbit = vis-viva transfer burns GEO altitude = 35,786 km Sun–Earth L1/L2 distance ≈ 1.5 million km vehicle launch mass = science + bus + power + propulsion + structure
Assumption: orbit delivery. LEO is the published launcher benchmark. Sun-synchronous orbit adds a 350 m/s planning allowance for altitude and inclination. High elliptical, GEO, L1, and L2 capacity is reduced with a transparent post-LEO delta-v budget. Operational missions optimize inclination, staging, transfer duration, lunar assists, and spacecraft propulsion in more detail.
Assumption: custom mission vehicles. The workshop uses explicit subsystem and structural mass allowances. It is an architecture exercise, not a detailed thermal, radiation, entry, or communications link-budget design.
Threat observation and deflection

Why research and multiple attempts matter

M = ⁴⁄₃πr³ρ Δvkinetic = β · m · U / M miss ≈ 3 · Δv · lead time Eimpact = ½Mv²

A random threat begins as a point of light. Brightness cannot separate size from reflectivity, and a short observation arc does not fix the orbit. The game therefore blocks mission design until another instrument is chosen. Uncertainty in size, density, and momentum enhancement is rolled at intercept.

Assumption: rectilinear miss estimate. The factor-of-three along-track approximation is useful for teaching why early action wins. Operational planetary defense uses full orbit determination and n-body propagation.
Assumption: learning after contact. If at least one spacecraft reaches the target, the next turn tightens size uncertainty to ±8% and density uncertainty to ±15% and treats composition as characterized. This is a teaching proxy for encounter imaging, radiometric tracking, and measuring the orbit change. A launch campaign that delivers nothing teaches you about the rocket, not the asteroid, so it does not improve those target estimates.

When a first mission falls short but the window remains open, its measured orbital change carries into the next turn. The game shows impact only after the clock closes.

Primary sources
Program › Architecture › Launches › Surface
Expedition

Plan the next giant leap

1. Destination
Flight planEarth departure to destinationCommit a mission to begin flying the manifest.

2. What goes there

Build capability in order. A crew cannot arrive before power, communications, and a place to live. Robotic missions can fly alone.

3. Transportation
Recovery method
Mission timeline
Campaign flight log
Booster inventory
Program › Engine laboratory › Flight test

Develop a rocket engine

Choose a propellant, feed cycle, chamber pressure, thrust class, and nozzle. The nozzle equations are ideal-gas physics; development time follows NASA technology-readiness steps. A new engine is a years-long campaign asset, not a last-minute defense trick.

Engine concept
Nozzle model
Program › Mission vehicle workshop › Manifest

Design a spacecraft, rover, or flyer

Start with the job, then pay the mass for structure, power, propulsion, communications, and science instruments. The result becomes a persistent mission element you can launch in expeditions and campaigns.

Vehicle concept
Transparent mass model

Rocket garden

Tap a rocket to see it, then launch it. All five are drawn to the same scale, so you can see how much bigger some of them really are.

Pick a rocket

Rocket designer

Two stages. Pick the engines, decide how much propellant each stage carries, and how fat the body is. Everything else — how tall it ends up, whether the engines physically fit, how much it can lift — falls out of the physics. It will tell you when a design cannot work, and why.

Drawn to scale. A Falcon 9 is shown beside it for comparison.

Looking up at the first-stage engines. This is the layout that decides how wide the rocket has to be.

Name
First stage

Second stage

Strap-on boosters

How the shape is derived
Someone gave you a code?
Building…
1 Brief › 2 Observe › 3 Design › 4 Launch › 5 Result

1 Brief › 2 Observe › 3 Design › 4 Launch › 5 Result

Observe the target

Right now we have a blurry survey detection and not much else. We do not know how big it is, what it is made of, or exactly where it will be. Observing costs time off the clock, and time is the thing that makes deflection easy.

These all point at the same rock at the same time, so they run together. What you pay is the slowest one you pick, not the total — which means adding a fast one next to a slow one costs you nothing.

Longest campaign
0days
Warning left
—
Size known to
—
Composition
Unknown
Why observing matters

Deflection depends on the target's mass (M = ⁴⁄₃πr³ρ) and its momentum enhancement factor β. Both come from size and composition. If you skip characterization, the game rolls your real values out of the uncertainty band you left yourself, so a mission that works on paper can still miss. This is a real problem: before DART flew, β for Dimorphos was known only to within a factor of several.

1 Brief › 2 Observe › 3 Design › 4 Launch › 5 Result

1. Pick your method

Different tools win in different situations. The clock usually decides.

Emergency powers

Everything below is normal-times rules: range safety, launch queues, months of pad turnaround. If the object is big enough, none of that survives contact with the news.

2. Pick your rocket

A rocket's famous payload number is to low Earth orbit. Escaping Earth costs another 3.2 km/s, and every bit of extra speed eats into the mass you can deliver.

Throw it away, or bring it home?

Launch site

Earth spins eastward at 465 m/s at the equator. Launch east from near the equator and you get that speed for free. Launch from high latitude, or south over open ocean, and you buy it out of your own tanks.

The "tonnes to orbit" number is not what you get to send. Saturn V is quoted at 140 t to low orbit, but it only ever sent about 48 t to the Moon — because that 140 t figure is mostly the S-IVB stage and the propellant still inside it. Getting to orbit and leaving Earth are two different jobs, and the second one is paid for out of the first one's answer. Watch what happens to every vehicle here as you raise C₃.
Departure model

One impulsive burn from a 200 km circular parking orbit (vcirc 7.784 km/s, vesc 11.007 km/s) using the vehicle's real upper stage, subtracting its dry mass. Assumption: ignores gravity losses on the departure burn, staging above the second stage, and launch-window geometry. Lands within roughly 20% of published payload-vs-C₃ curves.

3. Fly the trajectory

Two dials. Departure energy buys speed but costs mass. Lead time is how far ahead of the collision you hit it — the earlier you push, the more the miss distance grows on the way in.

Speed left over after escaping Earth: v∞ = √C₃ = —

Cruise needed: — · Time you have: —

Mass delivered
—
Closing speed U
—
β ejecta bonus
—
Asteroid Δv
—
Predicted miss distance

The orange line is Earth's radius plus a safety margin. The bar has to get past it.

The whole calculation
Optional

Send it to the politicians

Everything else on this page is physics, and physics does not have an opinion. Getting permission is the other half of the problem, and it is the half that is actually hard. This asks a real AI to play the National Security Council, the UN, and the public, and to decide whether your plan is allowed to fly — and how many days the arguing costs you.

Working it out…

Terminal count

All stations are go for launch.

T-plusT-00:08
Altitude0.0 km
Speed0 m/s
Downrange0 km
Vehicle—
Payload—
Flight model

A 2D point-mass gravity turn integrated at 0.1 s steps. Thrust and mass flow come from each stage's real propellant load, thrust and specific impulse; drag uses an exponential atmosphere (ρ = 1.225·e^(−h/8500)) with Cd 0.3 over the vehicle's frontal area; gravity falls off as 1/r² and the centrifugal term is included. Assumption: no steering losses beyond the pitch program, no throttling, no aerodynamic lift. It produces realistic-shaped ascents, not flight-certified ones.

1 Brief › 2 Observe › 3 Design › 4 Launch › 5 Result

Cruise

Coasting to intercept.

Range to target—
Closing speed—
Lead time—

Impact

Energy—
Crater—
Severe blast—
Earthquake—

How worried should I actually be?

Short answer: not very. But the honest version is more interesting than either "we're all doomed" or "it'll never happen", so here it is properly.

How often things actually hit
1 m — a bright fireball
yearly
20 m — Chelyabinsk
~50 yr
50 m — Tunguska
500–1,000 yr
140 m — a region
~20,000 yr
1 km — global
100,000–500,000 yr
10 km — the dinosaurs
~100 M yr

Estimates differ between sources, which is why several of these are ranges rather than numbers. The small end comes from counting fireballs detected by satellites; the big end comes from counting craters and from how many objects the telescopes have found.

Two things make this much better than it sounds
  • The solar system got a lot emptier. Four billion years ago this was a shooting gallery. Most of the loose material has since been swept up, thrown out, or settled into stable orbits. What is left is the leftovers of the leftovers.
  • We have found nearly all the big ones. Over 90% of the near-Earth asteroids bigger than 1 km are catalogued, and their orbits are known well enough to say that none of them is going to hit us for centuries. The dinosaur-killer scenario is the one we have most thoroughly ruled out.
And three that keep it honest
  • The middle size is only partly mapped. Around 38% of the 140 m-and-up objects have been found. Congress asked NASA for 90% by 2020 and that target was missed, not through carelessness but because the objects are small and dark and there was never a telescope built for the job. NEO Surveyor is that telescope.
  • Comets arrive with almost no notice. They fall in from the outer solar system on long, steep orbits and often get discovered a year or two before they arrive, moving far faster than an asteroid. They are a small slice of the total risk, and they are the slice we can do least about. That is the mission in this game you probably could not win.
  • Orbits are not frozen. A close pass by a planet, or one asteroid nudging another out in the belt, can move something onto a path that was clear last time we looked. This is why the surveys keep running instead of finishing once.
For comparison: a big solar storm

In 1859 the Sun threw a cloud of plasma at Earth and set telegraph offices on fire. Estimates of how often that happens vary a lot — from roughly 1 in 200 per decade up to 1 in 8 per decade, depending on which statistical method you trust — so it is far more likely than a dangerous impact. It would also do far less harm: transformers, satellites and power grids, not craters. More probable, much less lethal. That is usually how risk works, and it is why "how likely" and "how bad" have to be held in your head at the same time.

So, the actual answer

In any given year the chance that something big enough to matter hits Earth is very small — smaller than almost anything else you already do not worry about. Over a hundred thousand years it becomes close to certain. Both of those are true at once, and neither is a reason to lie awake. It is a reason for a few hundred people to keep pointing telescopes at the sky, which is exactly what they do.

Sources: NASA CNEOS and the Planetary Defense Coordination Office for the survey numbers, the National Academies planetary defense report for impact frequencies, and the space-weather literature for solar storm rates, where the disagreement between studies is genuine and worth knowing about.

1 Brief › 2 Observe › 3 Design › 4 Launch › 5 Result

Flight debrief
    What happened vs. what you predicted