Fly Me To The Moon

Welcome! In this essay, you will learn how to fly to the Moon. But this isn't just any old slab of text, it's a living, breathing, interactive, and playable essay, which means you won't just read about it; you'll actually fly your very own rocketship in the simulation below. The words of the essay will be up here, but rather than having to scroll, new words will appear by themselves as you play (or sometimes just by tapping 'next', like now).

Our simulation is, of course, greatly simplified, in many respects–for example:

  • It is purely 2-dimensional.
  • It is wildly not-to-scale (the moon is actually much further away and much smaller).
  • The rocket itself has infinite fuel.
  • The Earth and Moon are both completely stationary.

Nevertheless, I promise that it is physically realistic in the key respects that make it so the essential principles of piloting this simulated rocketship to the moon are identical to piloting a real one. These simplifications are so that those essential principles will be all that you need to successfully land on the moon.

By the way, you can still scroll backwards and forwards through parts of the essay that have already appeared, —and the state of the simulation associated with them will be restored.

So, time for liftoff! Click inside the control ring in the direction you want to to fire the rocket (i.e. press at the top if you want to go up by firing down towards the ground).
So, time for liftoff. Tap on the control circle in the direction you want to fire the rocket (i.e. press at the top if you want to go up by firing down towards the ground).

You'll want to takeoff straight up away from the surface of the Earth.

Now, try your best at landing on the moon. I should note, that whilst this is possible, you are of course NOT expected to be able to do so successfully yet—that's what the rest of the essay is for! Still, have a go so you can get a feel for the simulation and why its tricky.

Falling in Style

I'll admit, flying to the moon is maybe a slightly ambitious goal to begin with. Lets start with a more immediate problem: not crashing after launch.

Getting up into the sky is easy, but to paraphrase Sir Isaac Newton, 'what goes up must come down'. You might think we just need to get far enough away from the earth that we no longer feel its gravity. However, although that is possible,* its not going to work for getting to the Moon, because the Earth's gravity is still strong there—that's why the Moon orbits the Earth, after all.

To make this clearer, let's make gravity itself visible. In this visualisation, Earth gravity is blue and Moon gravity is yellow. Where they overlap, we see a mixed green colour. The brighter the color, the stronger the pull—the weaker, the darker. The black area shows where the Earth's and Moon's gravity, pulling in opposite directions with equal force, exactly cancel each other out!

For now though, we'll get rid of the moon to keep things nice and simple. Don't worry, we'll bring it back later

Let's perform an experiment. If we drop a cat off of this tower, and launch another cat sideways from the tower with a slingshot, how long will it take each of them to land? Don't worry, cats always land on their feet. Have a guess, and pull back on the slingshot to launch.

However, what happens when the Earth's surface starts to curve? Try launching again with this upgraded slingshot.

Let's try an even faster launch.

Let's keep upgrading the slingshot and see if we can get the curvature of our freefall trajectory to match the curvature of the Earth.

Another upgrade. How far can it get?

One more upgrade, then: let's match the curvature of our freefall to the curvature of the Earth exactly.

But what happens if we add MORE POWER? Don't worry, it'll be fine. It's not like a little curiosity ever killed a cat.

If we were to launch the cat faster still, we would raise the apogee of its orbit further.

Of course, the only thing separating our beautiful never-ending orbits from our previous short-lived trajectories is that they eventually hit the ground. What would happen if our cats could pass through the ground like ghosts?

Let's start by following the dropped cat.

What about our previous launches that failed to complete an orbit?

We therefore see that all objects "want" to orbit and would do so were it not for the ground getting in the way. The parabolic trajectories we associate with thrown objects are in fact orbits cut short! We do not so much as need to "achieve orbit" as achieve an orbit which doesn't intersect the surface of the planet.

As they gain more launch velocity, though, the less eccentric their orbits become and their 'perigees' inside the Earth rise closer and closer to the surface, culminating in our perfectly circular orbit with constant altitude where apogee and perigee lose all meaning. As we've seen, adding even more initial velocity makes the orbit eccentric again but on a perpendicular axis.

Step 1 of getting to the Moon is reaching orbit around Earth. In the real-world, a stable orbit cannot be achieved at such a low altitude, since within the atmosphere air resistance slows us down causing us to lose the little altitude we have and eventually crash. In our simplified simulation, however, there is no atmosphere so we don't need to worry about that, but since we don't have a tower or a slingshot for our rocketship, we will still want to boost upwards until we have reached an altitude where we can safely point the rocketship 'forward' in the direction we'd like to orbit—this direction is called 'prograde'.

Impulse Control

Like most rocketships, ours does not have the ability to adjust its thrust—it's either on or off, there's no equivalent to lightly pressing the accelerator pedal. Instead, you've been controlling impulse—change in velocity—by timing the duration of your burns. This is indeed how most rocketships work.

However, since our simulation is effectively sped up by hundreds of times, this becomes very sensitive—especially when we're further away from the Earth and only need to perform low-impulse maneouvres. So we're going to upgrade your controls to adjust the exact timing of burns in advance—and to pause time so the rocketship remains in the same place for the duration of the burn, approximating real burns. In effect, you'll recieve the full impulse of the burn in one instanteous kick—just like the slingshot from before.

Spoiler alert, but we'll need to move to a higher altitude orbit if we're gonna to reach the moon. What direction should we fire the rocket to achieve this?

So you don't have to wait to reach a certain position in the orbit, we'll give you direct control over time.

The timeline visual is composed of vertical slices taken out of each frame—past, present and future—showing the altitude of your rocketship at that frame.

You can drag on the timeline to scrub through time, letting go to resume.

Alternatively, you can click on a point on the timeline, and it will automatically fast forward or rewind to that point.

Finally, you can 'zoom' in or out on the timeline by scrolling in or out with your cursor over the timeline.

Okay, now you can control time, what do you think is the next step to 'circularise' this orbit?

Let's go further out.

Now bring it all the way back down to a low, tight orbit.

Ok, clearly you've got the hang of orbital manouvreing. Its time to bring back the Moon. Before we can land on the moon, we first need to get into orbit around it. This can be achieved with what you already know, we just need to put our apoapsis in the close vicinity of the moon—in both time and space—so that when we reach it we are 'captured' by its gravity. Have a go.

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