Parent note padhne se pehle, usme diye har symbol ko obvious feel hona chahiye. Yeh page unhe ek ek karke, bilkul scratch se build karta hai. Agar tumne pehle kabhi v jaisa koi bold arrow-letter nahi dekha, toh yahan se shuru karo aur kuch bhi skip mat karo.
Sab kuch ordinary 3-D space mein hota hai, jaise ek room. Yeh batane ke liye ki lander kahan hai, hum ground pe teen number-lines (axes) fix karte hain: x (east), y (north), z (up). Koi bhi point teen numbers hai: kitna east, kitna north, kitna upar.
Figure 1 — Teen axes jisme x horizontal hai aur z upar ki taraf point kar raha hai. Lander (amber square) pad ke upar hai; uska motion arrow neeche ki taraf point karta hai, isliye uska z-component negative hai. Gravity g (white arrow) bhi exactly isi wajah se neeche point karta hai. Is picture ko use karo taaki "down = negative" iss topic mein fix ho jaye.
Yeh abhi kyun fix karein? Parent page pe tumne vz→−vtd aur g=(0,0,−g) dekha — dono negative hain ek hi wajah se: woh neeche point karte hain, aur neeche negative z direction hai. Convention galat samjho toh har answer ka sign palat jaayega.
Parent note mein r, v, a, T, g jaise bold letters hain. Bold ka matlab hai woh cheez ek vector hai: ek number nahi, balki ek arrow jo direction aur length dono carry karta hai.
Figure 2 — Ek velocity arrow v (amber) apne horizontal part vx aur vertical part vz (cyan) mein split hua. Dono components right angle pe milte hain, aur arrow diagonal hai — isliye neeche length formula sirf Pythagorean theorem hai. Jab bhi "components" abstract lage tab yeh figure padhna: woh literally woh do sides hain jis box ko arrow span karta hai.
r → position vector: pad se lander tak ka arrow. Uski length distance-to-go hai.
v → velocity vector: arrow jo dikhata hai kaunsi taraf, aur kitni fast, lander abhi move kar raha hai.
a → acceleration vector: velocity arrow abhi kaise change ho raha hai.
T → thrust vector: engine jo push karta hai, vehicle ke bottom se bahar point karta hua.
g → gravity vector: constant downward pull, g=(0,0,−g).
Parent mein r˙ aur r¨ likhte hain. Upar ek dot shorthand hai "rate of change per second" ke liye — yeh calculus se aata hai, lekin ise purely ek picture ki tarah padhaa ja sakta hai.
r¨=acmd+g
plain words mein: lander ka acceleration equals engine ka commanded push, plus gravity ka constant downward pull.
Parent arctan(vh/vtd) aur θ use karta hai. Inhe padhne ke liye ek chhota triangle chahiye — aur pehle, symbol vh.
Figure 3 — Touchdown velocity ek right triangle ke roop mein: downward leg vtd aur sideways leg vh (cyan), velocity arrow hypotenuse ke roop mein (amber). Amber arc vertical se angle mark karta hai, jiska tangent vh/vtd hai. Jab vh=0 arrow downward leg ke saath flat parta hai aur angle 0∘ hai — perfectly vertical touchdown.
θ → tilt angle: vehicle ki thrust axis straight-up se kitni dur lean karti hai.
θtip → woh tilt jisme center of mass legs ke bahar girti hai aur lander tip ho jaata hai.
ω → angular rate: body kitni fast rotate (spin) kar raha hai, degrees ya radians per second mein.
Plain reading: "Jo push main command karta hoon = (meri position kitni off hai) times kitna kam time bacha hai, minus (meri current aur target velocity ka blend) times time bacha, minus gravity taaki woh already cancel ho jaaye." Har piece ek arrow hai; arrows ko tip-to-tail add karke final commanded push milti hai.