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Fly the Dose: how to play

The game's modes, the three knobs, how to rotate and flare for a good grade, how stars, missions, streaks and ranks work, and strategy grounded in the real physics of cosmic radiation.

16 min read · Updated October 12, 2026

Fly the Dose at /play/ is now a one-control game: your airplane flies itself and you pick its cruise level among four, dodging storms, crossing traffic and ATC closures, for up to three stars against the autopilot's dose. This guide covers the classic 3D cockpit, still at /play/classic/ with Explore, the landing challenge and the weekly prize.

Fly the Dose is a game on a 3D globe: you fly a long-haul flight and try to take less cosmic radiation than the airline's usual plan without burning much more fuel. The dose rates come from the same CARI-7A model that works out the doses in your logbook, so what works in the game works for the same physical reasons in a real airplane. This guide covers every mode, the controls, how to get a good takeoff and landing grade, how scoring and the rewards work, and how to think about the trade-off. It's free and needs no account; signing in only matters for the weekly prize.

The modes

The tabs along the top choose the mode.

Tab What you do
Daily challenge One flight, the same for everyone today, always in the A330. Beat the usual flight's dose. Counts for the daily streak, the boards and the weekly prize
Any route Any two airports, or Surprise me. Choose the Sun: Sun today (today's real thunderstorm and turbulence SIGMETs, the jet stream from NOAA's GFS and any solar storm under way), Quiet Sun 2009 (the highest doses) or Active Sun 1991
Free flight Tap anywhere on the globe to put the airplane there and see the dose rate. Turn the altitude and switch the Sun
What if… One route and what changes its dose: Cruise level, Route further north or south, The Sun and How often you fly it, against 1 mSv (the public limit) and 6 mSv (where the EU requires crew monitoring)
Landing The landing challenge: the last 1,000 ft by hand in about 90 seconds, with its own daily board

To start a flight, press the round pink ▶ button at the bottom right, beside the time-speed button (or Space). On the daily card you'll also find:

Fly the Dose on a computer: the mode tabs Daily challenge, Any route, Free flight, What if and Landing; the badges, airports, rank and streak counters; the daily challenge card for YYZ to HND with the wind, storm and traffic chips, Beat 73.3 µSv, today's missions, this week's goals, the Ghost choice and Quick flight; the globe with the route; and along the bottom the SPD MACH, LNAV OFFSET and ALTITUDE knobs, the time speed and the pink play button
The daily challenge card: the target to beat is the usual flight's dose. The pink ▶ at the bottom right starts the flight.

The goal

Each flight has a usual flight: the airline's plan, at its usual levels and speed. The card tells you its dose, for example "Beat 35.4 µSv". You win by taking less radiation than that while keeping the fuel close to plan and the cabin comfortable. Read the briefing on the card before you go: the airplane's weight and best starting level, the jet stream and whether it's behind you or on the nose, thunderstorms, turbulence and any solar radiation storm.

The controls

Three knobs on the panel do the flying in the cruise. Turn one by dragging it up or down, or tap the arrows beside its window.

Knob Range What it does Keys
ALTITUDE FL100 to the airplane's ceiling (FL410 in the A330), in 1,000 ft steps Lower means less radiation but more fuel ↓ or S climbs, ↑ or W descends (pull and push, like a yoke)
LNAV OFFSET Up to 300 NM left or right, in 25 NM steps A parallel track, to go around storms or away from the poles ← →
SPD · MACH Mach .78 to .86 Faster means fewer hours aloft (less dose) but more fuel; slower saves a little fuel up to Mach .83 + −

Other keys: Space flies or pauses, D arms the descent (DES), and C centers the view on the airplane. The button beside the play button sets how fast time runs, from 1 h = 24 s to 1 h = 6 s.

The instruments show the navigation display (ND) with the weather, the PFD, a RADIATION gauge, CABIN comfort and FUEL against plan, and your dose against the usual flight.

How to take off

The takeoff is flown from the cockpit, in real time, with two buttons: PULL (nose up) and PUSH (nose down).

  1. Wait for the ROTATE call at 145 kt. Taps before it do nothing.
  2. Tap PULL about once a second, with the beat of the pulsing button. Each tap raises the nose 2°. Three or four taps bring it to 7°, and the wheels leave half a second later.
  3. Don't rush. Faster than about two taps a second rotates too fast: with the nose at 9° or more on the ground, you scrape the tail. The hint line warns you (SLOWER · about one tap a second). If you overdo it, tap PUSH to take 2° back off.
  4. If you don't tap at all, the airplane rotates by itself at the end of the runway, late.

On a keyboard, ↓, S or Space is PULL, and ↑ or W is PUSH. The takeoff is graded on the time from ROTATE to lift-off:

Grade Time from ROTATE to lift-off Points
PERFECT ROTATION 4.5 seconds or less +150
GOOD ROTATION Up to 6.5 seconds +75
SLOW ROTATION Longer 0
TAIL STRIKE Nose at 9° or more on the ground −200

The scoring follows real technique, where the rotation is smooth at about 2 to 3 degrees a second and lift-off comes a few seconds after the nose starts up. After lift-off the airplane climbs on the flight director to 1,000 ft, then accelerates and cleans up on its own, and the view moves outside.

Diagram of the takeoff: taps on PULL about once a second from ROTATE at 145 knots, lift-off at 7 degrees, graded perfect up to 4.5 seconds, good up to 6.5; and of the flare: one tap on each call at 40, 30, 20 and 10 feet, graded butter up to 140 feet per minute, smooth up to 260, firm up to 400, hard beyond
The takeoff and flare rules, with their grades and points.

The cruise

The autopilot climbs you to the level you've set. From then on the flight is yours to manage with the knobs.

For your first three flights, a coach gives short tips at the right moments, such as at the top of climb: lower means less radiation and more fuel.

Fly the Dose in the cruise on a computer, ORD to CMN over the Atlantic: the airplane beside the ghost, the race bar against #1 ZZP at the bottom left, the SPD MACH, LNAV OFFSET and ALTITUDE knobs, then the PFD, the navigation display, the RADIATION gauge with cabin and fuel, the score, the dose so far and the dose against the usual flight
In the cruise: the three knobs, the gauges and the race against the ghost.

The descent and approach

The descent starts by itself at the top of descent. Arm it yourself with DES (or D) before then and you get ON THE PATH +100.

From 10,000 ft (3,000 ft on a quick flight), the approach is hand-flown. PUSH and PULL hold the glide path; flaps and gear moving out push you off it. Down to 40 ft, a big diamond beside the buttons shows where the path is, with a word: ON PATH, HIGH · PUSH, LOW · PULL, TOO HIGH · PUSH or TOO LOW · PULL. Correct early, a tap or two at a time.

A go-around costs 400 points, some fuel, time and cabin comfort. It happens when you're more than two and a half dots off the path passing 1,000 ft (UNSTABLE), far too high close in, or too low short of the runway.

How to land: the flare

The last 100 ft are flown in real time, configured with full flaps and the gear down, at about 740 ft a minute down the path.

  1. Keep the diamond centered on the approach.
  2. At 40 ft the diamond and its word give way to the call: the panel shows the radio altitude in big numbers and FLARE · PULL ↓ under it (then RETARD at 20 ft). Start the flare: one tap of PULL on each call, 40, 30, 20, 10. Each tap raises the nose 1°, which takes about 270 ft a minute off the sink. The nose settles back slowly unless you keep at it.
  3. Watch the sink rate. A gust can push it around, and there's usually one stronger gust somewhere between 60 and 25 ft. Ground effect cushions the last 25 ft, and at 20 ft the thrust comes back to idle.
  4. Don't over-flare. Too many taps float the airplane down the runway or strike the tail.
Grade Sink at touchdown Points
BUTTER Up to 140 ft/min +300
SMOOTH Up to 260 ft/min +150
FIRM Up to 400 ft/min +50
HARD More than 400 ft/min 0
TAIL STRIKE Nose at 8.5° or more −200
LONG More than 12 seconds from 50 ft to touchdown −75 more

For your first five takeoffs and landings, a short card above the buttons (under them on a phone) reminds you how. The ? beside the call brings it back.

The landing on a phone at 40 feet, JFK to LHR, the runway ahead: the panel with PUSH nose down and PULL nose up +1°, the call 40, FLARE · PULL ↓ under it, the sink rate −740 ft/min and the pitch 2.5°
The flare on a phone: one tap of PULL on each call from 40 ft.

The landing challenge

The Landing tab is the approach and flare on their own: the last 1,000 ft in cloud, breaking out between 300 and 600 ft, with gear down. You start up to a dot high or low, the wind needs its own steady correction, it gusts, and one burst somewhere between 700 and 250 ft pushes you off the path. You score up to about 10 points a second for staying on the path, and the flare grade counts double. More than two dots off at 300 ft is a go-around. Everyone gets the same wind on the same day; use Practice to warm up and Fly today's for the board.

Stars and scoring

At the end of a daily or route flight you get up to three stars, from three numbers compared with the usual flight: the dose you saved, the extra fuel you burned, and the cabin comfort at landing.

Stars Dose Fuel Cabin
★★★ 5% less or better +2% at most 80% or more
★★ 2% less or better +3% at most 60% or more
★ Anything else

Two exceptions: with more than 4% extra fuel, you get one star only if your dose is no higher than the usual flight's, and none if it is; and a diverted flight gets none. The result tells you exactly what the next star needed, for example "So close: 1.8% less dose for ★★★".

Just before the result, you see a replay of your touchdown from beside the runway; the landing grade (BUTTER, SMOOTH and so on) pops up at touchdown and isn't repeated on the result screen. The result screen has a big pink Random flight button (a new Any route flight), then Share picture, Copy my result, Challenge a friend and Fly it again.

The result screen on a phone, Perfect flight, YYZ to HND, 9,798 points: three stars, −7.0% dose against the usual flight, +0.5% fuel, 100% cabin comfort, today's three missions done with the +2 star bonus, this week's goals, a note on beating the ghost, and the Random flight, Share picture, Copy my result, Challenge a friend and Fly it again buttons
The result: stars, the numbers behind them, missions and the week's goals.

Missions, goals and streaks

Today's missions

Every day brings three missions, drawn from sixteen and the same for everyone. They count on any daily or route flight. Each earns +1★ the first time that day; all three earn +2★ more and the Mission control badge.

Mission To do
Perfect rotation PERFECT ROTATION on the takeoff
Soft touch Land SMOOTH or BUTTER
Butter A BUTTER landing
Both ends PERFECT ROTATION and a SMOOTH or BUTTER landing
Stable approach Land with no go-around
On the path Arm DES before the top of descent
Dry run No storm cell entered
Dose −5% 5% less dose than the usual flight
Dose −10% 10% less dose than the usual flight
Fuel saver Fuel no more than +1%
No extra fuel Fuel at or under the usual flight
Smooth ride Cabin comfort 90% or more
Glass of water Cabin comfort 100%
Three stars A three-star flight
Long haul A three-star flight of 7 hours or more
New stamp Fly to or from an airport not yet in your passport

The week's goals

Each week, Monday to Sunday, brings three goals drawn from eight, again the same for everyone, with progress bars that carry over from flight to flight: fly 8 flights, 5 SMOOTH or BUTTER landings, 2 BUTTER landings, earn 15 stars, 4 new airports, 3 three-star flights, 3 PERFECT ROTATIONs, or save 25 µSv in all against the usual flights. Each one done earns +3★; all three earn +5★ more and the Week done badge.

Streaks

Badges, ranks, airplanes and liveries

Badges. Twenty-one, from easy (First flight) to rare (Quiet Sun, Ceiling at FL450). Others include Polar bear (north of 75°N or south of 75°S), Equator line, Low and slow (a whole flight of over 2 hours below FL300), Hot spot (10 µSv an hour or more), One X-ray (a single flight of 100 µSv or more), Speed run, Weaver, Side step, Dose dodger (three stars on a daily), Globetrotter and Rival. The Passport stamps every airport you fly to or from.

Ranks follow your total stars:

Rank Stars
Cadet 0
Second Officer 5
First Officer 15
Captain 35
Senior Captain 70
Chief Pilot 120

The hangar. Tap your rank to open it. Airplanes unlock with stars: the A330-300 from the start, the 777-200ER at 15 (faster and thirstier), the 787-9 at 30 and the A350-900 at 50 (both Mach .85, with best levels 2,000 ft higher, so more dose to save by going lower). They fly Any route and quick flights; the daily is always the A330, so everyone flies the same airplane. Liveries, all made-up paint schemes, unlock the same way: Midnight at 5 stars, Sunset at 15, Aurora at 35, Solar at 70 and Chief Pilot at 120; Stealth comes with the Dose dodger badge and Weekly Five with the Weekly Five badge.

The hangar on a phone: Captain, 40 stars; the eight liveries, the locked ones showing what unlocks them; and the four airplanes, the A350-900 still locked at 50 stars
The hangar: liveries and airplanes, unlocked with stars.

The ghost, friends and leagues

Your stars, badges, streak and liveries are kept in this browser on this device. They don't follow you to another phone or computer, and clearing the browser's data for the site removes them.

Strategy: the real physics

The game uses the same physics as your logbook, so the levers are the real ones. Cosmic radiation for aircrew explains them in depth.

It's a game, not a dose record. Your real flights belong in the logbook, where each dose is worked out from the path actually flown. In a real airplane, level and route changes belong to the captain, dispatch and ATC.

Common questions

Do I need an account to play?

No. You need to be signed in only to place for the weekly prize.

Why can't I climb above FL410?

The daily is always flown in the A330, whose ceiling is FL410. Unlock the 777, 787 or A350 for higher levels on Any route, or use Free flight.

I tapped PULL and nothing happened.

You tapped before ROTATE. Taps before 145 kt don't count.

Why did I get a TAIL STRIKE?

You tapped faster than about two taps a second, so the nose passed 9° while still on the runway. Keep to one tap a second, and use PUSH to take 2° off.

Why did my landing float and come out LONG?

Too many PULL taps held the airplane off. One tap per call from 40 ft is usually enough.

My streak broke even though I missed only one day.

The freeze covers one missed day a week. A second missed day in the same week, or two days in a row, breaks the streak.

My stars disappeared on my new phone.

Progress is kept in the browser on each device. It doesn't move between devices.

Sources

  1. Fly the Dose: the game's rules, as written in its own help (? on each mode) and code.
  2. CARI-7 and CARI-7A, FAA Civil Aerospace Medical Institute: the dose rates in the game.
  3. LogAloft method and validation: how the same model works out logbook doses.
  4. FAA Advisory Circular 120-61B, In-Flight Radiation Exposure: the factors that set the dose (paragraph 9b) and the polar-to-equator ratio (paragraph 6a).
  5. Council Directive 2013/59/Euratom, EUR-Lex, Article 35(3): the 6 mSv a year figure in What if….
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