[HN Gopher] Orbital Mechanics ___________________________________________________________________ Orbital Mechanics Author : belter Score : 152 points Date : 2023-04-30 13:45 UTC (9 hours ago) (HTM) web link (www.braeunig.us) (TXT) w3m dump (www.braeunig.us) | aj7 wrote: | https://spsweb.fltops.jpl.nasa.gov/portaldataops/mpg/MPG_Doc... | detrites wrote: | > Satellite orbits can be any of the four conic sections. | | This seemed to leave out something important. All "orbits" are in | reality, spirals. Away, or toward things they're orbiting. | | Seems like it should be made clear at the outset that the _ideal_ | of an orbit as these ellipses or cones is only an idealised | version of reality that is actually impossible, without | additional, specific input generated to reach it. | pdonis wrote: | _> All "orbits" are in reality, spirals. Away, or toward | things they're orbiting._ | | What are you basing this on? In Newtonian gravity, which is the | model used by the article in question, it's false. | detrites wrote: | > in reality | biorach wrote: | ... well this is embarrassing | rhn_mk1 wrote: | As long as we don't have a Perfect, True, Unified theory of | gravity, I don't think you get to say that "in reality" is | self-explanatory. It can reasonably mean Newtonian dynamics | or relativity, or I don't know what else. | | Would you clarify? | detrites wrote: | Sure. | | Let's meet again on this site in about 7 or 8 billion | years, maybe 9. | | I'm sure it'll become crystal clear. | NotYourLawyer wrote: | If you want to learn orbital mechanics, just play KSP. | lucgommans wrote: | Sort of. KSP teaches you rocket building and how precious fuel | is. You need to invest a lot of time to get to the stage where | you transfer between planets. You also can't just pick up the | resident star, give it a whack, and see what happens to the | solar system (because it's all two-body mechanics). | | That's what I wanted to learn about: orbital mechanics, but as | a game. I could not find anything online so I built it myself. | The UX is bad, I've been meaning to improve it but you know how | it goes. Apologies in advance if the interface is beyond | comprehension: it's not you, it's me. | | Default 3-body demo: https://lucgommans.nl/p/badgravity/ | | Earth orbit: | https://lucgommans.nl/p/badgravity/#b64params=eyJ0aW1lcGVyc3... | | Use arrow keys to control the space craft that looks oddly | similar to the letter "A". You're orbiting Earth (denoted with | E) and there is also the international space station roaming | around, as well as the moon if you scroll to zoom out. | | Try getting near the ISS or even the moon! It's tricky if | you're doing this for the first time. | | For me, this really helped to get a feel for orbital mechanics. | I never played KSP more than a few minutes on a friend's PC, | but based on Juno:NewOrigins (simplerockets2) being rather | similar, I don't really enjoy the engine building aspect or the | aspect of constantly being out of fuel. It's more realistic | obviously, but spacecraft design wasn't my goal. I wanted to | understand how things in orbits affect each other and this lets | you do that. | | You can also take control of the earth in the "bodies" menu. | Set engine thrust to some giganewtons or whatever and fly the | earth to a new place :). Or try some of the scenarios in the | menu. Also note the simulation speed on the top left, otherwise | getting to e.g. the moon takes a while. | misnome wrote: | This _specific_ page was instrumental when learning orbital | mechanics via playing KSP. | teraflop wrote: | The mathematical explanations on this page will teach you lots | of stuff that will be useful when playing KSP, but the reverse | is much less true. | | Yes, KSP will help you build an _intuition_ for orbital | mechanics, but you can play it for years and never learn how to | _calculate_ something as simple as the length of an orbital | period at a given altitude. | hgsgm wrote: | I don't work for NASA, so my calculations would be useless. | sdenton4 wrote: | I find the intuition extremely helpful - without the | intuition, it's hard to build a gut feeling for the | interrelation and relative importance of the bits in the | jargon soup for any given question - apijove vs ascending | node, and so on. | | What works best is therefore a combination of the two: I have | often found myself digging into the math when I want to get | something /really working/ in KSP. You start the game by | trying to keep the burning end pointing down (and eventually | sideways), but the Rocket Equation forces us learn about | Hohmann Transfers if we want to get anywhere interesting. | (And maybe even get back again.) | | Notably, it's the /constraints/ that create the need to | optimize, which push us from playing back to the math. The | sibling commenter who doesn't like dealing with fuel misses | the point: Caring about fuel pushes us to find the | mathematical tools to solve our problems. | | Compare to Outer Wilds, which has a really fun physics | simulation - you can whip around planets like a madman - but | there's no real constraints on fuel, and the solar system is | small enough that speed isn't really a problem, either. No | constraints means no one ever has to figure out a Hohmann | transfer. | baq wrote: | If delta V isn't a concern, you can optimize for | brachistochrone trajectories instead. | moffkalast wrote: | Then you install Principia and realize that everything you know | is a lie and it's all about N times more complicated. | HelloNurse wrote: | If you want to play KSP, learn orbital mechanics. | | Seriously, understanding dynamics and other basic physics in | depth never hurt anyone, while real use of orbital calculations | is much rarer than playing games, writing SF and so on. | z3t4 wrote: | I think I used this site or a similar one when learning KSP - | learning is easy when you make it fun. | teddyh wrote: | https://xkcd.com/1356/ | loloquwowndueo wrote: | Better to not say "just" - from HN front page | https://justsimply.dev/ | wongarsu wrote: | Then how about: One common way to learn orbital mechanics is | playing ksp. For this you need to [buy a computer] [purchase | and install the game] and [do the tutorial]. For maximum | enjoyment it is recommended to watch [Scott Manley's | playthroughs on YouTube] between sessions to deepen your | understanding. | NotYourLawyer wrote: | No this really is a "just." | lucgommans wrote: | Not for me at least (though I think loloquwowndueo was | mostly joking) | JKCalhoun wrote: | When I saw the reference to conic sections right from the start I | felt a familiar cloud settling over my mind. Without telling me | how orbiting bodies (or the Solar System as an example) are like | a cone, I find even the mention of conic sections to be | tangential at best (perhaps distracting at worst?). | | I got off the rails a bit staring at the diagram. A circle is of | course a very specific case of an ellipse -- seems off-topic to | even include that specificity except for the fact that everyone | does include it in a conic section diagram. | | A parabola looks like another very-much edge case where the slice | has to be exactly parallel to a line running the length of the | cone. Not as steep and it is instead a very long ellipse. Steeper | and it stays within the cone all the way down to infinity -- a | hyperbola, I guess. Or is it only a hyperbola when the slice is | exactly vertical? (The diagram has no response.) | | It looks like if I read the text some of these are explained. | Maybe I'm a picture-book kind of guy. | | But then there are all the edge cases one can imagine if the | slice goes through the very vertex of the cone. Leaving those | possibilities on the table without explanation also leaves my | mind wandering, probably derailed from the original intent of the | discussion.... | | Maybe I'm overthinking it, ha ha. | lamontcg wrote: | > I got off the rails a bit staring at the diagram. A circle is | of course a very specific case of an ellipse -- seems off-topic | to even include that specificity except for the fact that | everyone does include it in a conic section diagram. | | Circles are mathematically special and horrible and can cause | real singularities in the mathematics. Normally you measure | Keplerian elements relative to the Periapsis which is the | closest approach of the orbit. A perfectly circular orbit has | no closest approach, it is all closest. | | Circular, equatorial, polar and parabolic orbits often need to | be treated specially. For any algorithm those are often corner | cases, they definitely need testing. | | I've found division by zero errors in a professionally written | implementation of Shepperd's method of orbit propagation in a | circular retrograde orbit. | | That same method of orbit propagation has fairly horrible | problems with near-parabolic orbits, intrinsically. | adastra22 wrote: | You are overthinking it. Conic sections are critical to the | math here, and the difference between elliptical and hyperbolic | orbits is the difference between capture and slingshot. | PaulHoule wrote: | Personally I've seen a privileging of geometry over algebra | that leads people in the wrong direction. Who cares what you | can do with a straightedge and compasss? Based on what we | know now the 'conic sections' would better be called the | 'gravitational curves' or something like that. | adastra22 wrote: | People learn in different ways. Abstract equations make no | sense to me, but if I see a little picture of conic | sections, it makes perfect sense to me. Because I'm a | visual thinker with a strong geometric intuition. | | The pieces are there for the people who need it. | OhNoNotAgain_99 wrote: | [dead] | belter wrote: | 8 years ago - https://news.ycombinator.com/item?id=10345734 | dang wrote: | Thanks! Macroexpanded: | | _Basics of Space Flight: Orbital Mechanics_ - | https://news.ycombinator.com/item?id=10345734 - Oct 2015 (57 | comments) | | _Orbital Mechanics_ - | https://news.ycombinator.com/item?id=6228016 - Aug 2013 (1 | comment) | agys wrote: | Love the clarity and crispness of the pixelated | illustrations/graphs. | phcreery wrote: | I wonder how they are created | antegamisou wrote: | This type of learning material, lacking any desperate 'ELI5' | oversimplifications and laying out the proper amount definitions | and equations without having to resort to fancy animations to | keep the -quite often indolent- reader engaged, is unfortunately | scarce in today's web, as is evident from the website's layout. | | Here are two favorite readings for anyone willing to delve more | into the subject: Orbital Mechanics for | Engineering Students by Howard D. Curtis | | https://www.amazon.com/Orbital-Mechanics-Engineering-Student... | Fundamentals of Astrodynamics (aka BMW) by Roger R. Bate, Donald | D. Mueller, Jerry E. White, William W. Saylor | | https://www.amazon.com/Fundamentals-Astrodynamics-Second-Dov... | | Another great textbook as suggested by _musgravepeter_ in the | comments is Fundamentals of Astrodynamics and | Applications by David A. Vallado, Wayne D. McClain | | https://www.amazon.com/Fundamentals-Astrodynamics-Applicatio... | sritchie wrote: | Better yet, keep proper definitions and equations and then | drive interesting animations from "real deal" code! | | I've been working for a couple of years on a computer algebra | system written in Clojure (named "Emmy") designed for writing | this like. It's a port of Gerald Sussman's scmutils library, | plugged in to a bunch of modern graphics libraries. | | Here are a few examples, shamefully lacking exposition since | much of this is JUST working and I was powering through demos | for a talk: | | - particle in a quartic potential well: | https://sritchie.github.io/clojure-conj-2023/notebooks/conj/... | | - Phase Portrait of the Pendulum: | https://sritchie.github.io/clojure-conj-2023/notebooks/conj/... | | - Colin's torus geodesics: https://sritchie.github.io/clojure- | conj-2023/notebooks/conj/... | | - Taylor Series https://sritchie.github.io/clojure- | conj-2023/notebooks/conj/... | | - (p, q) torus knot: https://sritchie.github.io/clojure- | conj-2023/notebooks/conj/... | | - Dual Number Visualization: | https://sritchie.github.io/clojure-conj-2023/notebooks/conj/... | | I'd love a textbook like the one you link above with figures | that feel almost like Kerbal games, powered by the real code in | the book that is ALSO generating the math you see. | | See https://github.com/mentat-collective/emmy for more | information if this is interesting. | antegamisou wrote: | That's really cool work you've done there !! | | Indeed the key to efficient learning is to provide the user | the ability to have some sort of _parameters play around_ | interaction to better understand the underlying complicated | equations involved in the examples you posted. | | Projects like Manim are cool, don't get me wrong, but I've | observed that since 3B1B's skyrocketing popularity, similar | channels are in a way misusing it to only create fancier | videos without necessarily containing the respective high- | quality material imperative to convey concepts. | | Hopefully _Emmy_ gains the traction it deserves which should | be high even going by the preliminary demos you 've shared. | hgsgm wrote: | I don't see how poor mobile-hostile web design helps education. | musgravepeter wrote: | Both these books are on my book shelf and are very good. Bate | et. al. especially since it is a Dover book and very | affordable. | | The book that is always on my DESK is "Fundamentals of | Astrodynamics and Applications" by Vallado. There is also a | website with code from the book for Hohmann and Lambert | transfers among other things. <self-promotion>This has been | indispensable in creating my Unity Asset "Gravity | Engine".</self-promotion> ___________________________________________________________________ (page generated 2023-04-30 23:00 UTC)