TE
TechEcho
Home24h TopNewestBestAskShowJobs
GitHubTwitter
Home

TechEcho

A tech news platform built with Next.js, providing global tech news and discussions.

GitHubTwitter

Home

HomeNewestBestAskShowJobs

Resources

HackerNews APIOriginal HackerNewsNext.js

© 2025 TechEcho. All rights reserved.

Orbital Mechanics – How do rockets get to where they're headed?

135 pointsby jgrodziskiabout 4 years ago

11 comments

generalizationsabout 4 years ago
You could read this, or you could go play with KSP for an hour.
评论 #26961296 未加载
评论 #26961647 未加载
评论 #26961142 未加载
评论 #26962205 未加载
评论 #26963259 未加载
评论 #26961214 未加载
评论 #26960950 未加载
评论 #26960616 未加载
评论 #26967896 未加载
gtolleabout 4 years ago
If you&#x27;d like to try out some of these concepts on your phone, I&#x27;ve been working on a side project -- an iOS mobile game called Solar Express [1]. You can launch a rocket, rendezvous and dock in orbit, transfer between moons and planets, and land. It&#x27;s a bit like a mini-KSP with real orbital mechanics, but more casual - no rocket building, and lots of delta-V to play with.<p>[1] <a href="https:&#x2F;&#x2F;apps.apple.com&#x2F;us&#x2F;app&#x2F;solar-express&#x2F;id1503449353" rel="nofollow">https:&#x2F;&#x2F;apps.apple.com&#x2F;us&#x2F;app&#x2F;solar-express&#x2F;id1503449353</a>
评论 #26963430 未加载
评论 #26963023 未加载
ArtWombabout 4 years ago
Great writeup! Rocket re-entry is just as fascinating. As the thin corridor provided by atmospheric friction requires precision maneuvering ;)<p><a href="https:&#x2F;&#x2F;www.faa.gov&#x2F;about&#x2F;office_org&#x2F;headquarters_offices&#x2F;avs&#x2F;offices&#x2F;aam&#x2F;cami&#x2F;library&#x2F;online_libraries&#x2F;aerospace_medicine&#x2F;tutorial&#x2F;media&#x2F;iii.4.1.7_returning_from_space.pdf" rel="nofollow">https:&#x2F;&#x2F;www.faa.gov&#x2F;about&#x2F;office_org&#x2F;headquarters_offices&#x2F;av...</a>
meristemabout 4 years ago
Recently my kids had to suffer through 4 Star Wars movies with their parents complaining every time any &quot;spaceship in space&quot; scene appeared, and learned more than they wanted about orbital mechanics, WWII war movies, and why explosions are not heard in space.<p>Good times.
评论 #26964551 未加载
mnw21camabout 4 years ago
&gt; To decrease the orbit radius the exact same procedure, but instead of burning thrust retrograde, you will need to burn prograde.<p>While I get it, corresponding to the way you explained it a few paragraphs earlier, you mean that in order to slow down you need to burn the engine so that the fire goes out in the prograde direction, this is not how we normally describe it. This is a retrograde burn, because the force acting on the spacecraft is in the retrograde direction.
aw1621107about 4 years ago
A few comments:<p>There are a few points where I feel the author might have been taking force&#x2F;velocity diagrams a bit too literally (and is a bit sloppy with the difference between force and velocity).<p>&gt; the following main velocity vectors acting on it:<p>&gt; gravity acceleration<p>&gt; thrust<p>&gt; rocket&#x27;s velocity<p>and<p>&gt; Once in orbit, the spacecraft will have two main forces exerting their grab onto it: the tangential velocity and the gravitational pull.<p>I&#x27;m not sure whether someone new to those concepts would notice, but it&#x27;s a potential source of confusion.<p>&gt; Gravity Turn or Pitchover is the second maneuver that is executed as early as possible by using the gimbal of the engines or by using cold gas thrusters on the nose of the rocket or a combination of the both.<p>Honest question here: do <i>any</i> rockets use their cold gas&#x2F;RCS thrusters for the initial pitchover? I feel like they wouldn&#x27;t be powerful enough in most cases to pull it off.<p>&gt; The velocity vectors are similar to the vertical flight phase but because the gravity acts on the same vertical plane it makes the spacecraft change it&#x27;s pitch without additional input from the engines, tasking them with the only job of increasing the speed of the spacecraft.<p>Technically, it&#x27;s a combination of gravity and aerodynamic forces that cause the pitch to change. Gravity causes the velocity vector to turn, but doesn&#x27;t exert a (noticeable) torque. It&#x27;s aerodynamic forces that work on the rocket to (hopefully) keep it aligned with the velocity vector.<p>This is why some rockets have fins at their base - additional drag at the base ensures that the aerodynamic forces keep the rocket pointed the right way. Rockets without enough drag near their base or too much drag at their nose will tend to flip right around with interesting consequences.<p>----<p>That being said, it&#x27;s one thing to read about orbital mechanics, but it&#x27;s hard to beat hands-on experience for really wrapping your head around things.<p>As mentioned in the article, Kerbal Space Program is one frequently-recommended way to go about this, and does a fairly good job with the basics. Not to say that the basics aren&#x27;t much; you can get quite far with &quot;just the basics&quot;, and arguably they&#x27;ll work just fine for the most common mission profiles.<p>KSP does use a simplified gravitational model, though, taking into account the gravitational forces of only a single body at a time, which means it&#x27;s missing some more interesting features of full n-body dynamics, such as Lagrange points and low-energy transfers. If you&#x27;re interested in those, consider trying the Principia mod, which adds n-body dynamics, non-uniform gravitational fields, and more [0]. There&#x27;s also the Realism Overhaul mod if you wish to work with more realistic rockets and celestial bodies [1].<p>[0]: <a href="https:&#x2F;&#x2F;github.com&#x2F;mockingbirdnest&#x2F;Principia" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;mockingbirdnest&#x2F;Principia</a><p>[1]: <a href="https:&#x2F;&#x2F;forum.kerbalspaceprogram.com&#x2F;index.php?&#x2F;topic&#x2F;155700-181-1101-realism-overhaul-v1301-03-april-2021&#x2F;" rel="nofollow">https:&#x2F;&#x2F;forum.kerbalspaceprogram.com&#x2F;index.php?&#x2F;topic&#x2F;155700...</a>
评论 #26961366 未加载
throwawayseaabout 4 years ago
As an aside, I was wondering what this &quot;steemit&quot; website is, and Wikipedia describes it succinctly (<a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Steemit" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Steemit</a>):<p>&gt; Steemit is a blockchain-based blogging and social media website, which rewards its users with the cryptocurrency STEEM for publishing and curating content, and is owned by Steemit Inc., a privately held company based in New York City and a headquarters in Virginia.<p>I found their welcome guide (<a href="https:&#x2F;&#x2F;steemit.com&#x2F;guide&#x2F;@steemitblog&#x2F;steemit-a-guide-for-newcomers" rel="nofollow">https:&#x2F;&#x2F;steemit.com&#x2F;guide&#x2F;@steemitblog&#x2F;steemit-a-guide-for-n...</a>) and while it&#x27;s great to see new, alternative social media platforms, it seems a bit complicated. Hopefully they find a way to make all this easier so that new users give it a chance.
评论 #26967185 未加载
Koshkinabout 4 years ago
The change of mass of the spacecraft due to the use of fuel should not be discounted.
评论 #26965561 未加载
hcrispabout 4 years ago
The article touches only on Hohmann transfer orbits apparently. I was hoping it would also cover space rendezvous techniques (v-bar, r-bar, z-bar) [0] and ion thruster brachistochrones [1].<p>[0] <a href="https:&#x2F;&#x2F;en.m.wikipedia.org&#x2F;wiki&#x2F;Space_rendezvous" rel="nofollow">https:&#x2F;&#x2F;en.m.wikipedia.org&#x2F;wiki&#x2F;Space_rendezvous</a><p>[1] <a href="https:&#x2F;&#x2F;space.stackexchange.com&#x2F;questions&#x2F;20862&#x2F;are-ion-thruster-trajectories-classified-as-brachistochrones&#x2F;43735" rel="nofollow">https:&#x2F;&#x2F;space.stackexchange.com&#x2F;questions&#x2F;20862&#x2F;are-ion-thru...</a>
formerly_provenabout 4 years ago
tl;dr<p>The rocket knows where it is at all times. It knows this because it knows where it isn&#x27;t. By subtracting where it is from where it isn&#x27;t, or where it isn&#x27;t from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the rocket from a position where it is to a position where it isn&#x27;t, and arriving at a position where it wasn&#x27;t, it now is. Consequently, the position where it is, is now the position that it wasn&#x27;t, and it follows that the position that it was, is now the position that it isn&#x27;t.<p>In the event that the position that it is in is not the position that it wasn&#x27;t, the system has acquired a variation, the variation being the difference between where the rocket is, and where it wasn&#x27;t. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the rocket must also know where it was.<p>The rocket guidance computer scenario works as follows. Because a variation has modified some of the information the rocket has obtained, it is not sure just where it is. However, it is sure where it isn&#x27;t, within reason, and it knows where it was. It now subtracts where it should be from where it wasn&#x27;t, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn&#x27;t be, and where it was, it is able to obtain the deviation and its variation, which is called error.
评论 #26961244 未加载
评论 #26960942 未加载
kbelderabout 4 years ago
Many years ago I worked on a space-flight game. The idea was to create something like Elite, but with a little more cartoony graphics and a strictly 2d flight model.<p>The physics behind it was fairly accurately modeled; you can ignore the 3rd dimension for a lot of orbital mechanics. The scales were unrealistic, the gravitational constant was tweaked for more fun, but the actual Newtonian formulas were correct. Orbits behaved properly and so forth.<p>The hard problem was adding NPC space ships. I had simple requirements: Have a spaceship at location X and velocity vector Y, accelerate and move to location X2, slowing to a stop as they reached it, taking into account intervening gravitational wells. I naively thought that was a simple solved problem that I could find the answer to with a little googling.<p>Well, it&#x27;s not, at least at my level of mathematical knowledge.<p>I made it work, though. Not by exactly solving a god-like deterministic formula, as Newton himself would have, but by tweaking an algorithm I found from the early days of guided missiles.<p>It&#x27;s an interesting algorithm. It basically worked this way: Ping your target, and figure out by what angle you&#x27;re going to miss it at your current heading. Point your rocket at double that angle delta. So, if you&#x27;re going to miss the target by 10 degrees to the left at your current heading, point your rocket 10 degrees to the right of your target. Continue thrusting.<p>Repeat, many times a second, and the angle you&#x27;re missing by becomes smaller and smaller, until BANG. And, because it&#x27;s really a fly-by-the-seat-of-your-pants heuristic, if gravity is pulling you off course, the correction automatically increases.<p>I had to do a little addition, like chopping the trajectory into chunks if there was a major gravitational body in the way, because the algorithm broke if you got too close to a planet.<p>Oh, and guided missiles accelerate until they hit. I had to have ships accelerate to the halfway point, turn around, and then decelerate until they stopped at the destination. It was fairly simple to find the point at which they would need to begin decelerating in order to hit zero speed at their destination. The fun part is that the guided missile algorithm still worked, but you just had to change it so you maneuvered based on the point exactly opposite of the target.<p>The takeaway is that the exact &#x27;correct&#x27; solution to the problem was hard; practically unsolvable, at my expertise. But it was easily managed by implementing a few simple behaviors into the NPC ships, which were really not very different than how a player with a little learned intuition would pilot. As a bonus, I think they were more believable that way. They flew more naturally.<p>Someday I need to finish that game.