SRV Orbital Mechanics

What is the average orbital speed of an unladen Scarab SRV?

Let's find out... (or scroll to the end to get to the practical answer)


I was recently introduced to the technique of SRV "flyving," where you use tilt-boosting, well placed bounces on the ground and plenty of SRV repair synthesis materials to gain far more speed than the SRV can reach driving on the ground. I even managed to drive my SRV into orbit around Enceladus, the results of which you can see in the linked video. I am definitely not the first to do this, there are other videos and a useful infographic around showing how to do the flyving.

Now, using wikipedia and math (or, a little bit quicker, Wolfram Alpha), we can figure out that Enceladus' orbital velocity at the surface is only 169 m/s. And sure enough, if I speed up my ship to 169 m/s above Enceladus, I don't fall down. Strangely enough, with the SRV I needed to get up to around 1100 m/s to keep a stable orbit. This is due to a downforce the SRV applies on low-g worlds to maintain a comfortable driving experience.

Well, orbit achieved despite that downforce, so mission accomplished. I didn't want to stop there though, I wanted to be able to predict for any world I visit how fast I would need to go to maintain orbit in the SRV.

SRV Assisted Gravity

The Scarab page on the Elite Dangerous wiki explains that this downforce results in an artificial, or assisted, gravity which is the average of 1 g and the planet's natural gravity. Before I found that article I also learned of this through a number of drop test experiments with the SRV from a high altitude on top of another CMDR's ship, which CMDR @Aeolessa was kind enough to help me with. (Thanks!)

So here's how to get the assisted gravity experienced by an SRV on a low-g world:
a = (g0 + g) / 2
  • a = assisted gravity
  • g0 = standard gravity (1 g)
  • g = planet's natural gravity
We'll come back to this later.

Measuring gravity

Elite doesn't give us very accurate numbers for gravity on low-g worlds. If we want to get a decently accurate orbital velocity, we need to measure gravity more accurately. We can do this with a drop test in any ship:
  1. Hover ship above the surface at 900 meters
  2. Set Flight Assist off and start a timer
  3. Stop the timer when you reach 400 meters. Then turn flight assist on so you don't crash into the surface.
Now we can use the (simplified) formula for uniform acceleration to get the acceleration due to gravity:
g = 2*d / t^2
  • g = acceleration due to gravity (m/s^2, natural gravity)
  • d = displacement (m, 500 if you do the drop test above)
  • t = time (s)
We'll need this accurate gravity number later.

Orbital Velocity

To get the orbital velocity we need to know the acceleration due to gravity and the radius, then we can use the formula of circular acceleration:
a = v^2 / r
  • a = acceleration (m/s^2, the assisted acceleration experienced by the SRV)
  • v = orbital velocity (m/s, what we would like to find out)
  • r = radius (m)
Solving this for v, we get: v = sqrt( r * a )

We can substitute for a and g0 here and add in a 1000 multiplier to make it ready to use for SRVs with a radius in kilometers:

v = sqrt( 1000 * r * ( 9.81 + g ) / 2 )
  • v = orbital velocity (m/s)
  • r = radius (km)
  • g = acceleration due to natural gravity (m/s^2, this is the number we measure in a drop test)
Now we have all the pieces to the puzzle.

Putting it all together

So when you visit a planet and decide you might want to orbit it in your SRV, here's the practical version of how to get the orbital velocity.

1. Drop from a standstill from 900 meters to 400 meters (a 500 meter drop) and measure the time:
g = 2*500 / t^2
  • g = acceleration due to gravity (m/s^2, natural gravity)
  • t = time (s)
Or: Use Wikipedia and get the acceleration due to gravity for a landable planet in Sol.
Or: If you have an accurate enough number in Gees (such as from a journal entry), convert the G to acceleration: g = 9.81 * G

2.
Calculate the orbital velocity:
v = sqrt( 1000 * r * ( 9.81 + g ) / 2 )
  • v = orbital velocity (m/s)
  • r = radius (km)
  • g = acceleration due to gravity (m/s^2, natural gravity)
Example:

For Enceladus, my drop test of 500 meters gave me a time of 96.9 seconds. Enceladus has a radius of 252.1 km.
  • g = 2 * 500 / 96.9^2 = 0.107 m/s^2
  • v = sqrt( 1000 * 252.1 * ( 9.81 + 0.107 ) / 2 ) = 1118 m/s^2
And now we know the average orbital speed of an unladen Scarab SRV. (on Enceladus)

Another takeaway from this when looking for a planet is that as long as the gravity is low, the biggest factor in the speed needed to reach orbit is the radius, not the planet's natural gravity. A very small, 200 km metal rich world with 0.08 g needs 1029 m/s to orbit where a larger 400 km ice world with 0.01 g needs 1408 m/s. Go for a small radius first and foremost for an easier time getting to orbit!

If you've gotten this far, thanks for reading! I hope you found this post interesting and/or useful and if you're inspired to try orbiting a planet yourself, flyve safe! o7
 
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This is marvellous, thanks very much :)

Are you able to retro fire enough to de-orbit if you wish to?
It's certainly possible. People have even managed to jump from one planet to another (although the mechanics of landing on the other planet do get a bit flaky!).

I also thought I'd include SushiCW's instructional video from the Planetary Circumnavigation Club hints and tips section which people might find interesting.

 
Brilliant, just brilliant.

This is also an example that humans will always find a way to tell the engineers they made their machines do crazy things the slide-rule kings and queens never intended.
 
Nice analysis! This absolutely matches my own experience, although the formula for assisted gravity is new to me. I'm also not 100% sure it's accurate, especially on high-G worlds (where you can always get off the ground), but like you said the most certain measure is a drop-test anyway.


Are you able to retro fire enough to de-orbit if you wish to?

Absolutely. The only trick is that at first you have to retro-fire very gently, because otherwise the extra "up" thrust that's always applied no matter your orientation will take you too high and you'll lose physics and drift into space. So it's a bit of a slow process, just like getting into SRV orbit but reversed.

Alternately, you can find a high mountain and slam into it. If you survive, which given the current extremely forgiving SRV collision physics you probably will, you'll lose a big chunk of momentum at once. As long as your ricochet off the mountain doesn't take you too high (see above), it should be enough to get you back down.

And yes, I've done it both ways.
 
I mixed up one of my drop test results with the example I gave for Enceladus at the bottom, so I went and did a new drop test on Enceladus. The drop test doesn't take 43.8 seconds as I originally said, but 96.9 seconds. Instead of 0.521 m/s^2 this gives a much smaller acceleration of 0.107 m/s^2. Despite that, the actual orbital velocity result was only off by a small amount, the wrong result was 1141 m/s whereas the correct result is 1118 m/s.

Sorry about the error, although it does nicely illustrate that the assisted gravity done by the SRV makes radius far more important than gravity on low-g worlds!

Nice analysis! This absolutely matches my own experience, although the formula for assisted gravity is new to me. I'm also not 100% sure it's accurate, especially on high-G worlds (where you can always get off the ground), but like you said the most certain measure is a drop-test anyway.

The drop tests for low g worlds I did pointed towards the same thing that the wiki states, that the artificial (what I call assisted) gravity for the SRV is averaged between 1 g and the planet's natural gravity. I've included them here:
unknown.png

The worlds tested are Zeta Tucanae 1, 2, 3 and 4. (I did not dare to try a ship drop test on 4 so I just converted the planet's G into acceleration)

The "Support Factor" column is the ratio between added acceleration (what the SRV does artificially) and the "Missing" acceleration (what is missing to make it 1 G). I wasn't thinking in terms of averages when I made this, but looking past the inaccuracies and accepting for a moment that "support factor" is 0.5 for the first 3 results, mathing that out led me to the same result. (Average between planet's natural gravity and 1 G)

The wiki page states that there's no artificial gravity for worlds 1 g and above, my own SRV drop test on a 1.13 g world was inconclusive because I didn't have a good tool to measure the drop time accurately enough. Changing the last SRV drop test result just by half a second drastically changes the support factor of the high-g world so I consider that last test unreliable. There's definitely room for more accurate testing here, perhaps with a recording and video editing software that can show very accurate timestamps.
 
The reason you can get off the ground on high-g worlds is that just like ship thrusters, SRV thrusters always adapt themselves to the gravity of the planet you're on. How much they give and whether it's different between planets is another thing that could be tested but I don't think it's relevant for the orbital speed of an SRV. (since an SRV in orbit isn't boosting)
 
Cool stuff! I was doing some testing too and got very similar results:

(All orbits are circular at the specified altitude. Earth for reference)
BodyTypeCodex Earth MassCalculated Earth MassRadius (km)Codex Earth GravityOrbit Altitude (km)Ship Velocity (m/s)Ship Orbital PeriodSRV Observed PeriodSRV Velocity (m/s)SRV Observed Earth Gravity
EarthEarth-like world1.00001.00000063711.004007,6721:32:25
Ulchs A 1Metal-rich body0.00010.0000492000.05103061:11:580:22:089940.529
Dahan WandererIcy body0.00000.0000252240.02142032:02:340:24:2310230.506
Wolf 1301 5 bIcy body0.00010.0000884230.02212812:45:230:32:4514200.511
  • The Earth mass is calculated using the radius and gravity from the system map
  • The Observed gravity is calculated using the radius, altitude and period
  • The observed period, velocity and gravity are all consistent with one another
Some notes:
  • The rounding up on the calculated mass of Ulchs A 1 can be explained by the inaccuracy of the gravity value. Using your formula for assisted gravity you can see that it must actually be slightly above 0.05, and so the mass would round up too.
  • The observed gravity on Wanderer should cause it to round down to 0.01g, however this could be a measurement inaccuracy. Changing the period by a few seconds can cause the Observed gravity to rise above 0.508g. Fixing this discrepancy. The same goes for the velocity, it might not have been perfectly circular.
I also noticed the surface altitude on the HUD can differ greatly from the distance seen in the navigation panel. Ulchs A1 sticks out in particular where most of the planet i flew over seemed to be below "sea-level" i.e. the 200km radius.
For anyone interested in replicating my findings, Wanderer and Wolf 1301 5 b both are nice and slippery, being icy bodies, and have small but tall mountains that can be used to base-jump off of for a good initial speed boost.
 
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