WHAT: Hume speed ki rate of change chahiye, yaani V˙. WHY: speed velocity arrow ki lambai hai, aur sirf tangential (along-V) rule lambai ko change karta hai. Isliye hum use karte hain
V˙=mT−D−gsinγ.
Climb ke against gravity term −gsinγ hai. Figure mein yeh "down" arrow ka shadow hai jo velocity arrow ke peeche ki taraf project hota hai.
(b) climb rate → h˙=Vsinγ (velocity arrow ka vertical component).
(c) tezi se jaana → V˙ rule (arrow ki lambai badhti hai).
Parent se Mnemonic:S-along, C-across — sine gravity ko speed se jodta hai, cosine usse turning se.
WHAT: speed-rate compute karo. WHY: tangential rule. KAISA DIKHTA HAI: thrust arrow ko stretch karta hai, drag + gravity ka along-shadow usse shrink karta hai.
V˙=12000350000−45000−9.81sin50∘=25.4167−7.5147=17.90m/s2.
Recall Solution
WHY γ˙ rule: hume chahiye ki arrow kaise mude, na ki uski lambai.
Full turning rule se shuru karo aur L=0 rakho:
γ˙=mVL−mgcosγ=mV0−mgcosγ=mV−mgcosγ.m kyun cancel ho jaata hai? Numerator mein jo term bacha hai usme m ka ek factor hai (weight mgcosγ hai), aur denominator mein bhi ek m hai. Woh common factor upar-neeche cancel ho jaata hai — bhaari ho ya halka, gravity direction ko same rate se bend karta hai (sirf speed V matter karti hai). Isliye hum lift-free turning rule bina mass ke likh sakte hain:
γ˙=−Vgcosγ=−4209.81cos50∘=−4206.3057=−0.015014rad/s.
Convert karo: −0.015014×π180=−0.860deg/s. Negative kyunki gravity hamesha arrow ki tip ko neeche kheenchti hai.
Recall Solution
V=420 lambai ka velocity arrow right-triangle trig se horizon aur vertical par split hota hai:
x˙=420cos50∘=269.96m/s,h˙=420sin50∘=321.75m/s.
γ˙=−Vgcos0∘=−1809.81(1)=−0.0545rad/s=−3.12∘/s.Isko padhna:γ=0 par cosine maximum hai, isliye gravity ki turning power yahaan sabse strong hai — arrow bilkul apex par sabse tezi se neeche tip karta hai. Isliye trajectories upar "round over" karti hain: flat part woh jagah hai jahan gravity sabse zyada bend karti hai.
Recall Solution
V˙=50000−8000−9.81sin(−30∘)=−1.6−9.81(−0.5)=−1.6+4.905=+3.305m/s2.Isko padhna:γnegative hai, isliye sinγ<0, isliye gravity term ka sign flip hota hai aur woh motion ko help karta hai — dive mein speed badhti hai. Sirf drag use slow karta (−1.6), lekin gravity ka downhill pull (+4.905) jeet jaata hai. Yeh tezi ho raha hai.
Speed:V˙=30000900000−120000−9.81sin75∘=26−9.4767=16.523m/s2.Turn:γ˙=−2509.81cos75∘=−2502.5389=−0.010156rad/s(=−0.582∘/s).Position:x˙=250cos75∘=64.70m/s,h˙=250sin75∘=241.48m/s.Mass:m˙=−Ispg0T=−290×9.81900000=−316.4kg/s.WHY mass rule: yeh parent mass-flow rulem˙=−T/(Ispg0) hai — yeh kehta hai ki propellant us rate se nikalta hai jo thrust ko exhaust efficiency (Ispg0 effective exhaust speed hai) se divide karne par milti hai. Hum ise isliye include karte hain kyunki baaki chaar rules quietly m ki ek value assume karte hain; jaise jaise m shrink hota hai, wahi thrust zyada zyada acceleration kharidta hai, isliye trajectory ko honestly aage badhane ke liye hume m track karna hoga.
Story: abhi bhi steep climb kar raha hai aur zor se accelerate kar raha hai, barely turn ho raha hai (steep γ ⇒ chota cosγ), har second ~316 kg propellant jala raha hai.
Recall Solution
Euler = "maano rate chhote step ke liye constant rahi, utni door chalo."
V≈250+16.523(2)=283.05m/s.γ≈75∘+(−0.582∘/s)(2)=73.836∘.h≈h0+241.48(2)=h0+482.96m.
Arrow lamba hua, thoda side jhuka, aur 2 s mein ~483 m upar gaya. Neeche wali figure exactly yahi step draw karti hai: magenta arrow start par velocity direction hai (γ=75∘), aur orange segment woh jagah hai jahan ek single Euler step un 2 seconds mein point mass ko le jaata hai — notice karo yeh along (x) se kahin zyada upar (h) jaata hai kyunki γ steep hai, jo h˙≫x˙ se match karta hai.
γ=90∘ daalo: cos90∘=0, isliye
γ˙=−Vgcos90∘=−Vg⋅0=0.γ˙=0 ke saath, γ kabhi 90∘ se nahi hatega — vertical, vertical hi rehta hai. Aur sin90∘=1 deta hai
V˙=mT−D−g⋅1=mT−D−g,
exactly ideal one-dimensional rocket. Kyun samajh aata hai: seedha upar, gravity ka turning shadow (cos) vanish ho jaata hai aur uska braking shadow (sin) total ho jaata hai.
Recall Solution
γ˙=−Vgcosγ⟶−∞as V→0+.Iska matlab: near-zero speed par zara si off-vertical tilt arrow ko wildly swing kar deti — model blow up ho jaata hai. WHY reality mein nahi hota: lift-off par rocket vertical hold kiya jaata hai (γ=90∘, isliye cosγ=0 chhote V ko cancel karta hai), aur sirf speed build hone ke baad ek small pitch-over introduce kiya jaata hai. Tab cosγ abhi bhi chota hai aur V ab bada hai, isliye γ˙ gentle hai. Woh controlled hand-off exactly Gravity Turn Trajectory hai: pitch over karo tabhi jab speed ho, aur gravity ko bending free mein karne do.
Recall Solution
WHY full rule: yahaan direction sirf gravity se nahi balki aerodynamic force L se bhi change hoti hai, isliye hume L term rakhna hoga:
γ˙=mVL−mgcosγ=6000⋅20080000−6000⋅9.81⋅cos10∘.
Numerator: 80000−6000(9.81)(0.98481)=80000−57967.3=22032.7. Denominator: 1,200,000.
γ˙=120000022032.7=+0.018361rad/s=+1.052∘/s.Isko padhna:γ˙ ab positive hai — path upar bend ho raha hai. Lift (80 kN) ne gravity ke perpendicular shadow (mgcosγ≈58 kN) ko beat kiya, isliye net sideways force velocity arrow ko neeche ki jagah upar curl karti hai. Yeh ek aerodynamic (lift-driven) turn hai, gravity turn ka ulta: wings, gravity nahi, arrow ko steer karti hain. L=0 set karo aur familiar γ˙=−gcosγ/V<0 wapas milta hai.
Recall Solution
(a) Speed loss∝sinγ. sin70∘>sin20∘, isliye steeper (70∘) rocket gravity ko zyada speed deta hai — climbing mein energy lagti hai.
(b) Turn rate∝cosγ. cos20∘>cos70∘, isliye shallower (20∘) rocket tezi se bend karta hai — horizon ke paas gravity ka sideways pull dominant hai.
Picture: jaise arrow vertical se horizontal ki taraf tip karta hai, "along" shadow shrink hota hai aur "across" shadow badhta hai — sine aur cosine roles trade karte hain. Yeh single trade-off har ascent-profile design ki jaan hai.
lambai change karta hai, aur kaun sa uski direction?
Lambai (speed) → V˙=(T−D)/m−gsinγ. Direction (turning) → γ˙=(L−mgcosγ)/(mV).
Recall Dive (
γ<0) mein drag hote hue bhi rocket speed kyun badhata hai?
Kyunki −gsinγ positive ho jaata hai jab γ<0 (gravity ab motion ke along kheenchti hai); agar yeh drag ko beat kare, toh V˙>0.
Do shadows reveal karo
Weight gsinγalong velocity (speed brake/aid karta hai) aur gcosγacross velocity (path turn karta hai) mein split hoti hai.
Turning fixed V ke liye sabse tez kahan hai?
γ=0 par, jahan cosγ=1 maximum hai — apex sabse zyada round over karta hai.
Path apne aap upar kab bend ho sakta hai?
Jab lift gravity ke perpendicular shadow ko beat kare, L>mgcosγ, γ˙>0 banate hue.