Calculating Orbital Trajectories for Spaceflight Simulators

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Discussion Overview

The discussion revolves around the challenges of calculating orbital trajectories for a spaceflight simulator focused on the space shuttle. Participants explore various methods and considerations for developing a physics engine capable of accurately simulating orbital mechanics, particularly during ascent and the calculation of apoapsis and periapsis.

Discussion Character

  • Exploratory
  • Technical explanation
  • Mathematical reasoning

Main Points Raised

  • One participant highlights the complexity of orbital elements, noting that each element depends on others and suggests starting with the calculation of apoapsis after engine shutdown.
  • Another participant recommends studying polar coordinates and second order homogeneous differential equations as a potential method for solving the trajectory problem.
  • A different viewpoint suggests using the finite difference method, mentioning the need to adjust timestep lengths for accuracy and the potential for numerical stability issues.
  • One participant proposes a step-by-step approach to create a stable-looking simulation, emphasizing the use of initial velocity and position along with gravitational force vectors to generate convincing elliptical paths in 2D.

Areas of Agreement / Disagreement

Participants present multiple competing views on how to approach the calculation of orbital trajectories, indicating that the discussion remains unresolved with no consensus on a single method.

Contextual Notes

Participants express uncertainty regarding the best approach to calculating trajectories, with limitations noted in terms of numerical stability and the dependency of calculations on various parameters.

flyingdutchman
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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?
 
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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.
 

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