Orbital Shipyard: Power, Thermal & Build-Rate Budget (2D)
2D orbital-shipyard budget lab: solar power vs. eclipse fraction, radiator heat-rejection capacity, robotic-arm build rate and station-keeping propellant, all driven by real orbital-mechanics and thermal formulas.
The 3D original renders an orbital shipyard scene from a generic decorative dock/vehicle template shared across many unrelated sims, with no underlying construction logistics or orbital-mechanics model. This 2D companion replaces that with a real engineering budget: orbital altitude sets the station's period and how much of each orbit it spends in Earth's shadow, panel and radiator area set hard ceilings on available power and heat rejection, and the construction-power slider lets you push robotic-arm throughput right up against — and past — the thermal limit, where the sim visibly throttles the build rate to keep the station from overheating.
Two-body orbital period and worst-case eclipse-fraction geometry drive an average continuous solar-power estimate; Stefan-Boltzmann radiator capacity and a fixed robotic-arm efficiency set a hard heat-rejection ceiling that automatically throttles the build rate when exceeded; a simple drag proxy depletes station-keeping propellant faster at low altitude.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install