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Ron Wanttaja wrote:
Anyway, you do have it backwards...orbital velocity decreases with circular orbit altitude. ~25,200 FPS at 200 nm, ~10,100 FPS at geosynchronous altitude (~19320 NM). You're right about the potential energy, though. Dropping from geosynchronous altitude to ground level, you'll hit the atmosphere at over 23,000 miles per hour. And if you're an old-timer like BOb, you'll have the turn-signal flashing the entire way.... Ron Wanttaja So? To catch up with the guy in front of you, you first slow down? |
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On Thu, 24 Jun 2004 08:33:29 GMT, Richard Lamb
wrote: Ron Wanttaja wrote: Anyway, you do have it backwards...orbital velocity decreases with circular orbit altitude. ~25,200 FPS at 200 nm, ~10,100 FPS at geosynchronous altitude (~19320 NM). You're right about the potential energy, though. Dropping from geosynchronous altitude to ground level, you'll hit the atmosphere at over 23,000 miles per hour. And if you're an old-timer like BOb, you'll have the turn-signal flashing the entire way.... So? To catch up with the guy in front of you, you first slow down? Precisely. Think of it in terms of angular rate. If you're both in the same 90-minute equatorial orbit, you're traveling around the Earth at an angular rate of four degrees of longitude per minute. To catch up to the guy in front, you need to increase your angular rate, e.g., an orbit with a shorter period. The angular rate is inversely proportional to orbit altitude...LEO (Low Earth Orbit) satellites are at a few hundred miles and go around the Earth in 90 minutes or so, but Geosynchronous satellites are at ~19300 NM and take a full 24 hours to orbit the Earth. The velocities needed to maintain the orbit are lower, and the circumference of the orbits is longer...you're not only flying slower to start with, but the distance you have to travel for one orbit is longer. So... if your buddy is a few hundred miles ahead of you in LEO, you slow up. This lowers your average orbit altitude and decreases your orbit period. You've now got a period, say, of 88 minutes and an angular rate of 4.1 degrees a minute. Every minute, you're 0.1 degrees (roughly 6 nautical miles, in LEO) closer. You're also slightly below your buddy, but when you catch up, you increase your speed, which raises your orbit. Mind you, if your friend had been only a hundred feet in front of you, you just would have popped your little thrusters and flown directly to him. It will perturb your orbit, but would be minor compared to normal orbit maintenance maneuvers. Compare it to having to climb 10 feet in an airplane vs. 10,000 feet. You'll just tug the stick back slightly for the first case, but add power for the second. Otherwise, though, orbit mechanics is *definitely* non-intuitive to an aircraft pilot. In an airplane, we're always concerned about how far we can fly, and can easily change directions if we desire. The situation is exactly opposite in orbit... the vehicle has nearly unlimited range, but a change in compass course is prohibitively expensive. Ron Wanttaja |
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On Thu, 24 Jun 2004 05:28:59 GMT, Ron Wanttaja
wrote: Anyway, you do have it backwards...orbital velocity decreases with circular orbit altitude. ~25,200 FPS at 200 nm, ~10,100 FPS at geosynchronous altitude (~19320 NM). You're right about the potential energy, though. Dropping from geosynchronous altitude to ground level, you'll hit the atmosphere at over 23,000 miles per hour. And if you're an old-timer like BOb, you'll have the turn-signal flashing the entire way.... Thanks. I've had an aversion to orbits ever since an undergraduate dynamics final exam question: "There is an object over the pole. It's polar coordinates and velocity are _______. Should we launch a counterstrike?" A question from a world which is now mostly gone. RWR, RIP. An example of the velocity-altitude plot I mentioned is at: http://www.ase.uc.edu/~munday/pics/trajectories.ppt You can see Mach 3 is a long way from the STS (Shuttle) LEO return. I assume AOTV is that winged orbit transfer trick you refered to, Ron. -- David Munday - Webpage: http://www.ase.uc.edu/~munday "Adopt, Adapt, and Improve" -- Motto of the Round Table |
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Ron Wanttaja wrote:
You're right about the potential energy, though. Dropping from geosynchronous altitude to ground level, you'll hit the atmosphere at over 23,000 miles per hour. And if you're an old-timer like BOb, you'll have the turn-signal flashing the entire way.... Ron Wanttaja Hey Ron, help me out some more here on rec.aviation.homebuilt.spacecraft. For the reentry phase from orbit... For the sake of argument (and ignoring the increased fuel required) wouldn't slowing down too much before reentry be a problem? Steeper path, higher G load, and even more reentry heat? Richard (air breathing, gravity bound) Lamb |
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On Fri, 25 Jun 2004 01:03:41 GMT, Richard Lamb
wrote: Hey Ron, help me out some more here on rec.aviation.homebuilt.spacecraft. For the reentry phase from orbit... For the sake of argument (and ignoring the increased fuel required) wouldn't slowing down too much before reentry be a problem? Steeper path, higher G load, and even more reentry heat? Like I said on an earlier post, I don't have much background on re-entry physics. But I think it's possible to deorbit going slowly at a fairly shallow angle...you just have to time the deorbit burn properly. But one thing you can't do is "slow fly" a satellite. For any given speed, for any given velocity vector, there is only one possible orbit. Sure, you can probably increase your angle of attack and do a "skip", but that just means that on the other side of the world, you're going to come down at a much steeper angle. Kinda like bouncing a landing without the ability to add a burst of power to catch the bounce. Ron Wanttaja |
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On Fri, 25 Jun 2004 03:41:16 +0000, Ron Wanttaja wrote:
On Fri, 25 Jun 2004 01:03:41 GMT, Richard Lamb wrote: Hey Ron, help me out some more here on rec.aviation.homebuilt.spacecraft. For the reentry phase from orbit... For the sake of argument (and ignoring the increased fuel required) wouldn't slowing down too much before reentry be a problem? Steeper path, higher G load, and even more reentry heat? Like I said on an earlier post, I don't have much background on re-entry physics. But I think it's possible to deorbit going slowly at a fairly shallow angle...you just have to time the deorbit burn properly. But one thing you can't do is "slow fly" a satellite. For any given speed, for any given velocity vector, there is only one possible orbit. Sure, you can probably increase your angle of attack and do a "skip", but that just means that on the other side of the world, you're going to come down at a much steeper angle. Kinda like bouncing a landing without the ability to add a burst of power to catch the bounce. I'm having one of those moments... I had always wondered why you couldn't dolphin in and out of the earth's atmosphere, cooling down in between hops. AC |
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On Fri, 25 Jun 2004 05:41:36 +0100, anonymous coward
wrote: But one thing you can't do is "slow fly" a satellite. For any given speed, for any given velocity vector, there is only one possible orbit. Sure, you can probably increase your angle of attack and do a "skip", but that just means that on the other side of the world, you're going to come down at a much steeper angle. Kinda like bouncing a landing without the ability to add a burst of power to catch the bounce. I'm having one of those moments... I had always wondered why you couldn't dolphin in and out of the earth's atmosphere, cooling down in between hops. I think you'd re-enter at steeper and steeper angles each time, since you lose velocity at each encounter with the atmosphere. I suspect, at some point, you can't "pull out" and may break up due to the overly steep re-entry. Just a guess, mind you. Ron Wanttaja |
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Ron Wanttaja wrote:
Like I said on an earlier post, I don't have much background on re-entry physics. But I think it's possible to deorbit going slowly at a fairly shallow angle...you just have to time the deorbit burn properly. Me either, Ron. And I don't think my Holiday Inn Express line is gonna work on this one, either. I thought I'd try to see if I could at least set the problem up. Hey, it's only calculus, right? But I found nothing there I could get hold of except the (obvious) arrogance of ignorance. Humbling... For a body in motion, the first derivative gives the rate of change in position per unit time (i.e.: speed = rate of change of position per second) If the object is accelerating, the second derivative gives the rate at which the first derivative is changing, or the rate of change in speed (acceleration = rate of change in position per second per second). Third derivative gives the rate of change in acceleration (what the physics guys call 'jerk' = rate of change of position per second per second per second). Like the way an old car jerks if there is too sudden a change is how it is accelerating. Quoting Martin Gardner, "Beyond the third, higher order derivatives are seldom needed. This testifies to the fortunate fact that the universe seems to favor simplicity in it's fundamental laws". BUT Simplicity is relative. On orbit, our ship is in steady state unaccellerated motion, right? Well, not exactly. Due to the curved path of the orbit there is an 'outward' centrifugal force that is exactly opposed by the opposite 'inward' centripetal force (of gravity). So our steady state 'unaccelerated' motion is actually a _second_ derivative from the straight line path (ASSUMING the orbit path is perfectly circular?). therefore Adding an acceleration to our _forward_ motion (second and third derivatives) causes an immediate third derivative reaction of the orbital altitude, i.e.: motion inward (if slowing) or outward (if speeding up). If I'm not too badly mistaken, we are up to the SIXTH derivative, and still haven't accounted for any deviation that would result if the acceleration vector is not EXACTLY aligned with the true orbital path in both pitch and yaw. Taking those into account, we are looking at the TWELFTH derivative just to predict what's going to happen when we try to change speed. If we are off in pitch, I think the end result would be an oscillation in the the orbital path. Think about an AC electrical signal imposed on a DC carrier. If we were thrusting straight 'outward', the thrust pushes us to a highe altitude that our orbital velocity will not be able to maintain. As soon as the thrust is removed, and momentum decays, we will drop back down, gaining inward momentum on the way, which will cause an 'undershoot' of our previous altitude, which will again bleed off momentum until we go back 'up', and over shoot again. There is probably going to be a fairly strong damping effect that will eventually (sota) stabilize at the original altitude, but I haven't a clue how to set THAT one up... Sheesh! Rocket Science.... |
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