Moving a body into a circle of uniform motion

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SUMMARY

The discussion focuses on calculating the acceleration of a drone transitioning from an approach phase to a circular orbit around a moving ship. The user employs the formula for centripetal acceleration, a = v²/r, for uniform circular motion but seeks a method to determine the drone's acceleration while it is still outside the orbit radius. The user aims to avoid complex physics involving mass and gravitational constants, preferring a simplified model that aligns the drone's linear velocity with the required orbital velocity at the desired distance from the ship.

PREREQUISITES
  • Understanding of centripetal acceleration in physics
  • Familiarity with vector mathematics, specifically using atan2 for angle calculations
  • Basic knowledge of orbital mechanics and velocity concepts
  • Experience with game development physics, particularly in simulating motion
NEXT STEPS
  • Research methods for calculating transitional motion in game physics
  • Explore the concept of matching linear and orbital velocities
  • Learn about implementing smooth transitions in game mechanics
  • Investigate simplified physics models for game development without complex forces
USEFUL FOR

Game developers, particularly those working on simulation and physics engines, as well as programmers interested in implementing realistic motion dynamics in their projects.

dexwiz
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I am trying to make a game where a drone approaches a ship, that may be moving, and then orbits it at a set distance. I know that if the drone is already moving in a circle of uniform motion then I use

[itex]a = \frac{v^{r}}{r}[/itex]

I then take that magnitude and an angle derived from atan2 with cos and sin to find the x and y components of the acceleration. That works fine.

But how can I calculate the acceleration of the drone that is approaching the ship, still outside of the orbit radius that needs to move into an orbit. I have tried calculating a point for the drones to chase and just move towards that and it usually just ends up giving me some sort of slingshot. I really trying to stay away from giving the ship and drone mass, defining a G constant, and giving the drone thrusters. I just want a simple model to move from approaching the ship to orbiting the ship.
 
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Seems like you can utilize this approach:

http://en.wikipedia.org/wiki/Orbital_speed

More generally, seems like your approach at distance r needs to match linear velocity with orbital velocity...equal speed to orbital speed and tangent at distance r...
 

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