Orbital Mechanics For Engineering Students Fourth Edition. Edition Howard D. Curtis Download
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Howard D. Curtis
Professor Emeritus, Aerospace Engineering
Embry-Riddle Aeronautical University
Daytona Beach, Florida
Butterworth-Heinemann is an imprint of Elsevier
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No part of this publication may be reproduced or transmitted in any form or by any means, electronic or
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This book and the individual contributions contained in it are protected under copyright by the Publisher
(other than as may be noted herein).
MATLAB® is a trademark of The MathWorks, Inc. and is used with permission. The MathWorks does not
warrant the accuracy of the text or exercises in this book. This book’s use or discussion of MATLAB®
software or related products does not constitute endorsement or sponsorship by The MathWorks of a
particular pedagogical approach or particular use of the MATLAB® software.
Notices
Knowledge and best practice in this field are constantly changing. As new research and experience broaden
our understanding, changes in research methods, professional practices, or medical treatment may become
necessary.
Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using
any information, methods, compounds, or experiments described herein. In using such information or methods
they should be mindful of their own safety and the safety of others, including parties for whom they have a
professional responsibility.
To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability
for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise,
or from any use or operation of any methods, products, instructions, or ideas contained in the material herein.
Library of Congress Cataloging-in-Publication Data
A catalog record for this book is available from the Library of Congress
British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library
ISBN: 978-0-08-102133-0
The organization of the book remains the same as that of the third edition. Chapter 1 is a review of
vector kinematics in three dimensions and of Newton’s laws of motion and gravitation. It also focuses
on the issue of relative motion, crucial to the topics of rendezvous and satellite attitude dynamics. The
material on ordinary differential equation solvers will be useful for students who are expected to code
numerical simulations in MATLAB or other programming languages. Chapter 2 presents the vector-
based solution of the classical two-body problem, resulting in a host of practical formulas for the anal-
ysis of orbits and trajectories of elliptical, parabolic, and hyperbolic shape. The restricted three-body
problem is covered to introduce the notion of Lagrange points and to present the numerical solution of a
lunar trajectory problem. Chapter 3 derives Kepler’s equations, which relate position to time for the
different kinds of orbits. The universal variable formulation is also presented. Chapter 4 is devoted
to describing orbits in three dimensions. Coordinate transformations and the Euler elementary rotation
sequences are defined. Procedures for transforming back and forth between the state vector and the
classical orbital elements are addressed. The effect of the earth’s oblateness on the motion of an orbit’s
ascending node and eccentricity vector is described, pending a more detailed explanation in Chapter 10.
Chapter 5 is an introduction to preliminary orbit determination, including Gibbs’ and Gauss’ methods
and the solution of Lambert’s problem. Auxiliary topics include topocentric coordinate systems, Julian
xiii
xiv Preface
day numbering, and sidereal time. Chapter 6 presents the common means of transferring from one orbit
to another by impulsive delta-v maneuvers, including Hohmann transfers, phasing orbits, and plane
changes. Chapter 7 is a brief introduction to relative motion in general and to the two-impulse rendez-
vous problem in particular. The latter is analyzed using the Clohessy-Wiltshire equations, which are
derived in this chapter. Chapter 8 is an introduction to interplanetary mission design using patched
conics. Chapter 9 extends the patched conic method and the restricted three-body approach to lunar
trajectory analysis. Chapter 10 is an introduction to common orbital perturbations: drag, nonspherical
gravitational field, solar radiation pressure, and lunar and solar gravity. Chapter 11 presents those el-
ements of rigid body dynamics required to characterize the attitude of a space vehicle. Euler’s equa-
tions of rotational motion are derived and applied in a number of example problems. Euler angles, yaw-
pitch-roll angles, and quaternions are presented as ways to describe the attitude of rigid body.
Chapter 12 describes the methods of controlling, changing, and stabilizing the attitude of spacecraft
by means of thrusters, gyros, and other devices. Chapter 13 is a brief introduction to the characteristics
and design of multistage launch vehicles.
Chapters 1 through 4 form the core of a first orbital mechanics course. The time devoted to
Chapter 1 depends on the background of the student. It might be surveyed briefly and used thereafter
simply as a reference. What follows Chapter 4 depends on the objectives of the course.
Chapters 5 through 10 carry on with the subject of orbital mechanics. Chapter 6 on orbital maneu-
vers should be included in any case. Coverage of Chapters 5, 7, 8, and 9 is optional. However, if
Chapters 8 and 9 on interplanetary and lunar missions is to form a part of the course, then the solution
of Lambert’s problem (Section 5.3) must be studied beforehand.
Chapter 10 is appropriate for a course devoted exclusively to orbital mechanics with an introduction
to perturbations, which is a whole topic unto itself.
Chapters 11 and 12 must be covered if the course objectives include an introduction to spacecraft
dynamics. In that case Chapters 5, 7, 8, and 9 would probably not be studied in depth.
Chapter 13 is optional if the engineering curriculum requires a separate course in propulsion includ-
ing rocket dynamics.
The important topic of spacecraft control systems is omitted. However, the material in this book and
a course in control theory provide the basis for the study of spacecraft attitude control.
To understand the material and to solve problems requires using a lot of undergraduate mathemat-
ics. Mathematics, of course, is the language of engineering. Students must not forget that the English
mathematician and physicist Sir Isaac Newton (1642–1727) had to invent calculus so he could solve
orbital mechanics problems in more than just a heuristic way. Newton’s 1687 publication Mathemat-
ical Principles of Natural Philosophy (“the Principia”) is one of the most influential scientific works of
all time. It must be noted that his contemporary, the German mathematician Gottfried Wilhelm von
Leibnitz (1646–1716) is credited with inventing infinitesimal calculus independently of Newton in
the 1670s.
In addition to honing their math skills, students are urged to take advantage of computers (which,
incidentally, use the binary numeral system developed by Leibnitz). There are many commercially
available mathematics software packages for personal computers. Wherever possible they should be
used to relieve the burden of repetitive and tedious calculations. Computer-programming skills can
and should be put to good use in the study of orbital mechanics. The elementary MATLAB programs
referred to in Appendix D of this book illustrate how many of the procedures developed in the text can
Preface xv
be implemented in software. All the scripts were developed and tested using MATLAB version 9.2
(release 2017a). Information about MATLAB, which is a registered trademark of The MathWorks,
Inc., may be obtained from
The MathWorks, Inc.
3 Apple Hill Drive
Natick, MA 01760-2089, USA
www.mathworks.com
Appendix A presents some tables of physical data and conversion factors. Appendix B is a road map
through the first three chapters, showing how the most fundamental equations of orbital mechanics are
related. Appendix C shows how to set up the n-body equations of motion and program them in
MATLAB. Appendix D contains listings of all the MATLAB algorithms and example problems
presented in the text. Appendix E shows that the gravitational field of a spherically symmetric body
is the same as if the mass were concentrated at its center. Appendix F explains how to deal with a
computational issue that arises in some perturbation analyses.
ACKNOWLEDGEMENTS
Since the publication of the first three editions and during the preparation of this one, I have received
helpful criticism, suggestions, and advice from many sources locally and worldwide. I thank them all
and regret that time and space limitations prohibited the inclusion of some recommended additional
topics that would have enhanced the book.
It has been a pleasure to work with the people at Elsevier, in particular Joseph P. Hayton, Publisher;
Steve Merken, Senior Acquisitions Editor; and Nate McFadden, Senior Developmental Editor.
I appreciate their enthusiasm for the book, their confidence in me, and all the work they did to move
this project to completion.
Finally and most importantly, I must acknowledge the patience and support of my wife, Mary, who
was a continuous source of optimism and encouragement throughout the revision effort.
Howard D. Curtis
Daytona Beach, FL, United States
CHAPTER
1.2 VECTORS
A vector is an object that is specified by both a magnitude and a direction. We represent a vector graph-
ically by a directed line segment (i.e., an arrow pointing in the direction of the vector). The end opposite
the arrow is called the tail. The length of the arrow is proportional to the magnitude of the vector. Ve-
locity is a good example of a vector. We say that a car is traveling eastward at 80 km/h. The direction is
east and the magnitude, or speed, is 80 km/h. We will use boldface type to represent vector quantities
and plain type to denote scalars. Thus, whereas B is a scalar, B is a vector.
Orbital Mechanics for Engineering Students. https://doi.org/10.1016/B978-0-08-102133-0.00001-5
# 2020 Elsevier Ltd. All rights reserved.
1
2 CHAPTER 1 DYNAMICS OF POINT MASSES
FIG. 1.1
All of these vectors may be denoted A, since their magnitudes and directions are the same.
FIG. 1.2
Parallelogram rule of vector addition. A + B ¼ C.
Observe that a vector is specified solely by its magnitude and direction. If A is a vector, then all
vectors having the same physical dimensions, the same length, and pointing in the same direction as A
are denoted A, regardless of their line of action, as illustrated in Fig. 1.1. Shifting a vector parallel to
itself does not mathematically change the vector. However, the parallel shift of a vector might produce
a different physical effect. For example, an upward 5-kN load (force vector) applied to the tip of an
airplane wing gives rise to quite a different stress and deflection pattern in the wing than the same load
acting at the wing’s midspan.
The magnitude of a vector A is denoted kAk, or, simply A.
Multiplying a vector B by the reciprocal of its magnitude produces a vector that points in the di-
rection of B, but it is dimensionless and has a magnitude of one. Vectors having dimensionless mag-
nitude are called unit vectors. We put a hat (^) over the letter representing a unit vector. Then we can tell
simply by inspection that, for example, u ^ is a unit vector, as are B^ and ^e.
^A . As pointed out above,
It is convenient to denote the unit vector in the direction of the vector A as u
we obtain this vector from A as follows:
A
^A ¼
u (1.1)
A
^C ¼ C=C, u
Likewise, u ^F ¼ F=F, etc.
The sum or resultant of two vectors is defined by the parallelogram rule (Fig. 1.2). Let C be the sum
of the two vectors A and B. To form that sum using the parallelogram rule, the vectors A and B are
1.2 VECTORS 3
FIG. 1.3
Three-dimensional, right-handed Cartesian coordinate system.
shifted parallel to themselves (leaving them unaltered) until the tail of A touches the tail of B. Drawing
dotted lines through the head of each vector parallel to the other completes a parallelogram. The
diagonal from the tails of A and B to the opposite corner is the resultant C. By construction, vector
addition is commutative; that is,
A+B¼B+A (1.2)
A Cartesian coordinate system in three dimensions consists of three axes, labeled x, y, and z,
which intersect at the origin O. We will always use a right-handed Cartesian coordinate system,
which means if you wrap the fingers of your right hand around the z axis, with the thumb
pointing in the positive z direction, your fingers will be directed from the x axis toward the y axis.
Fig. 1.3 illustrates such a system. Note that the unit vectors along the x, y, and z axes are, respectively,
^i, ^j, and k.
^
In terms of its Cartesian components, and in accordance with the above summation rule, a vector A
is written in terms of its components Ax, Ay, and Az as
A ¼ Ax^i + Ay^j + Az k
^ (1.3)
According to the Pythagorean theorem, the magnitude of A in terms of its Cartesian components is
qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
A¼ A2x + A2y + A2z (1.4)
From Eqs. (1.1) and (1.3), the unit vector in the direction of A is
^A ¼ cos θx^i + cos θy^j + cos θz k
u ^ (1.5)
4 CHAPTER 1 DYNAMICS OF POINT MASSES
FIG. 1.4
Direction angles in three dimensions.
where
Ax Ay Az
cos θx ¼ cos θy ¼ cos θz ¼ (1.6)
A A A
The direction angles θx, θy, and θz are illustrated in Fig. 1.4, and they are measured between the vector
and the positive coordinate axes. Note carefully that the sum of θx, θy, and θz is not in general known a
priori and cannot be assumed to be, say, 180 degrees.
EXAMPLE 1.1
Calculate the direction angles of the vector A ¼ ^i 4^j + 8k.
^
Solution
First, compute the magnitude of A by means of Eq. (1.4),
qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
A ¼ 12 + ð4Þ2 + 82 ¼ 9
Then Eq. (1.6) yields
Ax 1
θx ¼ cos 1 ¼ cos 1 ) θx ¼ 83:62 degrees
A 9
Ay 4
θy ¼ cos 1 ¼ cos 1 ) θy ¼ 116:4 degrees
A 9
Az 8
θz ¼ cos 1 ¼ cos 1 ) θz ¼ 27:27 degrees
A 9
Observe that θx + θy + θz ¼ 227.3 degrees.
Multiplication and division of two vectors are undefined operations. There are no rules for com-
puting the product AB and the ratio A/B. However, there are two well-known binary operations on
1.2 VECTORS 5
vectors: the dot product and the cross product. The dot product of two vectors is a scalar defined as
follows:
A B ¼ AB cos θ (1.7)
where θ is the angle between the heads of the two vectors, as shown in Fig. 1.5. Clearly,
AB¼BA (1.8)
If two vectors are perpendicular to each other, then the angle between them is 90 degrees. It follows
from Eq. (1.7) that their dot product is zero. Since the unit vectors ^i, ^j, and k
^ of a Cartesian coordinate
system are mutually orthogonal and of magnitude 1, Eq. (1.7) implies that
^i ^i ¼ ^j ^j ¼ k
^k ^¼1
(1.9)
^i ^j ¼ ^i k^ ¼ ^j k
^¼0
Using these properties, it is easy to show that the dot product of the vectors A and B may be found in
terms of their Cartesian components as
A B ¼ Ax Bx + Ay By + Az Bz (1.10)
FIG. 1.5
The angle between two vectors brought tail to tail by parallel shift.
FIG. 1.6
Projecting the vector B onto the direction of A.
6 CHAPTER 1 DYNAMICS OF POINT MASSES
EXAMPLE 1.2
Let A ¼ ^i + 6^j + 18k
^ and B ¼ 42^i 69^j + 98k:
^ Calculate
(a) the angle between A and B;
(b) the projection of B in the direction of A;
(c) the projection of A in the direction of B.
Solution
First, we make the following individual calculations.
A B ¼ ð1Þð42Þ + ð6Þð69Þ + ð18Þð98Þ ¼ 1392 (a)
qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
A ¼ ð1Þ2 + ð6Þ2 + ð18Þ2 ¼ 19 (b)
qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
B ¼ ð42Þ2 + ð69Þ2 + ð98Þ2 ¼ 127 (c)
(a) According to Eq. (1.7), the angle between A and B is
AB
θ ¼ cos 1
AB
Substituting Eqs. (a), (b), and (c) yields
1392
θ ¼ cos 1 ¼ 54:77 degrees
19 127
(b) From Eq. (1.12), we find the projection of B onto A.
A AB
BA ¼ B ¼
A A
Substituting Eqs. (a) and (b) we get
1392
BA ¼ ¼ 73:26
19
(c) The projection of A onto B is
B AB
AB ¼ A ¼
B B
1.2 VECTORS 7
The cross product of two vectors yields another vector, which is computed as follows:
A B ¼ ðAB sinθÞ^
nAB (1.13)
where θ is the angle between the heads of A and B, and n^AB is the unit vector normal to the plane defined
by the two vectors. The direction of n^AB is determined by the right-hand rule. That is, curl the fingers of
the right hand from the first vector (A) toward the second vector (B), and the thumb shows the direction
^AB (Fig. 1.7). If we use Eq. (1.13) to compute B A, then n
of n ^AB points in the opposite direction,
which means
B A ¼ ðA BÞ (1.14)
Therefore, unlike the dot product, the cross product is not commutative.
The cross product is obtained analytically by resolving the vectors into Cartesian components.
A B ¼ Ax^i + Ay^j + Az k
^ Bx^i + By^j + Bz k
^ (1.15)
Expanding the right-hand side of Eq. (1.15), substituting Eq. (1.16), and making use of Eq. (1.14)
leads to
A B ¼ Ay Bz Az By ^i ðAx Bz Az Bx Þ^j + Ax By Ay Bx k
^ (1.17)
It may be seen that the right-hand side is the determinant of the matrix
2 3
^i ^j ^
k
4 Ax Ay Az 5
Bx By Bz
FIG. 1.7
^AB is normal to both A and B and defines the direction of the cross product A B.
n
8 CHAPTER 1 DYNAMICS OF POINT MASSES
where the two vertical bars stand for the determinant. Obviously, the rule for computing the cross prod-
uct, though straightforward, is a bit lengthier than that for the dot product. Remember that the dot prod-
uct yields a scalar whereas the cross product yields a vector.
The cross product provides an easy way to compute the normal to a plane. Let A and B be any two
vectors lying in the plane, or, let any two vectors be brought tail to tail to define a plane, as shown in
Fig. 1.7. The vector C ¼ A B is normal to the plane of A and B. Therefore, n ^ AB ¼ C=C, or
AB
^AB ¼
n (1.19)
kA Bk
EXAMPLE 1.3
Let A5 3^i + 7^j + 9k
^ and B56^i 5^j + 8k.
^ Find a unit vector that lies in the plane of A and B and is perpendicular to A.
Solution
The plane of vectors A and B is determined by parallel-shifting the vectors so that they meet tail to tail. Calculate the vector
D ¼ A B.
^i ^j k
^
D ¼ 3 7 9 ¼ 101^i + 78^j 27k
^
6 5 8
Note that A and B are both normal to D. We next calculate the vector C ¼ D A.
^i ^j ^
k
C ¼ 101 78 27 ¼ 891^i 828^j + 941k
^
3 7 9
C is normal to D as well as to A. A, B, and C are all perpendicular to D. Therefore, they are coplanar. Thus, C is not only
perpendicular to A, but it also lies in the plane of A and B. Therefore, the unit vector we are seeking is the unit vector in the
direction of C. That is
In the chapters to follow, we will often encounter the vector triple product, A (B C). By resolving
A, B, and C into their Cartesian components, it can easily be shown that the vector triple product can be
expressed in terms of just the dot products of these vectors as follows:
A ðB CÞ ¼ BðA CÞ CðA BÞ (1.20)
Because of the appearance of the letters on the right-hand side, this is often referred to as the “bac–cab
rule.”
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