Visual walkthrough — Gravity assist (slingshot) — patched conic, v-infinity vectors
Step 1 — An arrow is a speed and a direction
WHAT. Before any physics, we agree on one tool: a velocity vector. Draw it as an arrow. Its length means "how fast" (say, in km/s), and where it points means "which way it's going."
WHY this tool and not just a number? A plain number (a "speed") can only get bigger or smaller. But a slingshot's whole trick is to change direction while keeping length the same — and a bare number cannot describe a direction. So we need arrows. We will spend the entire page manipulating two arrows.
PICTURE. Look at the figure. The blue arrow is the spacecraft's velocity. Its foot (tail) is where the craft is; its head (tip) points where it heads next; its physical length is the speed. Two arrows are "equal" only if they match in both length and direction.

Step 2 — Two frames = two people watching
WHAT. We introduce reference frames: a frame is simply "who is watching, and are they moving?" We use two watchers. One rides along with the planet (the planet frame). One stands still relative to the Sun (the Sun frame, or heliocentric frame).
WHY two frames? Because the same flyby looks totally different to the two watchers, and the entire paradox ("free speed") lives in the gap between their two views. To the planet-rider, nothing surprising happens. To the Sun-watcher, the craft speeds up. Both are correct.
PICTURE. The planet moves through space with its own velocity — call it (green arrow, the Planet's velocity in the Sun frame). Separately, the planet-rider watches the craft and measures its own arrow for the craft; call that arrow for now (blue). To convert what the planet-rider sees into what the Sun-watcher sees, we add the green arrow back.

The subscript reads "spacecraft, relative to the Sun." Read every "" as " as seen by ." In Step 3 we will give this planet-frame arrow its proper name.
Step 3 — In the planet's frame, only the direction can change
WHAT. Meet the star of the show — the planet-frame arrow from Step 2, now measured "far away." At the edge of the region where the planet's gravity still matters, the sphere of influence, this arrow gets its official name: , the craft's velocity as the planet-rider sees it at infinity. Its length is the hyperbolic excess speed. (So and are the same arrow; from here on we only use .)
WHY does the length stay fixed? Gravity is conservative: swing toward the planet and back out and you leave with exactly the speed you came in with (relative to the planet). Let's prove it with the one energy statement of the two-body problem:
Here is the specific orbital energy (energy per kilogram) and it is constant the whole flyby. Far away, , so the second term dies (), leaving
Since never changes, the incoming and outgoing lengths are equal: .
PICTURE. In the planet frame the incoming blue arrow and outgoing blue arrow have the same length — they both just touch a dashed circle of radius . All the flyby can do is swing the arrow around that circle.

Step 4 — The path bends: how much? (the turn angle)
WHAT. The craft doesn't pass in a straight line — the planet's gravity bends it. The angle between the incoming blue arrow and the outgoing blue arrow is the turn angle (Greek "delta," here a swing angle).
WHY a hyperbola, and why does that set ? Because (the craft has leftover speed at infinity), the orbit is unbound — it is a hyperbola, an open curve with two straight-line asymptotes. The incoming and outgoing point exactly along those two asymptotes. So "how sharply does the velocity turn" is "how wide is the hyperbola" — captured by the eccentricity (how open the curve is; is a parabola, is a straight line).
The shape follows from energy and angular momentum; evaluated at closest approach it collapses to
and the geometry of a hyperbola's asymptotes gives the clean link
WHY the sine, and why half of ? Drop a line from the planet to the corner where the two asymptotes cross. That line splits the turn into two equal halves of . In the right triangle formed there, the side "opposite" the half-angle over the "hypotenuse" is — that ratio is the sine of the half-angle. So answers "which half-angle has this openness?"
PICTURE. The hyperbola with its two asymptotes; the blue in-arrow and out-arrow lie along them; the turn angle is marked between them, and is the closest the curve gets to the planet.

Step 5 — Add the planet's arrow back: the speed changes
WHAT. Now we cross back into the Sun frame using Step 2's rule. We add the green planet arrow to the blue — before and after the turn.
WHY does the length now change even though didn't? Because we rotated the blue arrow (Step 4) and then added a fixed green arrow. Rotating one side of a triangle changes the length of the third side. The third side is the Sun-frame velocity — that's the one we care about.
PICTURE. Two triangles share the same green base .
- Incoming: blue points against the green , so the tip-to-tail sum (the red Sun-frame arrow) is short — the craft is slow.
- Outgoing: the same-length blue arrow, now rotated by , points more along green , so the red sum is long — the craft is fast.
Same blue length, different red length. That difference is the free boost.

Step 6 — The hard ceiling: you can never beat
WHAT. How big can the boost get? The best case is a full flip: the blue arrow reverses direction ().
WHY exactly ? The blue arrow's tip is stuck on a circle of radius (Step 3). The largest possible difference between two points on that circle is its diameter — from one side clean across to the other — which is . No flyby, no planet, no matter how massive, can move the tip farther than across the circle.
PICTURE. The -circle. Incoming blue points left, outgoing blue points right after a flip; the change (red) spans the full diameter .

Step 7 — Which side you pass decides gain vs. loss
WHAT. The turn is fixed in size by , but you choose its sense by choosing which side of the planet you fly.
WHY does side matter? Passing behind the planet (through its wake) rotates the blue arrow toward — the outgoing red arrow lengthens → speed gain. Passing in front rotates it toward → speed loss (deliberately used to slow down, e.g. MESSENGER braking into Mercury).
PICTURE. Same planet, two trajectories. Behind-pass: red Sun-frame arrow grows. Front-pass: red arrow shrinks. Identical physics, opposite outcome — your choice of geometry.

Explain the choice
Worked numbers, re-checked visually
The one-picture summary
Everything on this page is one image: a fixed-length blue arrow whose tip rides a circle, plus a fixed green planet arrow added at both ends. The turn angle (set by how close and slow you fly) swings the blue arrow; adding green converts blue's rotation into a red length change; the red change can never exceed the circle's diameter, .

Recall Feynman retelling — say it back in plain words
Picture the spacecraft's speed relative to the planet as an arrow of fixed length — gravity is a conservative force, so a swing-by can never make that arrow longer or shorter, only spin it. How far it spins (the turn angle ) depends on how close and how slowly you skim: closer and slower bends more, because the flyby hyperbola is tighter (eccentricity nearer to 1). Now remember the planet itself is sailing around the Sun carrying its own arrow. To find the craft's speed the way the Sun sees it, you glue the planet's arrow onto the craft's arrow, tip to tail. Spin the craft's arrow and then glue — and the third side of that little triangle, the Sun-frame speed, changes length even though the craft's own arrow never did. Fly behind the planet and the arrows line up: you gain speed. Fly in front and they oppose: you lose speed. And the very most you can ever gain is twice your excess speed, because the craft's arrow-tip is trapped on a circle and the farthest it can jump is straight across the diameter. No fuel spent, no law broken — the planet paid, losing an amount of orbital speed too small to ever notice.
Recall Which two things stay fixed and which one moves, through the whole flyby?
Fixed: the length of the craft's planet-frame arrow, and the planet's arrow . Moving: the direction of the blue arrow, rotated by — and that rotation is what changes the Sun-frame (red) speed.