3.4.14 · D4 · HinglishRocket Flight Mechanics

ExercisesPitch program — open-loop pitch-over

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3.4.14 · D4 · Physics › Rocket Flight Mechanics › Pitch program — open-loop pitch-over

Shuru karne se pehle, ek picture jo har symbol ka matlab fix kar deti hai.

Figure — Pitch program — open-loop pitch-over

kyun aur kyun nahi? Gravity hamesha seedha neeche point karti hai. Jab tum us downward pull ko "velocity ke along" aur "velocity ke across" mein split karte ho, toh across wala hissa — jo akela arrow ko rotate karta hai — hota hai. Figure mein right triangle dekho: jab rocket vertical ho (), velocity upar point kar rahi hai, gravity neeche, dono anti-parallel hain, toh gravity ka koi bhi hissa sideways nahi — aur sach mein hota hai.


Level 1 — Recognition

L1.1

Apne shabdon mein batao ki pitch program ke liye "open-loop" ka kya matlab hai, aur ek ideal gravity turn mein physically turning kya karta hai.

Recall Solution

Open-loop: commanded pitch angle ek fixed function of time hota hai, flight se pehle decide kiya gaya, wahan se recompute nahi hota jahan rocket actually hai. (Ek attitude loop us command ko track zaroor karta hai — open-loop command ke baare mein hai, na ki loop ke baare mein.) Rocket ko kya turn karta hai: gravity. Ek chhoti si initial kick ke baad, gravity ka sideways component velocity vector ko bend karta hai; engine body axis ke along pointed rehta hai near-zero angle of attack ke saath.

L1.2

Jis instant rocket seedha upar point kar raha ho (), us waqt uska turn rate kya hoga? Formula se explain karo.

Recall Solution

, isliye Ek bilkul vertical rocket ka zero turn rate hota hai — gravity exactly velocity ke opposite hai, uska koi bhi hissa sideways nahi. Yahi wajah hai ki tumhe ek kick chahiye: thoda vertical se tipe bagair, hi rehta hai aur rocket kabhi turn shuru nahi karta.


Level 2 — Application

L2.1

Ek rocket , , par hai. ko aur mein compute karo.

Recall Solution

. Convert karo: , isliye Rocket sirf kareeb har second mein turn karta hai — na ke barabar. Yahi wajah hai ki initial kick ko actively turn shuru karna padta hai.

L2.2

Wohi lekin ek slower vehicle, . compute karo aur batao ki yeh L2.1 se kaise compare karta hai.

Recall Solution

Exactly double L2.1 rate, kyunki aur humne half kar diya. Ek slow rocket gravity-turn faster karta hai, isliye usse ek chhoti initial kick chahiye.

L2.3

Ek rocket max-Q cross kar chuka hai aur , par hai. ko mein nikalo.

Recall Solution

. Bhaale hi bahut bada hai, se kaafi bada hai, isliye turn rate kick-over se zyada hai. Turn accelerate hota hai jaise girta hai — jab tak itna na badh jaaye ki usse slow kar sake.


Level 3 — Analysis

L3.1

Algebraically dikhao ki speed half karne se turn rate double ho jaata hai, baaki sab same rehne par. Phir predict karo agar ko instead se multiply kiya jaaye (L2.1 value se shuru karke).

Recall Solution

Rate ko ke function mein likho: . ko se replace karo: half karne se magnitude double hoti hai — confirmed. ke liye: .

L3.2

Kis flight-path angle par gravity ka sideways (turning) component exactly full gravity magnitude ka half hoga? ke liye solve karo aur picture se interpret karo.

Recall Solution

Sideways component hai. Hum chahte hain , yaani ( poochh raha hai "kaunse angle ka yeh cosine hai?" — yeh ko undo karta hai.) par, gravity ka aadha hissa velocity turn karne mein busy hai aur aadha path ke saath climb ke against lad raha hai. Jaise ki taraf girta jaata hai, aur gravity ka poora hissa arrow turn karta hai — lekin tab tak bohut bada hota hai, isliye actual turn rate phir bhi modest hoti hai.

L3.3

Do candidate kicks initial angles aur dete hain. use karte hue, same aur ke saath, dono initial turn rates compute karo aur explain karo ki kick mein ka farq poore ascent par itna bada effect kyun daalta hai.

Recall Solution

, . Ratio hai kick teen guna tez turn karta hai shuru se hi. Kyunki ke paas bahut chhota aur steep hai, ek tiny angle change initial rate ko bahut zyada swing kar deta hai; yeh ek self-amplifying bend ko seed karta hai (zyada turn → bada → zyada turn), isliye burnout angle wildly different ho jaata hai. Yahi sensitivity hai jis wajah se pitch-over ko carefully tune karna padta hai.


Level 4 — Synthesis

L4.1

Vector force balance se shuru karke, drag-free gravity turn ke liye derive karo jahan thrust velocity ke along ho. Har step ka WHAT aur WHY batao.

Recall Solution

Setup (WHAT): point mass, speed , flight-path angle , thrust ke along (zero angle of attack), gravity neeche. Forces ko "along " (tangential) aur "across " (normal) mein split karo. Normal balance (WHY): sirf woh gravity ka hissa velocity vector ko rotate kar sakta hai jo uske perpendicular ho. Figure s01 ke triangle se, woh hissa hai, ko downward bend karne ki direction mein point karta hua. Path ke across Newton's law (centripetal form) hai: Left side hai mass (arrow ke turning ka rate speed) — yaani sideways acceleration. Minus sign: gravity ko neeche turn karti hai. cancel karo (WHY): mass dono sides par aata hai, isliye drop out ho jaata hai — turn rate is baat par depend nahi karta ki rocket kitna bhaari hai, sirf , , par:

L4.2

Ek designer chahta hai ki kick-over par turn rate exactly ho. Kick-over par aur hai. Kick par rocket ki speed kitni honi chahiye?

Recall Solution

Target convert karo: . ke liye formula solve karo: ke saath: Toh kick tab command ki jaani chahiye jab vehicle ke paas ho taaki woh turn rate mile.


Level 5 — Mastery

L5.1

Time eliminate karke nikalo. Tangential (drag neglected) aur normal diye hue hain, aur constant hai, dikhao ki Phir par ke liye ka sign evaluate karo, aur batao iska kya matlab hai.

Recall Solution

Time eliminate karo (WHY): hum jaanna chahte hain ki speed angle par kaise depend karti hai, clock par nahi, isliye dono rate equations divide karo — cancel ho jaata hai: likho (kyunki ):

= \frac{v(n-\sin\gamma)}{-\cos\gamma}. \qquad\blacksquare $$ **$\gamma = 30^\circ$, $n = 1.5$ par sign:** $\sin 30^\circ = 0.5$, $\cos 30^\circ = 0.8660$. $$ \frac{dv}{d\gamma} = \frac{v(1.5 - 0.5)}{-0.8660} = \frac{v(1.0)}{-0.8660} = -1.1547\,v. $$ Kyunki $v > 0$ hai, $dv/d\gamma < 0$ hai. Jaise rocket turn over karta hai ($\gamma$ **decrease** hota hai), $v$ **increase** hota hai — ek girta hua $\gamma$ aur negative $dv/d\gamma$ ka matlab hai speed badhti hai jaise path flatten hota hai. Acha: vehicle orbit ki taraf flatten hote hue speed gain karta hai.

L5.2

Woh flight-path angle dhundo jis par ho ke liye, aur ise thrust-to-weight ratio aur gravity loss ke terms mein interpret karo.

Recall Solution

ke liye numerator chahiye. Kyunki : Lekin hamesha hota hai, aur yahan hai, isliye aisa koi nahi — numerator kabhi zero nahi hota. Physically: kyunki thrust path ke har jagah weight se zyada hai (), along-path acceleration har angle par positive rehta hai (), isliye rocket hamesha speed up ho raha hai. Sirf agar ho (thrust weight se kam) toh ka koi solution ho sakta hai, ek angle mark karta hua jahan climbing losses thrust ko exactly kha jaate hain aur momentarily badhna band kar deta hai.


Recall Quick self-check

at ::: Zero — koi sideways gravity nahi, kick ke bagair koi turn nahi. Effect of halving on turn rate ::: Use double kar deta hai (). Does mass appear in ? ::: Nahi — yeh normal force balance mein cancel ho jaata hai. Sign of during ascent ::: Negative — se ki taraf girta hai.