Orbiter is a freeware space flight simulator program developed to simulate spaceflight using realistic Newtonian physics. The simulator was released on 27 November ; the latest edition, labeled "Orbiter ", was released on 30 Augustthe first new version of the simulator since Orbiter was developed by Dr.
Martin Schweiger, a senior research fellow in the computer science department at University College London who felt that space flight simulators at the time were lacking in realistic physics -based flight models, and decided to write a simulator that made learning physics concepts enjoyable.
Orbiter is a realistic physics simulator which allows users to explore the solar system in a number of spacecraftboth realistic, such as the Space Shuttle Atlantis ; and fictional, such as the "Delta-Glider. A spacecraft's engines are defined only by the amount of thrust they put out and amount of fuel they use, allowing anything from solar sails to conventional rocket engines to futuristic nuclear fission and fusion drives to be simulated. Everything between ground movement and interplanetary travel is supported, including orbital and sub-orbital flight, although only vessel-ground collisions are supported.
The solar system presented in Orbiter consists of the Sunthe eight planets and their major moons. This mode can also display labels on the celestial bodies in the solar system at certain coordinates on their surface for indicating cities, historical markers, geological formations, and other interesting sites. The traditional simulated control interface in Orbiter consists of two multi-function displays and a head-up display. The simulator also supports customized control panels and instruments, including 3-D virtual cockpits and 2-D instrument panels.
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The addition of a virtual cockpit also allows the player to freely look around from the perspective of the pilot. Since Orbiter Patch 1it has supported TrackIRwhich allows the simulator to track the head-movements of the player and adjust the view accordingly. Orbiter was developed as a simulator with accurately modeled planetary motion, gravitation effects including non-spherical gravityfree space, atmospheric flight and orbital decay.
This means that phenomena such as time dilation due to relativistic effects are not simulated. The default version of Orbiter has no sound,  however a popular add-on called "XRSound"  is available. It provides engine noises, ambient sounds in the cabin, radio chatter and other sounds including playlists. Options enable the user to maintain a realistic silence when the craft is viewed externally during space flight.
There is no collision detection for objects in space, apart from defined docking ports. Since Orbiterthe mountain ranges and terrain supports are added. Orbiter' s standard distribution includes real and fictional spacecraft and space stations:.
While the source is not editable, an extensive API enables Orbiter users to contribute by creating add-ons. Many spacecraft are available for download as add-ons, ranging from the Soviet Vostok spacecraft  to Apollo program. Examples of these more advanced default spacecraft include the XR Series of vessels. Add-ons are also available for new surface bases,  MFD modes,  extensions of the simulation menu, space stations,  planets,  and even other planetary systems.
From Wikipedia, the free encyclopedia. Video game. There has a drop-in bridge library to fix this. Retrieved 11 October Retrieved 5 August Retrieved 7 August Retrieved 17 April Retrieved 15 June Bretagnon and G. Francou, "Planetary theories in rectangular and spherical variables.
Space Exploration Stack Exchange is a question and answer site for spacecraft operators, scientists, engineers, and enthusiasts.
It only takes a minute to sign up. I am looking for a game that would be suitable for teaching basic orbital mechanics concepts to primary school students grades Contrary to most of the questions here asking about spaceflight simulators and such, I am not looking for super realistic representations of orbital mechanics.
I want to allow students to tinker around with basic central force motion and see the ways in which conic sections are altered by thrust, etc. I think Kerbal Space Program is going to be a common answer, and it is suitable, but unfortunately the fact that it is commercial makes it tougher to use in an educational setting. Extra points if there is something browser based, but my hopes aren't high for that.
EDIT: Wow, blown away by the variety and helpfulness of responses! Really love that this site exists. I can see why the question had a close vote for opinion based, as there are multiple answers here which in the absence of others could easily be accepted.
In the interest of closing this out I am going with the wisdom of the crowd and accepting the top answer. And while I know that it's not the same as that sweet, sweet reputationI am super thankful for all of the time people put in to giving helpful responses. Honorable mention to Paul for a great hands-on method and Steve for a really cool browser-based answer. I definitely think Kerbal Space Program is the right answer here. The KerbalEDU version is offered with an educator discount.
The free option is Orbiterwhich is more realistic in some ways than KSP, but less user friendly. Personally, I teach orbital mechanics classes to preschoolers, elementary and middle school kids using a makeshift trampoline with stretchable cloth clamped to the rim. Place a heavy weight e.
Use marbles to illustrate a spacecraft or planets. You can easily show the basic relation and variation in velocity as a function of distance in an orbit trajectory by rolling the marbles in elliptical, hyperbolic or if you practice really hard a parabolic trajectory. More importantly, this demo helps give kids an intuition into einsteinian physics, where the presence of matter bends the space around it and is the reason why objects naturally follow curved paths in space instead of straight lines.
See this YouTube video for other ideas you can illustrate using this kind of demo.This sketch is created with an older version of Processing, and doesn't work on browsers anymore.
View Source Code. Drop files here or select. Also, many other sublime shortcuts are supported. Every time sketch is saved, a version history is created. You can view and restore below. Save as Fork Save Submit.
Sketches Start coding in seconds, experiment, and create. Explore Sketches Create a Sketch. Classes Teach coding, collaborate, and showcase class work.Using the planetary orbit simulator
Explore Classes Create a Class. Archived Sketch This sketch is created with an older version of Processing, and doesn't work on browsers anymore. Orbit Simulation. A 2D simulation of an orbiting projectile. How to interact with it e. Tags e. Who can see your sketch? Who can see the code? Who can comment? Delete Sketch? Learn more. Showcase Sketch. Infinite Loop Protection.
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Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I'm working on a 2D physics engine for a game.
I have gravity and masses working, using a simple iterative approach that I know I'll have to upgrade eventually ; I can push the masses around manually and watch them move and it all works as I'd expect.Retropie controller not working
Right now I'm trying to set up the game world in advance with a satellite in a simple circular orbit around a planet. To do this I need to calculate the initial velocity vector of the satellite given the mass of the planet and the desired distance out; this should be trivial, but I cannot for the life of me get it working right.
Standard physics textbooks tell me that the orbital velocity of an object in circular orbit around a mass M is:. However, after applying the appropriate vector the satellite isn't going anything like fast enough and falls in in a sharply elliptical orbit.
Random tinkering shows that it's off by about a factor of 3 in one case. Can someone confirm to me that these equations do still hold in 2D space? I can't see any reason why not, but at this point I really want to know whether the problem is in my code or my assumptions Right now I'm doing one physics tick every frame, which is happening about times per second.
I'm aware that this will accumulate errors very quickly, but it should at least get me started. BTW, I was unable to find an off-the-shelf physics engine that handles orbital mechanics most 2D physics engines like Chipmunk and Box2D are more focused on rigid structures instead. Can anyone suggest one I could look at?
You need to make sure that your delta t iterative time value is small enough. You will definitely have to tinker with the constants in order to get the behaviour you expect. Iterative simulation in your case and most cases is a form of integration where errors build up fast and unpredictably. Yes, these equations hold in 2D space, because your 2D space is just a 2D representation of a 3D world.
A "real" 2D universe would have different equations, but that's not relevant here. If that isn't it, try cutting your time step in half; if that makes a big difference, keep reducing it until the behavior stops changing. If the answer still isn't clear, post the results and we'll try to figure it out. Learn more. Asked 9 years, 5 months ago. Active 9 years, 5 months ago. Viewed 8k times. Update: My physics engine works as follows: for each time step of length t: reset cumulative forces on each object to 0.The Orbit Simulator software is a highly motivating and interactive tool designed to help students visualize and grasp these important concepts.
This software provides 2D and 3D animated views of the Earth and orbiting satellites as well as a plane view of one orbit. Students can display typical orbits of existing satellites, such as geosynchronous, geostationary, quasi-geostationary, quasi-zenith, polar, LEO, MEO and highly elliptical e.
Molniya orbits and create their own satellites by entering the appropriate orbital elements. They can also modify the orbital elements of any satellite and observe the result. The animation can be viewed in real time, accelerated or stopped.
The software demonstrates various aspects of satellite coverage such as visibility, footprints, elevation contours, time of visibility, revisit time, swath, satellite constellations, global and spot satellite antenna beams, and instantaneous and long-term coverage.
It also helps students understand factors critical to the alignment of Earth station antennas to geostationary satellites such as satellite longitude, antenna look angles and polarization angle skew.
A Student Manual and an Instructor Guide with exercises on satellite orbits and coverage are included. Texts that will be displayed have been partly translated by an automatic translation system. To view any text in its original language Englishleave the mouse pointer on this text or touch the text if you use a tablet. Product: Orbit Simulator Software.
Prefered way of communication: Email Phone. Send me news about this product line. Request Information. Share this page. Spectrum analyzer. Binary Sequence Generator and Waveform Generator settings.
File transfer using the Data Transmitter and Data Receiver applications. Active geostationary satellites. Four different coordinate system axes, subsatellite point and ground track. Orbit Simulator Software - Screenshot. OS Compatibility Chart.
Related solutions. Fiber Optic Communications. Radar Training System. Communications Technologies Training Systems.
Antenna Training and Measuring System. Microwave Technology Training Systems. Analog Communications Training Systems. Dual-Trace Digital Storage Oscilloscope.I have my function but not sure where to place it or how it should be written. If everyone would prefer I can just paste the code instead of uploading the files. Also, I think something about the parameters may be wrong.
Can anyone help or spot the problem. I am so close now The last thing is that dang thrust.Discontinued perfume duplication
My teacher told me: You need a vector which always points in the tangential direction. Then you need to build a unit vector from this I am assuming its the n-t coordinate system, but I am unsure how to formulate this into what I need for matlab.
Any help? Thiha Kyaw likes this. So I'm back. I managed to finish and get most of the credit for my project. Thanks everyone for your help. My new personal project is to make this a 3d simulation such as an earlier member was doing.
2D Orbit Simulation
Anyone want to help? I have included my final 2d version--it still crashes into the moon before making the figure eight, maybe someone could figure out why for me Also the beginning of my 3d version. TLI Project. I need a simulation Sorry for bumping such old topic. I'm trying to make a 2D model of restricted three-body problem, so my problem is relative to problems being discussed in this topic and I decided to reply here because of this.
My goal is to make a model of figure eight transfer between the Earth and the Moon. First at all, I decided to make a model of the static Earth and Moon moving around and then add a spaceship to this model.Click Here to Try It.
Nice demo. Been thinking of doing something like this in my spare time too, but. Your email address will not be published.Video lucah istri orang melayu
Notify me of follow-up comments by email. Notify me of new posts by email. The user can click anywhere on the canvas and a satellite will begin to move using the initial velocities and mass set on the Satellite parameters control. For each cycle the force of gravity will be calculated and applied to the satellite. Adjusting the Earth Mass slider will change the Mass of the Earth as you slide the control.
The colors of the tail are determined by comparing the speed at a point against your initial speed. Faster points are colored red, slower points are colored blue, and points close to the initial speed are colored yellow.
The software as it is now has several notable limitations:. Only tested in Firefox and Chrome Performing calculations in only 2 Dimensions Force is only being calculated between each satellite and the center of the Earth No collision detection has been implemented between the satellites Not accounting for many other forces which may impact a satellite orbiting a planet. Nice work and thanks for a look at the source.
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