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| Rocket Science for Dummies | |
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Windlepoons
x = 10 * cos θ
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The release of Orbiter 2005 may mean this needs to be updated. I'm looking into it now
An introduction to Orbital mechanics. ![]() I am hoping this will help kindle some interest in the freeware gem Orbiter. I know that many people are put off by the steep (as in cliff like)learning curve - and it is steep. Orbital mechanics, while relatively simple, are not intuitve to us ground bound types. And as an added layer of confusion it is a subject littered with terms that are completely opaque to the uninitiated - does your eccentric periapsis have a mean anomaly? Essential stuff Orbiter - you'll need the base package and the texture package. OrbiterSound 2.5 - adds much needed sound to the sim, and a few other tweaks. Tutorial Scenario #1 Not so essential stuff Hi-Res textures for Earth and the Moon. Re-EntryMFD - I find this useful when trying to get back to base... Lesson 1 : Into orbit. The first lessons will take place on (and hopefully around) the Moon - with no atmosphere to deal with and a fairly low mass, we'll be up and running in no time.
There are four primary directions used to describe your craft's attitude while in orbit. ![]() Prograde - In the direction of travel Retrograde - Opposite to the direction of travel Orbit Normal - perpendicular to the orbital plane Anti-Normal - the mirror of orbit normal Almost all orbital manouvers use one or more of these vectors, and Orbiter provides an autopilot mode for each of them. Tap [ to engage "Prograde mode" - the caft will begin to rotate. Notice that the prograde vector is represented by a cross in a circle on the HUD. Tap ] to engage "Retrograde mode" - the retrograde vector is represented by a cross. These two directions are fairly intuitive. Now engage "Orbit Normal mode" - tap the ; key. The shuttle will rotate to 90 degrees away from it's direction of travel. The ' key will engage "Anti-Normal mode" and point you the other way. It can be very hard to figure out which is noraml and which is anti-normal - one way to remember is to use your right hand. The curl of the fingers represents the prograde direction, and the thumb extends to the orbit normal. And that's the end of the lesson - next time we'll change the shape of our orbit to suit our needs, and learn what some of those scary numbers mean on OrbitMFD. Last edited 19 Jan 2005 at 8:23 pm by Windlepoons |
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bman
Scrumpy strikes again!
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Great stuff there p00ns =] I always get started - but then slack off after going cross-eyed trying to read the standard info...
Will download it again! |
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quanhan
Rookie
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When waiting for Doom 3 I used this to pass the time, Flying from Earth to Mars. Took quite a few goes before I mannaged to be able to stop at the desternation.
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Disco Bacon
My ear canals are very sensitive. They're stainless steel. Took a bullet in Corregidor. Passed straight through.
149(b)(1) |
Awesome, cheers!
But do the ships come with LASERS? ![]() |
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Windlepoons
x = 10 * cos θ
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*Slap!* ![]() ---
Tower: "Hawk 20, is this the same aircraft declaring emergency about two hours ago ?" Pilot: "Negative, Sir. It's only the same pilot." |
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Disco Bacon
My ear canals are very sensitive. They're stainless steel. Took a bullet in Corregidor. Passed straight through.
149(b)(1) |
You want a space duel, good sir?
![]() OK, back to the topic ![]() |
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Windlepoons
x = 10 * cos θ
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Lesson 2 : Climbing up and falling down
Right - time for some more theory. The graphic for your orbit should now be quite elongated - you can modify the display of OrbitMFD to make it easier to read by using [right shift M] repeatedly. When changing the shape of our orbit there are two points of interest... ![]() Periapsis : The point of closest approach to the body we are orbiting. It is marked with a round filled dot on OrbitMFD. Apoapsis : The point where our orbit takes us the furthest from the cental body - marked with a round empty dot. And there are two numbers listed on OrbitMFD directly related to these two points.
Trap for beginners : PeD and ApD are measured from the center of the body, not from it's surface. If you don't pay attention, you may create a new crater on the moon...If you want to know the radius of any planet (or moon), [control I] brings up a dialog with all the information you'll ever need. Keep a close eye on the gray circle that represents the central body on OrbitMFD as well. Two other number of interest are :
Almost every manouver related to changing the shape of your orbit is performed at one of these two points. OK, let's get out of the classroom for a bit.
A summary of what we have done so far : A prograde burn at periapsis increases ApD, and a prograde burn at apoapsis increases PeD. So to climb from a low circular orbit to a high one, we need to make two burns - one to increase ApD to the required value, and one to bring PeD up to the same value. Three more numbers of interest on OrbitMFD:
Take a note of your current velocity and period - they should be around 970m/s and 34,000s (that's about 9.5 hours). Right - how do we get back down again? It should come as no surprise that we will be doing retrograde burns.
Take a look at your new velocity and period - 1656m/s and 6700s (around 1.9 hours). Even though to lower our orbit we used retrograde burns (which means we slowed down...), we are now going much faster...this result is very counter intuitive, but will be quite important later on. Here endth the lesson. Last edited 16 Aug 2004 at 9:39 pm by Windlepoons |
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captainhopeless
Regular
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keep it coming, this is really cool!
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Windlepoons
x = 10 * cos θ
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OK - you asked for it....
Lesson 3 : Inclined to change?
Notice how our orbit carries us north and south of the equator - the orbital plane is inclined with the equatorial plane at about 45 degrees. ![]() The two points on our orbit where the two planes intersect are referred to as nodes. The ascending node (where our path goes from south of the equator to north) is marked on OrbitMFD with a filled box, and the descending node is marked with a empty box. The two nodes are connected with a dotted line.
Note that your eccentricity did not change much (if at all), while the path you describe through the sky has changed dramatically. This manouver is referred to as an orbital plane change and it is used to align your orbital plane with other objects (be it a planet, a spacecraft or a surface base). And just to be rigorous...
There is another Shuttle Type A in orbit around the Moon, and we are going to try to rendezvous with it. To do so it is essential that you align your orbital plane with it, and there is an MFD for just that purpose - AlignMFD.
![]() This MFD lists both your and the target's inclination and LAN, and shows a stylised graphic of your orbit showing your postion (the green radial line) and the postion of the two nodes where your orbital plane intercects with the targets orbital plane. It is at these nodes where we'll do the plane change. Further down it list's the relative inclination between the two orbits (Rinc), and the rate of change of Rinc - it should be zero because you are not firing any thrusters. The next two lines list the position of the ascending and descending nodes. Tn is the time in seconds until you reach the next node - in this case the ascending node. The computer has calculated how long the burn will be, and lists this as Tth.
If all has gone well, Rinc should now be near zero - certainly less than 1.0. If it is not, you may wish to perform another burn at the next node. Now you know how to change your orbit's inclination, and how to align it with any other orbit. In summary, plane changes are performed at nodes - when passing a ascending node you burn down (anti-normal) and when you pass a descending node you burn up (normal). In the next tutorial we'll try to rendezvous with SH-02, but in the meantime you should:
Good luck. |
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RFI Band
Newbie
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Great work with this tutorial... Lots of fun... One small problem i had though was trying to do a very very small burn to help get my orbital planes aligned. It would've worked perfectly if i hadn't had time acceleration on.
So my next question is how do i get out of polar orbit with no fuel?:D |
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Agent X20
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There should be a big red button under a glass cover... labelled "Do not press!"
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Wolfman
Apprentice Forum Whore.
Howlin' at the moon |
Na it should read "Smash glass and press button to summon 'Poons in emergency"
![]() ---
We went like this, he went like that. I say "Where'd he go?" Hollywood says "Where'd whoooooo goooooo!!!???" |
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famin
What do you mean you dont play Aces High?
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just wait a few hundred years, itll eventually degrade...;) |
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Windlepoons
x = 10 * cos θ
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Ah-ha...I thinks it's time for another "Trap for beginners"...
Trap for Beginners #2 : Time Acceleration - This must be used with care, and there are several ways in which it can get you into trouble - RFI Band has found one of them...
[i]These are all annoying "features" which may be "improved" in later versions of the sim...until then, be careful when compressing the space-time continuum. ![]() As for getting you out of your pickle...perhaps you could launch a rescue mission in SH-02. If you have FuelMFD or TetherMFD there are lots of possibilities...Or start throwing things out of the airlock in an effort to propel yourself out of trouble... ---
Tower: "Hawk 20, is this the same aircraft declaring emergency about two hours ago ?" Pilot: "Negative, Sir. It's only the same pilot." |
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Windlepoons
x = 10 * cos θ
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Ships that pass in the Night
Hopefully you have managed to shape your orbit to match that of Sh-02 - Our next task is to syncronise our orbit with SH-02, and fly in formation around the Moon. I would suggest that you download and fly my saved state for this mission - while there is no reason why your current state is unusable, for this tutorial it is easier if we all start in exactly the same state. We are now orbting around the Moon, chasing SH-02 almost exactly - but how do we catch up? The first intuitve impulse is to do a prograde burn - after all, we want to go faster so we catch up, right? But let's examine what happens if you do this. Recall from your flight so far that a prograde burn raises your orbit - giving you a longer path to fly, and slowing you down. If we do a prograde burn we'll actually fall further behind! What we need to do is take a short cut around the Moon - we need to fly a shorter path, and fly it quicker... ![]() ...a retrograde burn.
SyncMFD shows our orbit and that of Sh-02, the current postions of both craft (our position as a dull green radial, and SH-02's as a yellow radial). The bright green radial is the reference line and this can be switched between several locations.
On the right of the MFD are two lists of numbers - Sh ToR and Tg ToR (ToR stands for "Time on Reference"). This numbers show the time in seconds until each craft crosses the refernce line, for the next five orbits. To catch up with SH-02, we to to adjust our orbit so that we cross a reference line at (almost) exactly the same time. The two crossings which are currently the closest are highlighted in yellow. ![]()
Now, if all has gone well, we should be within 20km of SH-02 - at this distance, if we are careful and patient, just burning straigt at SH-02 will get us closer - for the nmost part, common sense reigns again.
Next time, we return to base. |
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Windlepoons
x = 10 * cos θ
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There's no place like Home
Time to head back to Brighton Beach, the spaceport on the Moon.
Now we are set up to begin our descent into Brighton Beach - we are on the right path and have reduced our hieght above the surface to as low as is comfortable. The nav/comm radio is tuned to the VOR frequency at Brighton Beach, and also to the ILS frequency for landing pad 1 - we'll need these later, and we'll be far to busy to tune them then...
![]() The most important displays on Re-entryMFD are at the bottom - Decel req is the constant deceleration that is needed to bring you to a halt exactly over the targeted base. Decel act is your actual decereration created by your thrusters or by the atmosphere - It is your job to keep these two numbers equal. At the very bottom of the MFD is a display showing how off course your are - it is very sensitive - try to keep the ball centered, and you'll fly over the targeted base. Also shown Is your current altitude and ascent rate.
![]() ![]() That's the final part of this tutorial - hopefully you found it helpful (and interesting). If there is demand for it, I will post a second tutorial based around a trip from the Earth to the Moon, and back again. |
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Windlepoons
x = 10 * cos θ
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OK - maybe not quite the last part...
Here is a scenario created for you to try out you skills on... The hapless RFI_Band (sorry ) has become stranded in a wildly eccentric polar orbit after he pressed the clearly labled "Do not press this button" button...take off from Brighton Beach, and hold station with RFI_Band (this is as close to a "rescue" as a can cook up without some serious coding), and then return to base.---
Tower: "Hawk 20, is this the same aircraft declaring emergency about two hours ago ?" Pilot: "Negative, Sir. It's only the same pilot." |
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RFI Band
Newbie
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I would like to point out that I have retried the simulation and got much further.
But i got a new task for you to attempt windlepoons. How would you rescue a delta-gilder stuck in orbit around Mars with no Fuel (notice my signature). Don't ask how i got there. ---
I'm Out of Fuel...again |
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Windlepoons
x = 10 * cos θ
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From the earth th the Moon (and back again...)
Well, here it is - part two of the Orbiter tutorial. And you thought I'd have got bored and given up by now...;) Here's the scenario file I'll start this post with a list of what sets Earth apart from the Moon...
OK - load up the scenario provided, and admire the sleek lines of your new ride - the Delta Glider. Think of it as a super space shuttle - it'll even take off from a runway.
![]() ![]() Hopefully you are now in a stable orbit at around 150km altitude. I'll leave it up to you to use AlignMFD to align your orbit with the Moon's. Next time, we start on the four day voyage to the Moon. |
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Windlepoons
x = 10 * cos θ
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I'm sorry - it's time for some more theory.
Hohmann Minimum Energy Transfer Unless you have a very advanced spacecraft (like, for instance, Captian Kirk...) it is important to be fuel efficient - and the most efficient route to any destination is the minimum energy transfer. The Hohmann transfer (I'll use this term from now on - it's shorter ;) ) is an orbit around the central body (in our case, Earth) with it's periapsis at the source (in our case, Low Earth Orbit or LEO) and the apoapsis at the targets orbit (The Moon, in our case). So (almost) all we need to do is do a prograde burn so that our apoapsis is lifted out to a distance of 386,000km. One other concern is small matter of timing - we have to time our burn so that we arrive at our apoapsis at the same time that the Moon reaches the same point in space. ![]() TansferMFD is designed for planning this manouver. It allows us to see the effect of any prograde burn at any time in the future (well, up to one orbit of the central body into the future...)
The MFD shows our orbit in bright green (it's a very small circle in the middle of the display), and our position with a green radial. The Moon's orbit is shown in yellow, and it's position with a yellow radial.
Now there are three more lines on the display. The grey radial shows where our closest approach to the Moons orbit is. The yellow dotted radial shows where the Moon will be at this time. The green dotted radial shows where we are planning to do our burn.
![]() ![]() ![]() In the list of numbers on the left of the display, ther are two of interest - Dv (the planned delta V in m/s) and DTe (the time in seconds until the ejection burn). Note that the DTe assumes we have an ideal spacecraft that can do any delta V instantaneously - our Delta Glider is far from ideal, and will take a significant amount of time to do this delta V, so we need to start the burn before the planned ejection time if we want to stay close to the planned trajectory - roughly one third of it will be before Te, and two thirds after Te.
And now we're on our way to the Moon - if your planning was good, and Sir Isaac Newton got his equations right, we should bump into it in about four days time. ![]() |
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Simkid
Newbie
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Question and a problem, the question: is there a keyboard shortcut or a way to configure joystick key for the auxiliary engines on the shuttle-a (I have a hard time with the fine adjustment on the on screen throttle)? The problem is that the second and thrid (but not fourth) scenarios link to 404s.
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Windlepoons
x = 10 * cos θ
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First of all, welcome to our little corner of the internet.
![]() Regarding the auxillary thrusters on the Shuttle-A - no, there isn't a short cut key which is a bit of a nuisance - especially when you toggle the panel off with [F8]. ![]() An alternative is to turn 180 degrees and use the main thrusters, but this can cause brain overload...;) And thankyou for pointing out the "404 errors" - I think I have rectified the problem now. ---
Tower: "Hawk 20, is this the same aircraft declaring emergency about two hours ago ?" Pilot: "Negative, Sir. It's only the same pilot." |
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Simkid
Newbie
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Thanks, hi, and I'll try using mains next time, still trying to perfect my rendevous and docking. I did it!!! Completly sucessfull docking on second try (ran out of fuel chasing it the first time) and then landed on my second try (again ran out of fuel after missing three times, second try I overshot once but only barely and was able to land almost immiedietly). Thanks, i've been trying to get into this sim for awile and this has done it.
Last edited 17 Sep 2004 at 7:37 am by Simkid |
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Windlepoons
x = 10 * cos θ
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Another alternative to using the main or auxillary thrusters is to use the RCS thrusters in translational mode - of course they are very weak, but if you need fine control they can't be beaten.
use [keypad 9] and [keypad 6] for forward and reverse... I'm glad you're finding the tutorial useful ![]() ---
Tower: "Hawk 20, is this the same aircraft declaring emergency about two hours ago ?" Pilot: "Negative, Sir. It's only the same pilot." |
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Windlepoons
x = 10 * cos θ
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Shooting for the Moon - the trip out, and the arrival.
The accuracy of the curves describing your course which are shown on OrbitMFD and TransferMFD relies on a big assumption - that the only thing affecting your orbit is the body about which you are orbiting (in this case Earth). Most of the time this is almost true - when you are in a low Earth orbit almost all the forces acting on your craft are due to Earth. But there are (very) small forces from the Moon, the Sun and even Jupiter all acting on your craft and adjusting your orbit away (very, very slightly) from the ideal course indicated in the MFD's. But as you move away from Earth, these extra forces become more and more important. The "G" value gives you a rough idea of how much influence the refence body has. Obviously the simple approximation will not hold very well if we fly near the Moon, which is what we intend to do. So how can we tell what is going to happen to our path through space? TransferMFD has a mode which calculates the path taking account all the forces acting on our craft.
The numerical mode will step forward through time tracing out our course in bright yellow - if our course goes close enough to the Moon, the bright yellow curve will deviate wildly from the elliptical approximation we have been using. ![]()
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Next time, we try one of Orbiter's hardest challenges - returning to Earth from the Moon. Last edited 27 Sep 2004 at 9:38 am by Windlepoons |
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