[HN Gopher] Orbital Mechanics
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       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>
        
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       (page generated 2023-04-30 23:00 UTC)