From: Brian Bell <bkb@b...>
Date: Tue, 12 Mar 2002 12:53:36 -0500
Subject: [FT] Orbit and FT
[quoted original message omitted]
From: Brian Bell <bkb@b...>
Date: Tue, 12 Mar 2002 12:53:36 -0500
Subject: [FT] Orbit and FT
[quoted original message omitted]
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 10:15:30 -0800
Subject: Re: [FT] Orbit and FT
> Brian Bell Wrote: > Actually I've used the gravity mechanic for vector movement that others I like this method, but I do have a couple of questions. First off, I always get Geostationary and Geosynchronous mixed up. Do they mean the same thing? If not which one means an orbit that keeps you directly over a fixed point on the planet surface (i know, it was mentioned 2-3 posts ago, but I already deleted it)? That's the one I mean, and I'll refer to it as GS for the rest of my comments. How would you simulate GS orbit using those rules? Do you have each band around the planet, instead of having one fixed velocity for orbit, have a range of allowable velocities, with GS somewhere within that range, or do you have one band at which the orbital velocity matches the velocity necessary to maintain GS? Or is there some direct relationship I'm forgetting between a planets rotational speed and the orbital speed required by it's gravity (being as they are both affected by its mass)? 2B^2
From: Laserlight <laserlight@q...>
Date: Tue, 12 Mar 2002 13:40:00 -0500
Subject: RE: [FT] Orbit and FT
Brian Bell said: > Using cinematic, you need to need to plan a hexigon that is larger than First, decide how long a turn is, how much acceleration gravity provides, and the distance of a mu (eg 7.5 minutes, 1 gee = 1 mu/turn, 1 mu = 1000km). Then calculate gravity for various distances. Oops! Since anywhere significantly above the surface of the Earth is going to have less than 1gee, this leads us to fractional mu. Let's go back and make double the turn length to 15 minutes, so now 1 gee = 4 mu. Calculating the gravity bands is left as an exercise for the student. Determine orbital circumference at various orbits, and divide by 12 turns. Let gravity give you a 1 point change of direction every turn.
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 10:46:18 -0800
Subject: RE: [FT] Orbit and FT
> Laserlight wrote: > Determine orbital circumference at various orbits, and divide by 12 > turns. Let gravity give you a 1 point change of direction every turn. Also, not only do you need to determine orbital velocities, don't you have to take into account orbit decay and decide how often the ship has to expend some thrust to keep up orbital velocity? Or is it such a long-term problem as to be negligible in game terms? 2B^2
From: B Lin <lin@r...>
Date: Tue, 12 Mar 2002 11:49:01 -0700
Subject: RE: [FT] Orbit and FT
Geo-synchronous means you are over the same spot of the planet all the time. To achieve this you have to in the orbit radius that gives an orbit time exactly the same as the length of day of the point on the planet below. So GS will depend on the rotation time of the planet (this gives you the orbit time required), the size of the planet (this will give the gravity factor to determine what orbit to be in). Note that there are certain situations where GS is impossible - large planets with slow rotations could generate orbits within the planet. Also GS can only easily be done across the equator; orbits towards the poles are more unstable since the orbit is no longer in line with the gravitational pull. High tech ships would be able to pull it off since they can continously apply thrust to counter-act the offset pull of gravity. Mass of the ship doesn't matter much. Mass of the planet determines the amount of pull gravity has and that determines how fast the orbital speed will be. One example to help visualize gravity and orbits. Take a perfectly smooth sphere the size and mass of earth with no atmosphere. If I fire a bullet horizontally from an altitude of 2 meters at 100 m/s, it will hit the ground about 60 meters away as gravity pulls it down. However, if I fire it at about 8,000 m/s the ground falls away, due to curvature, at the same rate as the bullet falls - thus "free fall." Effectively the bullet is falling at the same rate as the earth is curving away from it. As you get farther from the center of mass, the pull of gravity becomes less. This is offset slightly by the fact that the curvature of your orbit is less as you get further out. But curvature increases linearly and gravity drops off by the square of the distance so as you get farther and farther away from the center of gravity of the planet the less "falling" you have to do to never hit the ground. To paraphrase the Hitchhiker's Guide to the Galaxy - the art of flying is throwing yourself at the ground and missing. --Binhan > -----Original Message-----
From: B Lin <lin@r...>
Date: Tue, 12 Mar 2002 11:52:52 -0700
Subject: RE: [FT] Orbit and FT
It's only a problem at low orbits, where you still have wisps of atmosphere. Sky Lab came down because it was low enough to have a slight drag and it ran out of fuel for the thrusters. It was thought uneconomical to try to push that much mass into a higher orbit. When you get a few thousand miles out, there isn't much atmosphere to deal with so it would be negligible. --Binhan > -----Original Message-----
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 11:02:04 -0800
Subject: RE: [FT] Orbit and FT
> B Lin wrote: > Geo-synchronous means you are over the same spot of the planet all the That answers my first question. To achieve this you have to in the orbit radius that gives an orbit time exactly the same as the length of day of the point on the planet below. And that answers the second question. *SNIP* > Mass of the ship doesn't matter much. Mass of the planet determines This I knew, notice I never mention ship mass. > One example to help visualize gravity and orbits. *SNIP* All of this I was aware of as well. I was merely wondering how Geosynchronous was achieved - apparently from what you said it is dependent on what diostance you orbit at. That's all I really needed. Thanks. 2B^2
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 11:03:03 -0800
Subject: RE: [FT] Orbit and FT
> From: "B Lin" <lin@rxkinetix.com> > It's only a problem at low orbits, where you still have wisps of So maybe the lowest orbital band in the game would have this facotered in, but no others. 2B^2
From: Laserlight <laserlight@q...>
Date: Tue, 12 Mar 2002 14:21:08 -0500
Subject: RE: RE: [FT] Orbit and FT
From: B Lin lin@rxkinetix.com > Geo-synchronous means you are over the same spot of the planet all the To be picky, geosynchronous is orbiting with the same time period as spot below, but may vary north/south if in a different plane than the equator. Geostationary is geosynch with no north/south movement, and IIRC is only possible with points on the equator (assuming an unpowered orbiter). Of course, if you have enough thrust, you can be geostationary anywhere you like.
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 11:29:44 -0800
Subject: RE: RE: [FT] Orbit and FT
laserlight > To be picky, geosynchronous is orbiting with the same time period as THIS is why I love this list. Thanks, just what the doctor ordered. 2B^2
From: Jerry Acord <acord@i...>
Date: Tue, 12 Mar 2002 15:01:55 -0500
Subject: Re: [FT] Orbit and FT
> laserlight@quixnet.net wrote: > First, decide how long a turn is, how much acceleration gravity I'll be playing FT this weekend, and the scenario I'm working on will most likely involve a planet big enough to matter gravitationally speaking. I had done range band calculations a while back, but never used them in play yet... So I'm interested in how you apply the gravitational force in this type of gravity-handling setup. Do you base the force on where the ship is at the end of its movement? This seems very simple and definitely in keeping with the spirit of the game. The downside is that the result will be very different for two ships, moving the same high speed, narrowly missing the planet's surface, where one ship just happens to end its turn 1 MU from the surface but the other say 10 MU away, because of staggered starting positions. Alternatively, you could move the ship as normal, then determine the band closest to the planet that the ship passed through, and apply that amount of grav. accel. A little more work, but really not much. After all, you have to measure from start to finish anyway with your tape measure to determine velocity. Easy enough to find out what the closest band the ship passed through was. Or use the midpoint of the vector, and use whatever band that is in... etc. etc. Or you could get really nutty and do a pull averaged over the path taken... (Well, maybe *insane* is a better word than "nutty"...) Anyone have experience playing in a game like this? Comments on how to handle it?
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 12:30:30 -0800
Subject: RE: RE: [FT] Orbit and FT
> laserlight Wrote: > Geostationary is geosynch with no north/south movement, and IIRC is Ok, again, how to simulate this in a scenario that calls for Geostationary orbit over a specific point NOT on the equator? Could you just require the ship to expend X amount of thrust each turn to maintain that spot? Am I right in assuming that the farther north/south of the equator, the more thrust would be required and the shorter the orbit? Am I also right in extrapolating from this that at some point, in concept directly over the poles, you would cease to actually orbit, and instead be "Hovering" over the planet and expending much thrust? It also seems that this thrust would be equal to the necessary velocity to maintain orbit at that range (ie, if at X range, Y velocity is required to orbit, you could hover by expending Y thrust every turn), and that for any point between the equator and the pole, there should be some fraction of this relationship at work. Sounds pretty daunting with modern thrust technology, but with the right PSB........ 2B^2
From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: Tue, 12 Mar 2002 21:37:10 +0100
Subject: Re: [FT] Orbit and FT
[quoted original message omitted]
From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: Tue, 12 Mar 2002 21:41:09 +0100
Subject: Re: [FT] Orbit and FT
[quoted original message omitted]
From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: Tue, 12 Mar 2002 22:04:22 +0100
Subject: Re: RE: [FT] Orbit and FT
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From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 13:26:07 -0800
Subject: Re: RE: [FT] Orbit and FT
> From: KH.Ranitzsch@t-online.de (K.H.Ranitzsch) > Over the pole, the Thrust will have to exactly counterbalance the pull I thought so. I'm not sure of this scales closer to teh equator, Intuitively I'd think it does, but that's just a hunch. > but the Sine of the latitude * the gravity would be my first guess. Sounds plausible to this math challenged boy. > It's perfectly feasible with present-day thrust technology. Feasible, but not very practical. > (at least until the fuel runs out, THIS is the tech I was referring to - we could do it now, but not for very long. Future PSB regarding fuel efficiency was what I was referencing. 2B^2
From: B Lin <lin@r...>
Date: Tue, 12 Mar 2002 14:26:52 -0700
Subject: RE: RE: [FT] Orbit and FT
Just look at the Harrier II... --Binhan > -----Original Message-----
From: Randy W. Wolfmeyer <rwwolfme@a...>
Date: Tue, 12 Mar 2002 15:27:32 -0600 (CST)
Subject: RE: RE: [FT] Orbit and FT
Over the poles, you just have to use thrust to counteract the acceleration of gravity, so if you want to maintain an altitude of 2*radius of earth about pole, you need to be able to use thrust that would provide 1/4 G. (gravity goes as 1/r^2). Not over the poles gets a little more complicated because you have to counteract gravity and provide a rotational velocity that matches the rotation below. But with enough thrust you can be place yourself anywhere in a powered orbit. Randy Wolfmeyer > On Tue, 12 Mar 2002, Brian Bilderback wrote: > Ok, again, how to simulate this in a scenario that calls for over the > planet and expending much thrust? It also seems that this thrust
From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: Tue, 12 Mar 2002 22:30:05 +0100
Subject: Re: RE: [FT] Orbit and FT
[quoted original message omitted]
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 13:42:32 -0800
Subject: RE: RE: [FT] Orbit and FT
> Randy W. Wolfmeyer wrote: > Over the poles, you just have to use thrust to counteract the That's what I suspected. so if you want to maintain an altitude of 2*radius of earth > about pole, you need to be able to use thrust that would provide 1/4 G. How does this compare to the required velocity for an orbit at the same altitude? Not over the poles gets a little more > complicated because you have to counteract gravity and provide a Ostensibly, you should be able to give yourself a nudge for the rotation, and only continue thrust for the lift. The added velocity may even reduce the amount of lifting thrust necessary, but that's just a guess. 2B^2
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 13:46:17 -0800
Subject: RE: RE: [FT] Orbit and FT
> From: "B Lin" <lin@rxkinetix.com> > Just look at the Harrier II... Perfect example of what my point was MEANT to be - not that thrust/guidance technology is not yet capable (It IS, I agree), but that energy efficiency technology is not yet capable of sustaining it for long. Take said Harrier, and hold it in place. Now hold it there for a long time. How long will it's tanks hold out? Not as long as it would if the then converted it into forward flight. It's a fuel issue, not a thrust/precision issue. 2B^2
From: Brian Bilderback <bbilderback@h...>
Date: Tue, 12 Mar 2002 13:51:48 -0800
Subject: Re: RE: [FT] Orbit and FT
KH Ranitzsch > Of course, the pull of gravity goes down the further up you go. - like True... > For a spaceship at the height of a geostationanry orbit, you need about Depending on the desired orbital altitude for a given mission. It still costs fuel. Mind you, if we assume the kind of future that the game allows for, we should assume ships efficient enough that this is not a problem. 2B^2
From: Laserlight <laserlight@q...>
Date: Tue, 12 Mar 2002 17:45:26 -0500
Subject: Re: [FT] Orbit and FT
Jerry A said: > So I'm interested in how you apply the gravitational force in this
From: Indy Kochte <kochte@s...>
Date: Thu, 14 Mar 2002 14:22:07 -0500
Subject: Re: [FT] Orbit and FT
> Brian Bilderback wrote: Just a point of real satellite ops, the Hubble Space Telescope's nominal operating height is ~370 miles above sea level. Over the years the wisps of atmosphere drag on it, dropping its orbit anywhere from 20-50 miles in ~3 years. During each Servicing Missions (which we just finished up with a successful 3b last week) the shuttle reboosts the Hubble back up to approx 370 miles (this time I think they only went to 360). The effects of atmospheric drag are relatively negligible in the time frame of a single game/scenario even up a few hundred miles [from a planet very much like our own; obviously other planets with different atmospheric composition, and stellar interactions, will vary this to some extent]. During times of high solar activity, the Earth's atmosphere expands. During low solar activity, it contracts (hence the 20-50 mile drop in our orbit over a period of 3 years). If you are assuming 1 mu is equivalent to 1000 miles, "low Earth orbit" (which is where the Hubble and most other satellites are) is well within 1 mu of the planet. Your lowest orbital band is going to be pretty tight if you want to model atmospheric effects. ;-) Just some stuff to chew on.
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Thu, 14 Mar 2002 22:29:00 +0100
Subject: RE: RE: [FT] Orbit and FT
> Randy Wolfmeyer wrote: > Over the poles, you just have to use thrust to counteract the Err... yes, if you measure the altitude from the center of the planet rather than from the surface. At an altitude of 2*radius of Earth above the *pole* (which is 3*radius from the center of the planet), the required thrust is only 1/9 G. Later,
From: Randy W. Wolfmeyer <rwwolfme@a...>
Date: Thu, 14 Mar 2002 18:20:02 -0600 (CST)
Subject: RE: RE: [FT] Orbit and FT
I think I meant radius instead of altitude there. Oops. Randy Wolfmeyer Dept. of Physics Washington University > On Thu, 14 Mar 2002, Oerjan Ohlson wrote: > Randy Wolfmeyer wrote: