Finite-burn — where it appears
Named by 2 essays across one field — each of them below, with the objects they name alongside it.
A burn that cannot happen at one point
Every transfer cost in orbital mechanics is computed as though the engine fired for an instant. A real departure burn runs for minutes or hours, and the vehicle travels a long arc while it does — climbing, slowing, and delivering thrust ever further from the point where it would have done the most good. The extra velocity that costs is the gravity loss, and it grows as the square of the arc: negligible for a strong stage, ruinous for a weak one, and recoverable by splitting the burn at the price of time.
No single way to point a long burn
A departure burn that lasts tens of minutes wastes propellant because it cannot all happen at the lowest, fastest point of the orbit, and how much it wastes depends on where the engine points while it runs. Three simple rules — follow the velocity, hold one direction in space, turn at a steady rate — are each best somewhere and none everywhere. A steady turn saves up to a tenth for burns of minutes; following the velocity wins for burns that last most of an orbit; holding still costs twice as much as either.
Named alongside it
The objects these essays reach for when they reach for this one.
Gravity lossOberth effectΔvEscape velocityHyperbolic excess speedOptimal controlPerigeePrimer vectorSpecific impulseSteering lawThrust-to-weightThrust-to-weight ratio