A Calculating Orbital Trajectories for Spaceflight Simulators

AI Thread Summary
Developing a spaceflight simulator for the space shuttle presents challenges, particularly with the physics engine. The interdependence of orbital elements complicates calculations, especially for trajectory determination. A suggested approach involves calculating the apoapsis after engine shutdown, using current speed and radius to find the periapsis. For accurate trajectory simulation, understanding polar coordinates and solving second-order homogeneous differential equations is essential. Implementing a step-by-step method with small time increments can yield a visually convincing elliptical orbit while addressing numerical stability issues.
flyingdutchman
Messages
1
Reaction score
0
Hi!

Basically I am developing a spaceflight simulator specifically for the space shuttle. Coding the Shuttles Systems etc. is not actually the hardest part, as I had thought before.

The real problem is the physics engine :confused:
The main problem I have is, that with all the Equations for the different orbital elements every one of them depends on another.
So I thought it would be a great idea to have some "easy" beginning and moved on to think about how to calculate the Apoapsis right after the engines had shutten off, as it would only change a very small amount during ascent. If you then have the current speed and radius of the apoapsis it becomes quite easy to calculate the radius of the periapsis. From there on everything should be preatty straightforward.

However, I don't have a clue how to calculate the trajectoy itself. On a small scale (eg. throwing a baseball) its easy. But for these distances and speeds, the downward accelleration because of gravity would constantly change direction as you fly along the trajectory.

So does anybody know a way to calculate this?
 
Physics news on Phys.org
If you want to make a passable simulation then a step-by-step approach can work very well and produce an orbit that 'looks' stable and with no 'creep'. Small enough steps, using Initial Velocity and Position and a Gravitation Force vector to produce a final position and velocity. In 2D, it's very easy to produce a very convincing looking elliptical path.
 
Thread 'Question about pressure of a liquid'
I am looking at pressure in liquids and I am testing my idea. The vertical tube is 100m, the contraption is filled with water. The vertical tube is very thin(maybe 1mm^2 cross section). The area of the base is ~100m^2. Will he top half be launched in the air if suddenly it cracked?- assuming its light enough. I want to test my idea that if I had a thin long ruber tube that I lifted up, then the pressure at "red lines" will be high and that the $force = pressure * area$ would be massive...
I feel it should be solvable we just need to find a perfect pattern, and there will be a general pattern since the forces acting are based on a single function, so..... you can't actually say it is unsolvable right? Cause imaging 3 bodies actually existed somwhere in this universe then nature isn't gonna wait till we predict it! And yea I have checked in many places that tiny changes cause large changes so it becomes chaos........ but still I just can't accept that it is impossible to solve...
Back
Top