The escape-velocity generator
Orbital and escape speed against distance, in units of the circular speed at the surface. The escape curve is the circular one multiplied by the square root of two, at every distance without exception.
6 essays call
escape-velocity. The drawing above is what it returns with no arguments at all; every
call below passes it something, because a placement that passes nothing draws whichever member
of the family the generator happens to default to rather than the one its essay argues about.
Where it is called
Every figure listed here is the same construction drawn at different numbers, so a correction to one is a correction to all of them.
The speed that does not come back, and the √2 that separates it
Escape speed is exactly the square root of two times circular speed, at every distance from every body. Being in orbit is already 71% of the way to leaving.
The ratio that is not √2
Escape speed is exactly √2 times circular speed at every distance from a point mass, and the Sun's own escape speed from the Galaxy is 2.3 times its orbital speed. The excess is not an error in either number. It is a measurement of the mass that lies outside the Sun's orbit, which pulls on nothing and holds everything.
The speed that is left over
No mission is designed to sit on the escape threshold. What an interplanetary departure is specified by is the speed still remaining when the planet's pull has run out — and because energies add while speeds do not, the first three kilometres a second of it cost four hundred metres a second to buy.
The cheapest circle to stop in
A spacecraft arriving at a planet has to lose speed to stay, and the cheapest circular orbit to lose it into is not the lowest. It sits at a radius set only by the arrival speed — twice the planet's gravitational parameter divided by the square of the excess — where the braking costs exactly the excess divided by the square root of two. Most orbiters want something else, and the arithmetic of what they do instead decides which planets are cheap to stop at and which are not.
A thruster that must arrive slow
A rocket arriving at a planet stops by burning hard at the bottom of the gravity well, where every metre a second it spends removes the most energy. An electric thruster cannot burn hard anywhere. It can capture only arrivals slower than a few hundred metres a second, so it has to arrive with almost no excess at all — and then it pays the full circular speed of its final orbit to spiral down, two and a half times what a burn from the same start would cost, because a spiral spends its thrust at every speed on the way rather than at the highest one.
An arrival the Sun hands over
A spacecraft that reaches a planet with no speed to spare can be captured with no burn at all, passing through the neck between the planet's gravity and the Sun's into a loose, looping orbit. The capture is temporary and chaotic — a few revolutions, and arrivals a few hundred kilometres apart end differently — but while it lasts the spacecraft is already bound, and the burn that keeps it is taken from there.