So, I'm currently devising a very simple trajectory solver for my game. The difficulty is that the game should actually calculate trajectories and maneuvers based on the character's skill, which is a bit more tough than just giving the a player a couple of sliders to fiddle with their DV themselves and see where they end up.
So far the going is tough, but steady. I've got two-tangent transfers (Hohmann) figured out completely, both outwards and inwards, and I have a generic solution for calculating outwards one-tangent burns. For the most part, the equations from http://www.braeunig.us/space/orbmech.htm have been invaluable.
However, I'm hitting a snag with inwards one-tangent burns, because said website doesn't cover them. I'm also facing the problem that I don't really know what I'm doing, just dropping equations I don't understand into a context which I halfways do. I understand enough of what's going on to say that equations 4.67 to 4.71 (still on this website) are not going to work just like that when applied to what is effectively the inverse problem (an orbit coming from a higher apoapsis intersecting an orbit with a higher periapsis), but I don't understand them enough to have any chance at rearranging them.
If anybody could give me that set of 5 equations from 4.67 to 4.71 adapted for the problem of a higher orbit intersecting a lower while falling in, I would be extremely grateful. I figure that at least 4.67 and 4.68 need to be rearranged, the rest might actually work out once those two return the correct result, but I'm far from sure of that...
Note: Origin and target orbits can be considered circular for this. I'm not going to make my life unnecessarily complicated...
So far the going is tough, but steady. I've got two-tangent transfers (Hohmann) figured out completely, both outwards and inwards, and I have a generic solution for calculating outwards one-tangent burns. For the most part, the equations from http://www.braeunig.us/space/orbmech.htm have been invaluable.
However, I'm hitting a snag with inwards one-tangent burns, because said website doesn't cover them. I'm also facing the problem that I don't really know what I'm doing, just dropping equations I don't understand into a context which I halfways do. I understand enough of what's going on to say that equations 4.67 to 4.71 (still on this website) are not going to work just like that when applied to what is effectively the inverse problem (an orbit coming from a higher apoapsis intersecting an orbit with a higher periapsis), but I don't understand them enough to have any chance at rearranging them.
If anybody could give me that set of 5 equations from 4.67 to 4.71 adapted for the problem of a higher orbit intersecting a lower while falling in, I would be extremely grateful. I figure that at least 4.67 and 4.68 need to be rearranged, the rest might actually work out once those two return the correct result, but I'm far from sure of that...
Note: Origin and target orbits can be considered circular for this. I'm not going to make my life unnecessarily complicated...
Last edited: