Gravity loss — where it appears
Named by 6 essays across one field — each of them below, with the objects they name alongside it.
The exponential that decides what can be flown
A rocket carries its own reaction mass, so every kilogram of propellant has to be accelerated by the propellant beneath it. The result is exponential, and it is the reason spaceflight is hard.
Going too far in order to arrive cheaply
The Hohmann transfer is the cheapest two-burn route between circular orbits. Past a radius ratio of 11.94 the cheapest route is three burns, and it goes far beyond the destination first.
Orbit costs 7.8 and a launch buys 9.4
The gap between orbital speed and the velocity change a launcher spends is not overhead. It is three integrals along the ascent, only one of which can be reduced by flying better, and the two that can be traded move in opposite directions.
A plane change paid at the worst speed there is
A launch reaches an inclination fixed by its latitude and its azimuth, and no azimuth reaches an inclination below the latitude. Getting there afterwards means turning at orbital speed, which is the most expensive place available — so a site's latitude is a floor no trajectory removes.
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.
ΔvOberth effectFinite-burnSpecific impulseThrust-to-weight ratioBallistic coefficientCircular velocityDrag lossDynamic pressureEscape velocityFlight-path angleGeostationary orbit