Aerospace model
Delta-V
The minimum-energy Hohmann orbital transfer and a 3-stage rocket's total delta-v budget - real orbital mechanics from the vis-viva and Tsiolkovsky equations, computed in pure C#.
How to read it: each burn is the velocity change (delta-v, in m/s) an engine must supply. The panel on the right is the program's real captured run - the two headline totals on the left are the numbers to compare against the textbook values.
KullGames.DeltaV -- Hohmann transfer + multi-stage rocket budget
using OnlyCSharp.Engineering.Aerospace (1.8)
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[1] Hohmann transfer: 200 km LEO -> GEO
r1 (LEO) = 6,578,000 m r2 (GEO) = 42,164,000 m
burn 1 (leave LEO): 2,454.6 m/s (2.455 km/s)
burn 2 (circularize GEO): 1,477.3 m/s (1.477 km/s)
total Delta-v: 3,931.9 m/s (3.932 km/s)
well-known real-world value: ~3.9 km/s
[2] Multi-stage rocket: 3-stage serial Delta-v budget
payload: 1,200 kg
stage 1 (booster ) Isp= 290s prop= 180,000 kg dry= 9,000 kg -> Delta-v = 4,564.5 m/s
stage 2 (upper stage) Isp= 320s prop= 30,000 kg dry= 2,200 kg -> Delta-v = 5,516.4 m/s
stage 3 (kick stage ) Isp= 420s prop= 2,500 kg dry= 350 kg -> Delta-v = 3,955.9 m/s
sum of per-stage Delta-v: 14,036.9 m/s
MultiStage.SerialDeltaV(): 14,036.9 m/s
breakdown matches total: True
[bonus] same propellant/structure, single non-staged engine (Isp=290s):
Delta-v = 8,166.9 m/s -- staging gains 5,870.0 m/s
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Summary:
Hohmann LEO->GEO transfer: 3.932 km/s (real-world ~3.9 km/s)
3-stage rocket total budget: 14.037 km/s for a 1,200 kg payload
What this computes
A Hohmann transfer is the minimum-energy way between two circular orbits: one burn to enter an elliptical transfer orbit, then a second burn at apogee to circularize. Each burn falls straight out of the vis-viva equation.
The Tsiolkovsky rocket equation - dv = Isp * g0 * ln(m0 / mf) -
shows why rockets stage: the mass ratio sits inside a logarithm, so dragging spent tanks
along punishes you badly. Shedding dead structure between stages here buys an extra
5.87 km/s over the same propellant burned as one engine.
This is a static render of the program's real captured output. All physics
comes from OnlyCSharp.Engineering.Aerospace (1.8) - pure C#, nothing outside
the .NET base class library.