How to calculate orbitals of celestial bodies using calculus?

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SUMMARY

This discussion focuses on calculating the orbitals of celestial bodies using Newton's laws of motion and gravitational attraction. The key equations mentioned include the gravitational force formula, F=G(m1*m2)/r^2, and the acceleration formula, a=F/m1. The user is developing a simulation program that updates the velocity and position of objects based on gravitational forces but seeks a more accurate calculus method for displacement over time. Recommended methods for improving accuracy include the Euler method, Midpoint method, and Runge-Kutta methods.

PREREQUISITES
  • Understanding of Newton's laws of motion
  • Familiarity with gravitational force calculations
  • Basic knowledge of calculus, specifically integration
  • Experience with numerical methods for solving differential equations
NEXT STEPS
  • Research the Euler method for numerical integration
  • Explore the Midpoint method for improved accuracy in simulations
  • Study Runge-Kutta methods for solving ordinary differential equations
  • Implement gravitational simulations using Python or MATLAB
USEFUL FOR

Astrophysicists, software developers working on physics simulations, students studying celestial mechanics, and anyone interested in numerical methods for modeling gravitational interactions.

eNathan
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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!
 
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