3.4.15 · D4Rocket Flight Mechanics

Exercises — Trajectory optimization — minimum gravity loss, minimum drag loss

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This is your self-test dojo for the parent topic. Every problem is graded L1 → L5. Try it with the solution folded, then unfold. All numbers are machine-checked.

Before we start, one reminder of the alphabet we use — nothing here is assumed:

Figure — Trajectory optimization — minimum gravity loss, minimum drag loss

The two master formulas we will keep reaching for:

One more tool we will use in the harder problems — stated now so it is never a surprise later:


L1 — Recognition

Recall Solution Q1

WHAT: identify which term each extreme angle maximises. Gravity loss integrand is . At , — the largest value can take. So gravity loss is MAXIMUM. Meanwhile, going straight up you punch out of the thick air fastest and keep speed low while still in dense air, so drag loss is (roughly) minimum. WHY IT LOOKS LIKE THIS: in figure s01, the down-arrow lands entirely along the path when the path points straight up — the whole weight fights the motion.

Recall Solution Q2

WHAT: trace each sentence back to the physical thief in its integral. (a) drag loss . WHY: "air resistance" is the drag force ; dividing by and integrating over time gives the eaten — exactly the drag integral. (b) gravity loss . WHY: "gravity pulls against motion" is the along-path piece (the pink arrow in figure s01); its time-integral is the gravity loss. (c) steering loss . WHY: aiming thrust off the velocity by an angle delivers only of it forward; the wasted fraction is the steering loss — see Steering losses and thrust vectoring.

Q1 answer
gravity loss maximum, drag loss minimum, because
Q2c answer
steering loss

L2 — Application

Recall Solution Q3

WHAT: plug into with constant integrand. , and is constant, so the integral is just : WHY: a constant value integrated over time is value × time — the area of a rectangle of height and width .

Recall Solution Q4

WHAT: same formula, new angle. Factor , i.e. it dropped to about of the vertical value. WHY: only changed. Flying shallower means less of gravity opposes your motion.

Recall Solution Q5

WHAT: first find drag force , then the deceleration , then multiply by time. WHY: is deceleration (Newton's 2nd law); held roughly constant over , the speed lost is deceleration × time. See Aerodynamic Drag and Max-Q.

Q3 answer
436.5 m/s
Q4 answer
184.5 m/s (about 42 percent of vertical)
Q5 answer
about 8.06 m/s

L3 — Analysis

Recall Solution Q6

WHAT: compute both, then interpret. B loses half. WHY: gravity loss depends on time spent fighting gravity, not on altitude gained. Burn faster (higher thrust-to-weight) and you spend less time lifting ⇒ less gravity loss. This is exactly the parent's warning: gravity loss is about angle and duration, not height.

Recall Solution Q7

WHAT: we have a sum of two competing terms — the classic see-saw. To find the bottom of a valley, we ask "where is the slope zero?" That is why we differentiate: the derivative is the slope of the loss curve, and the minimum sits where the slope flips from negative to positive. Factor out (nonzero for ): WHAT IT LOOKS LIKE: figure s02 plots the pink gravity term rising with angle, the blue drag proxy falling with angle, and the yellow total . The stationary point is marked with the dotted line — but notice the total curve does not dip there; it is actually a small hump. We resolve this by checking endpoints next.

Recall Solution Q7 (endpoint check — read this too)

Evaluate at candidates:

  • :
  • :
  • : So the stationary point is a maximum of this particular toy model, and the true minimum over the interval is at the endpoint . Lesson: always check endpoints — a zero-derivative point can be a hilltop, not a valley. (Real ascent uses the proxy only for the low-altitude segment; over the whole flight the physical minimum is genuinely interior. Here we test your calculus rigour.)
Q6 answer
A=485 m/s, B=242.5 m/s; B wins by burning faster
Q7 stationary angle
about 12.84 degrees (which is a maximum of this toy model; true min at 90 degrees endpoint)

L4 — Synthesis

Recall Solution Q8

WHAT: apply the turn-rate law from the opening formula box. Convert: . WHY: only the cross-path gravity curves the trajectory, for free. The turn is slow because is already moderate — this is why the initial pitch kick must be planted while is small.

Recall Solution Q9

WHAT: rearrange the bookkeeping identity. WHY: the ideal from Tsiolkovsky is split among useful orbital speed and the three thieves. Solve for the one unknown. Note gravity loss () dwarfs drag () — the topic's central fact.

Q8 answer
about -0.581 deg/s
Q9 answer
1170 m/s

L5 — Mastery

Recall Solution Q10

WHAT & WHY: the turn-rate equation ties and together. To get time from angle change, we separate the two variables onto opposite sides — that's the whole point of "separation of variables": collect all on the left, all on the right, then integrate each independently. Compute each end (angles in radians for the trig, values are unitless):

  • at : ,
  • at : , WHAT IT LOOKS LIKE (figure s03): the yellow curve is nearly flat near (turn rate is tiny when vertical) then steepens as falls toward the blue target line. That flat start is why you must begin the kick early — the vehicle barely turns while near-vertical.
Recall Solution Q11

WHAT: plug into the steering-loss integral with constants. , so : WHY: aiming thrust off-velocity by delivers only of it forward; the lost fraction is pure waste. The gravity turn keeps and pays nothing — that is its elegance (see Steering losses and thrust vectoring). Small looks cheap here, but over a long forced turn it accumulates, and larger grows the loss as (since ).

Q10 answer
about 119.4 s
Q11 answer
about 4.38 m/s (vs 0 for the gravity turn)

Recall Feynman check: say it back in one breath

A rocket has one fuel budget (). Three thieves nibble it: gravity (biggest, ~1 km/s, worse the more vertical and the longer you burn), drag (small, worst when fast in thick air), and steering (worst when you point the engine sideways). The clever trick is the gravity turn: tip over a hair at the start, then let gravity itself swing your velocity horizontal for free — paying zero steering, spending just enough time vertical to dodge the drag wall.