So far my game is looking quite good. You can launch rockets (although the outcome is based on simple probabilities at the moment), damage rockets, repair damaged rockets and buy engines/motors etc. You can also earn money, buy stuff, and pick up junk.
I even finally got around to building the code so a character can sort through the junk which hopefully will gain some useful bits and pieces (fins, rocket bodies etc.).
I had released that I had been putting off the work on the main core of the game (building rockets). How on earth do you simulate the building a rocket through an internet browser? Obviously I had to simlify things slightly.
I decided that the only way to go about it (that I could think of) was to define a whole load of the various parts as objects in the game (that can be bought or picked up). Each object would have a generic part type stored in the databsae (e.g. Rocket Body Tube, Nosecone, parachute etc. ) along with a rating (a simple 1-10 number which gave an indication of how good that part was). I fear I have over simplified things too much. To build a rocket you are presented with a diagram showing each component, and you can select each type of component to build (or partially build) a rocket.
The theory is, that when the rocket is launced, if a poor quality shock cord is used the more likely that the rocket wil suffer some kind of recovery problem, causing the rocket to be lost or damaged.
I'm sure I'll probably be flamed by a load of hardcore rocketry purists. It's very difficult getting the right kind of level. The aim of the project wasn't to simulate the ins and outs of rocketry, if we wanted that we'd build a rocket IRL (thats in real life by the way).