3.5.54 · D1Guidance, Navigation & Control (GNC)

Foundations — Terminal descent — velocity vector alignment, touchdown constraints

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Before you can read the parent note, you need every symbol it throws at you to feel obvious. This page builds them one at a time, from nothing. If you have never seen a bold arrow-letter like before, start here and do not skip.


0. The stage: position, and what "up" means

Everything happens in ordinary 3-D space, like a room. To talk about where the lander is, we pin three number-lines (axes) to the ground: (east), (north), (up). Any point is then three numbers: how far east, how far north, how far up.

Figure — Terminal descent — velocity vector alignment, touchdown constraints
Figure 1 — The three axes with horizontal and pointing up. The lander (amber square) sits above the pad; its motion arrow points down, so its -component is negative. Gravity (white arrow) also points down for exactly the same reason. Use this picture to fix why "down = negative" throughout the topic.

Why fix this now? On the parent page you saw and — both are negative for the same reason: they point down, and down is the negative direction. Get the convention wrong and every answer flips sign.


1. A vector: the "arrow" objects written in bold

The parent note writes things like , , , , in bold. Bold means the thing is a vector: not one number, but an arrow carrying both a direction and a length.

Figure — Terminal descent — velocity vector alignment, touchdown constraints
Figure 2 — One velocity arrow (amber) split into its horizontal part and vertical part (cyan). The two components meet at a right angle, and the arrow is the diagonal — that is why the length formula below is just the Pythagorean theorem. Read this figure whenever "components" feels abstract: they are literally the two sides of the box the arrow spans.

  • position vector: the arrow from the pad to the lander. Its length is distance-to-go.
  • velocity vector: the arrow showing which way, and how fast, the lander is moving right now.
  • acceleration vector: how the velocity arrow is changing right now.
  • thrust vector: the push the engine makes, pointing out the bottom of the vehicle.
  • gravity vector: the constant downward pull, .

2. The dot and double-dot: rate of change

The parent writes and . A dot on top is shorthand for "rate of change per second" — it comes from calculus, but you can read it purely as a picture.

reads in plain words: the lander's acceleration equals the push the engine commands, plus the constant downward pull of gravity.


3. Subscripts: which moment, which target

Symbols carry little labels below them. They never change the kind of object — only which one.

Now vs final
no subscript is the present state; subscript is the desired state at time .
Is r_f the same as r_target?
yes — the pad location and the final position target are one and the same point.

4. Time symbols: and


5. The right triangle behind the tilt / drift angle

The parent uses and . To read those, you need one small triangle — and first, the symbol .

Figure — Terminal descent — velocity vector alignment, touchdown constraints
Figure 3 — The touchdown velocity as a right triangle: the downward leg and the sideways leg (cyan), with the velocity arrow as the hypotenuse (amber). The amber arc marks the angle from vertical, whose tangent is . When the arrow lies flat along the downward leg and the angle is — a perfectly vertical touchdown.

  • tilt angle: how far the vehicle's thrust axis leans away from straight-up.
  • → the tilt at which the center of mass falls outside the legs and the lander tips.
  • angular rate: how fast the body is rotating (spinning), in degrees or radians per second.

6. Reading the boxed guidance formula out loud

You now own every symbol in

Plain reading: "The push I command = (how far off my position is) scaled by how little time is left, minus (a blend of my current and target velocity) scaled by time left, minus gravity so it's already cancelled." Each piece is an arrow; you add arrows tip-to-tail to get the final commanded push.


Prerequisite map

Coordinate axes x y z and up equals positive

Vectors as bold arrows r v a T g

Magnitude equals arrow length

Dot and double dot equal rates of change

Sign convention down is negative

Gravity g points down

Acceleration is what the engine controls

Time to go t go counts down

Guidance command a cmd

Horizontal speed v h and touchdown limits

Right triangle tan and arctan

Tilt and drift angles

Touchdown envelope inequalities

Terminal descent guidance

These feed forward into the deeper machinery: the command becomes a thrust order handled by Attitude Control & Inner Loop, the two-point boundary idea generalizes into Powered Descent Guidance (PDG) and Convex Optimization Landing (lossless convexification), and the "chase a target" instinct connects to Proportional Navigation.


Equipment checklist

Cover the right side and test yourself. If any answer surprises you, re-read that section before the parent note.

A bold letter like means
a vector — an arrow with both direction and length, not a single number.
The component being negative means
the lander is moving downward, because up was chosen as positive .
computes
the magnitude, i.e. the length of the velocity arrow (its overall speed).
stands for
the horizontal speed, — the length of the sideways part of the velocity arrow.
and mean
rate of change of position (velocity) and rate of change of velocity (acceleration).
The subscript in marks
the final / target value we want at the touchdown time .
and refer to
the same point — the pad location, which is exactly the final position target.
is
time-to-go, , the seconds remaining until touchdown, counting toward zero.
Dividing by makes the command large when
little time is left, so the engine pushes harder to fix errors in time.
describes
how slanted the velocity arrow is — sideways part over downward part.
takes a ratio and returns
the angle that has that slant (it undoes ).
versus differ because
is how the body tilts; the arctan term is how the velocity arrow tilts — both must stay small.
Adding two vectors geometrically means
laying them tip-to-tail; component-wise, add matching numbers.
is negative in because
gravity pulls downward and down is the negative direction.