Series

Impulse approximation — the series

2 essays on one idea, from the one that introduces it to the one that assumes the rest.
  1. The whole kick, delivered in about two encounter times. The transverse force a body feels while a mass sweeps past it on a straight line, and the velocity that force has delivered so far, both against time in units of the impact parameter divided by the relative speed. The force is the component of the inverse-square attraction perpendicular to the path, which is the impact parameter over the cube of the distance, and it is drawn at its peak value of one at closest approach. The rising curve is its running integral, scaled by twice the gravitational constant times the mass over the impact parameter and the speed. Two things are visible and both are the point. The integral of the force over all time is exactly two in these units, so the kick is exactly 2GM/bv with no free constant anywhere — an answer to a three-body-shaped question obtained without solving anything. And it arrives quickly: 71 per cent of it within a single encounter time of closest approach and 98.6 per cent within the 6 drawn, which is what licenses calling the whole thing an impulse. On the scale of anything slower, the velocity changes discontinuously.

    An answer obtained along a path that was not taken

    Integrate the force of a passing mass along the straight line the body would have followed if the encounter had not happened, and out comes an exact deflection with no free constant in it. The approximation is circular, it is wrong in a known direction by a known amount, and it is the reason stellar dynamics has closed forms at all.

    part 1 · gravitation
  2. The kick falls as b⁻² and the heating as b⁻⁴. Two quantities delivered by the same distant encounter, against impact parameter in units of the target's half-mass radius, both logarithmic and both scaled to cross near one. The upper line is the impulse itself, 2Gm/vb, which every star in a bound system receives almost equally — so it moves the system and changes nothing inside it. The lower line is what is left after the common part is subtracted: the difference of the impulse across the system, which is its gradient multiplied by the system's own size, one power of b smaller and squared in the energy. The slopes are −2 and −4 exactly, and they are measured off the drawn curves rather than quoted. What follows is the point. Encounters at impact parameter b arrive at a rate proportional to b db, so summing the impulse over all of them gives ∫b⁻¹ db, which diverges logarithmically and is the origin of the Coulomb logarithm that appears in every treatment of relaxation. Summing the heating gives ∫b⁻³ db, which converges: extending the population from ten half-mass radii out to 300 multiplies the summed impulse by 2.48 and the summed heating by 1.010. Distant encounters diffuse velocities and heat nothing, and a tidal-heating calculation therefore needs no cutoff at large impact parameter, where a relaxation calculation cannot proceed without one.

    The part of a kick that heats nothing

    Most of the impulse a passing mass delivers to a star cluster is delivered equally to every star in it, so the cluster moves and nothing inside it changes. What heats it is the difference across it — one power of the impact parameter smaller, squared in the energy — and that one distinction decides which encounters matter and which cannot.

    part 2 · gravitation

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