[FT] Gravity

4 posts ยท Feb 8 2001 to Feb 9 2001

From: Laserlight <laserlight@q...>

Date: Thu, 8 Feb 2001 00:07:05 -0800

Subject: [FT] Gravity

In connection with CanAm, I noticed that a planet with 6mu radius and
1.2 Earth mass will (in the 1000km/15min scale) have gravity effects
of 4mu/turn at 7mu radius, 3mu at 8mu radius, 2 mu at 10, and 1 mu at
14.

If you have a 0 thrust station in orbit (let's say at 10mu radius from
center), how should you play it to have the station orbit without crashing?

As you all know, the orbital velocity v = SQRT(GM/R) where G = the
gravitational constant (6.667*10E-11 newton m^2/kg^2), M is the mass
of the primary (1.2 times Earth so 7.2x10E24 kg) and R is the radius
(10,000,000 meters). If I've typed in the numbers and done the arithmetic
correctly...the result is 6928 (and the units are left as an exercise for the
alert student).

So. What "gravity effects" (turning and/or accelerations) do you
apply, at what point during the turn (start, end, midpoint) to make an

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Thu, 8 Feb 2001 21:06:23 +0100

Subject: Re: [FT] Gravity

[quoted original message omitted]

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Thu, 08 Feb 2001 14:06:59 -0800

Subject: Re: [FT] Gravity

> So. What "gravity effects" (turning and/or accelerations) do you

I find that the following works:

If a ship begins its movement in the gravity well, the vector is applied at
the end of the ship's move.

From: Laserlight <laserlight@q...>

Date: Thu, 8 Feb 2001 16:37:05 -0800

Subject: Re: [FT] Gravity

> > So. What "gravity effects" (turning and/or accelerations) do you

Karl said:
> Keep it simple. For an unpowered cricular orbit, I would suggest the