A list of puns related to "Orbital mechanics"
I have just spent far longer than I will ever admit trying to work out why, when given all of the correct constants and measurements, literally nothing happened.
After basically re-writing the whole thing twice, I realised that the planets were orbiting my little virtual sun exactly as they should be.
In real time.
If the JWST goes beyond L2, my understanding is that it will continue to drift further away, settling into a new solar orbit unsynchronized with Earth. Right?
So what would happen if it stayed this side of L2 without performing the MCC2 burn or any subsequent station-keeping, ie what is the long term natural result of it's current trajectory?
Would it drift into a different unsynchronized solar orbit, or fall back to a highly elliptical Earth orbit?
P-type circumbinary planetary orbital parameters
Hi all! Iβm writing a novel where the plot is heavily dependent on the physical nature of the local solar system. Namely, the planetary setting is orbiting a binary system of a MS white star and companion black hole with similar mass. The star has a surface temp of 8000 K, the planet is in the CHZ about 0.956 AU (88.888M miles) at perihelion. The orbit is P-type (at the moment although Iβm considering changing it to S-type around the White star) and Iβm planning on it having a year length of 800 equivalent Earth days. The planet is in tidal lock.
Iβm trying to figure out how long the eclipses would last each year when the white star and black hole switch places in the sky. Can anybody help me or point me to a resource to calculate this? Iβm aware of Lagrangian points and am considering what the ramifications would be if I put the planet at L4 or L5. Would it just stay there, not really orbiting the binary with them hanging in the same spot in the sky? Would it be possible to have a planet in tidal lock at one of those lagrangian points or is that inherently paradoxical?
Also, how can I calculate the relative masses of the binary components and what would be the apparent physical size of the black hole up to the event horizon? This seems like it would be important to determine how much of the white star would be occulted during eclipse.
I have a MSEE but unfortunately no astrophysics background.
Asking because upon review of my notes for the derivation of the hydrogen atomβs spectrum, it looks as though the considerations taken along the way to derive the spectrum (of hydrogen), namely the reasonings stemming from expressing the radial functions in terms of power series, are ultimately what fixed this upper limit of L to what I see it generally referenced as, n-1.
If this result is general, can someone explain why, atleast qualitatively? Thanks in advance.
As far as I got with my knowledge is, that the Lagrangian points are gravitational points, where the Sun's and Earth's (maybe the Moon's as well?) equal out and it is a safe, orbiting line, where you don't need much delta v to stay in orbit. But why does the JWST orbiting inside that orbit? The perpendicular circle orbit trajectory? It hurts my mind to understand.
Thanks for the help
Is it ever mentioned in the books or games about ships burning like rockets, firing retrograde thrusters to enter atmosphere or getting into an orbit?
A lot of Sci-Fi treats space like the sky ignoring orbital mechanics so I'm curious if their mentioned anywhere
Hello guys. I'm trying to figure out what a good technical elective is for any aerospace engineering student who hasn't got past Fluids yet since this is the last technical elective I can take. I'm thinking of taking Orbital Mechanics and was wondering what opinions people had about the class and on Dr. Xu. I also don't know if anyone has any recommendations for a good tech elective, but I'm open to any that you might have.
what softwares/methods can I use for orbital mechanics calculations? I'm trying to calculate the mission profile of a 5.3t probe to Neptune (it's a Triton lander + orbiter)
I'm having difficulty, enough to be embarrassed, figuring out how a dot product identity is derived. Vectors are in brackets btw. [r]β’[r'] = r*r' where prime is the derivative wrt to time. I know the identity [r]β’[r] = r^2 but can't figure this one. Can someone please help or point to a good source for this. My googling is unhelpful
Just for clarification. I'm not enrolled and refamiliarizing myself with the content by going through a textbook called Orbital Mechanics for Engineering students (4th Ed). Anyways the problem is asking to show r <= mu/|epsilon| when epsilon < 0. Using the Vis Viva equation I showed assuming epsilon is negative, r is forced to be less than or equal to mu/|epsilon| otherwise |v| < 0 which is impossible. I checked the answer on Chegg (because I don't have a professor to get the answers from after i try and solve myself) and they started off from Vis Viva and getting r=2mu/v^2 but then just throw in |epsilon| =0.5mv^2 and divide by m to get specific energy but still called it |epsilon| I'm confused on how, based on Vis Viva, epsilon is total mechanical energy, and they just used the magnitude of epsilon being 0.5mv^2 which is total kinetic energy. Did they just assume r was going out to infinity? It feels weird to just throw that in there without a justification on why that's allowed. Personally, i liked my own reasoning through it, but the Chegg answer has me thinking I'm missing something on a more fundamental way.
Have you read Nausea by Jean Paul Sartre? Neither have I, but I bet I could write a better story with the same name about the sad day I realized I was NOT going to be an astronaut. It was at the Tilden Park Merry-Go-Round, or more specifically, leaning up against a nearby wall, expelling everything I had ever eaten in my entire short life. Up until that point, I generally liked going in circles, but never again! Nonetheless, here I am, asking you How can we make βbeing in orbitβ more awesome? What do you want to do up there?
I've always wanted proper orbits in star citizen but it doesn't really look like thats going to be on the table, i was curious what most others thought about it. This is purely out of curiosity.
Also, disregard any worries like extra dev time or performance issues, i want to know what people would prefer if there was no downsides to what ever they picked.
Now I know SC isn't KSP or anything like that, but is there still realistic gravity above a planet or moon's atmosphere in Star Citizen? For example, crusader is about roughly the size of Earth IRL. Could I theoretically vertically take off from Crusader, start rolling due east at XYZ altitude, cut into decoupled, and make adjustments as needed? I play SC mainly for the immersive flight simulation features, but I was just curious about this. How would this be implemented? I do not know much about orbital mechanics, so I apologize ahead of time for any mistakes.
I was thinking about doing a lab project using KSP for my physics class, I talked to my teacher and he doesn't know the game, but said I could use a commercial tool for such a project, only educational tools that are 100% accurate. Can anyone tell me how accurate it actually is? OBS: I'm aware that there are mods such as realism overhaul, that drastically change the game, that can probably be used to increase the realism level, right?
I just had an old almost memory all of a sudden.
I had a game on my phone that I played every time on my bus to school. It must have been around 2015 or so?
The game was a paid full version, I believe a demo also existed, featuring less levels.
You were steering a round piece of matter floating around (with other round pieces of matter and also antimatter), kinda looked like cells or blobs :D
The goal was to get bigger by "eating up" (touching) other matter blobs and not touch antimatter, which would make your blob smaller.
It also featured gravity (so that blobs always pull on each other) and orbital mechanics.
I want to know what the name of the game was. My google play purchases go back to 2013, but the game is not in there, I guess it was removed...
I know this probably sounds weird to most people but I am sure if anyone reading this played the exact game, he would be recognizing it.
Thanks for reading :)
UPDATE: I finally found the game, it is called Osmos and was removed from the Playstore.
So, suppose you are in orbit around a planet or star or what have you. In a circular orbit at your current radius r, you travel at speed v. You accelerate to x*v, how high is your apoapsis now, in terms of r? This is a super general function that would help me out a lot.
I think the planets and moons are on rails, cause otherwise their small mass would mean even one Hearthian's worth of mass landing and taking off would be enough to alter their orbits.
But, taking that into account, how accurate is the game's orbital mechanics?
Has anyone managed to maintain a permanent orbit on any of the planets?
Can you use realistic orbital maneuvers to adjust your orbit?
I am a hobbyist who wanted to learn orbital mechanics and decided to pick up a pdf of orbital mechanics for engineering students. For a start my math foundation isn't very strong, not having paying attention a lot in high school I have the same amount of math knowledge as a 10th grader.
The first part talked about vectors which was ok but as soon as the weird "E" symbol and the "f" looking one started to come in, I halted to a stop and knew my math foundation had to be stronger if I even wanted to comprehend the basics.
So I'm asking for help on what math topics I should know for orbital mechanics and some tips for me to learn it efficiently.
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