Nafnlaus 🇮🇸 🇺🇦<p><span class="h-card"><a href="https://fosstodon.org/@ross" class="u-url mention" rel="nofollow noopener noreferrer" target="_blank">@<span>ross</span></a></span> Play <a href="https://fosstodon.org/tags/KerbalSpaceProgram" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>KerbalSpaceProgram</span></a> for a while, you'll get a much better understanding of the (very counterintuitive) nature of <a href="https://fosstodon.org/tags/OrbitalDynamics" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>OrbitalDynamics</span></a> :)</p><p>Oh, and how did they calculate things in the <a href="https://fosstodon.org/tags/1960s" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>1960s</span></a>? While final trajectories were analyzed with (compute-intensive) <a href="https://fosstodon.org/tags/NBodySimulations" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>NBodySimulations</span></a>, rough trajectories were created with "<a href="https://fosstodon.org/tags/PatchedConics" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PatchedConics</span></a>", which basically sort of converts a trajectory into a <a href="https://fosstodon.org/tags/geometry" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>geometry</span></a> problem.</p>