How to calculate orbitals of celestial bodies using calculus?

  • Thread starter Thread starter eNathan
  • Start date Start date
  • Tags Tags
    bodies Orbitals
AI Thread Summary
Calculating the orbitals of celestial bodies involves applying Newton's laws of motion and gravitational attraction, using the equation F=G(m1*m2)/r^2 to determine the force between two masses. The acceleration experienced by an object can be calculated as a=F/m1, with the direction of acceleration aligned with the gravitational force. To accurately simulate orbital motion over time, it's essential to account for the changing direction of acceleration, which requires a calculus-based approach. Methods such as the Euler method, Midpoint method, and Runge-Kutta methods are recommended for improving the accuracy of the simulation. Utilizing these techniques will enhance the precision of the orbital calculations in the program.
eNathan
Messages
351
Reaction score
2
Hi all,

I have a question about calculating the orbitals of bodies of mass in space (Newton's basic laws). I am writing a program to simulate the orbitals of bodies in space -- basically, you define the object's mass, size, location, and initial velocities and watch how they interaction via gravitational attraction.

So we know the following equations that govern the motion of these bodies:

Magnitude of force due to gravitational attraction:
F=G\frac{m1*m2}{r^2}
The direction is, at any instant in time, points in the same direction as displacement between the centers of their mass (points in direction of the other body of mass).

We know the magnitude and direction of the force, and from this, we would say that the acceleration due to gravity that object 1 undergoes is given by:
a=\frac{F}{m1}
The direction of which is the same direction as the force vector.

Now suppose I asked the following question: what is the total displacement that object 1 undergoes given any arbitrary Δt (and initial velocity is known)? Currently, my program just changes the velocity vector based on the direction of a at whatever moment the refresh was called, and from that changes the object's position, but I know this is not entirely accurate (e.g., this is comparable to finding the area under a curve by diving it into tiny rectangles), because the direction of a is constantly changing.

What is the calculus method of doing this?

Much appreciated!
 
Physics news on Phys.org
I think it's easist first to watch a short vidio clip I find these videos very relaxing to watch .. I got to thinking is this being done in the most efficient way? The sand has to be suspended in the water to move it to the outlet ... The faster the water , the more turbulance and the sand stays suspended, so it seems to me the rule of thumb is the hose be aimed towards the outlet at all times .. Many times the workers hit the sand directly which will greatly reduce the water...
Back
Top