FIELD NOTE 02 / MOTION

Falling.
Forever missing.

An orbit is a fall that keeps going.

OXYGEN / 557.7 nm
Touch the sky. Make a little light.

Make a prediction. Change one thing. See what happens.

FOLLOW THE SCIENCE

Falling, with somewhere to go.

Back to the controls ↑

An orbit is a continuous fall. Gravity bends a moving object’s path inward while its sideways motion carries it around the central body. A circular orbit needs a particular tangential speed at a given radius.

Use the launch presets to compare trajectories, then make your own by dragging in the scene. The arrow sets the initial direction and speed; after release, gravity determines the motion.

A FEW QUESTIONS TO TRY

Let’s see what happens.

01

Find the circle

Launch at the circular speed. Does the probe’s distance change?

02

Trade speed for height

Launch more slowly. Where does the probe move fastest?

03

Leave the neighbourhood

Give the probe more than the escape speed. Does gravity suddenly stop acting?

Speed changes the story.

Launches at the same distance, directed sideways
Speed / circular speedWhat to look for
1.00×A circular path: nearly constant distance and speed.
0.72×An ellipse: the probe speeds up as it falls closer.
1.50×An escape trajectory: the probe leaves without returning.

Escape begins at √2 ≈ 1.414 times the circular speed at the same radius. Slower launches can remain bound, but a path that intersects the central body ends in a collision.

The mathematics, assumptions & references

Give falling a sideways direction.

A probe moves under inverse-square gravity from one fixed central mass. Launch controls set a tangential speed at a radius of 1.6 model units. Dragging chooses both position and velocity: the arrow points in the initial velocity direction.

a = −μr / |r|³
vcircular = √(μ/r)   ·   vescape = √(2μ/r)

A speed equal to the circular speed gives a circle. Other bound launches give ellipses unless they intersect the central body. Escape begins when specific orbital energy, v²/2 − μ/r, reaches zero. The dashed curve previews the next launch; coloured trails show the probes’ actual integrated motion.

Inside the model

μ = GM = 1 in normalized units. A velocity-Verlet integrator advances the test particles with substeps no larger than 0.004 model time units. Simulation time runs at 0.75 model units per visible second. Probes do not attract each other, and there is no atmosphere, thrust, or relativity. The central body has a collision radius of 0.16 model units.

The deep-space backdrop is imagined artwork. Display scale changes with screen size; the physics uses the same normalized coordinates. This is a learning model, not mission-planning software.

THE SCIENCE INSIDE