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{{Short description|Equations to predict the position of planets}}
{{No footnotes|article|date=April 2009}}A '''numerical model of the
==Older efforts==
The simulations can be done in either [[Cartesian coordinate system|Cartesian]] or in [[Spherical coordinate system|spherical]] coordinates. The former are easier, but extremely calculation intensive, and only practical on an electronic computer. As such only the latter was used in former times. Strictly speaking, the latter was not much less calculation intensive, but it was possible to start with some simple approximations and then to add [[Perturbation (astronomy)|perturbations]], as much as needed to reach the wanted accuracy.
In essence this mathematical simulation of the [[Solar System]] is a form of the ''[[N-body problem]]''. The symbol '''''N''''' represents the number of bodies, which can grow quite large if one includes
Although this method is no longer used for simulations, it is still useful to find an approximate [[ephemeris]] as one can take the relatively simple main solution, perhaps add a few of the largest perturbations, and arrive without too much effort at the wanted planetary position. The disadvantage is that perturbation theory is very advanced mathematics.
==Modern method==
The modern method consists of numerical integration in 3-dimensional space. One starts with a high accuracy value for the position (''x'', ''y'', ''z'') and the velocity (''v<sub>x</sub>'', ''v<sub>y</sub>'', ''v<sub>z</sub>'') for each of the bodies involved. When also the mass of each body is known, the acceleration (''a<sub>x</sub>'', ''a<sub>y</sub>'', ''a<sub>z</sub>'') can be calculated from [[Newton's
The result is a new value for position and velocity for all bodies. Then, using these new values one starts over the whole calculation for the next time-step Δ''t''. Repeating this procedure often enough, and one ends up with a description of the positions of all bodies over time.
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likewise for Y and Z.
The former equation (gravitation) may look foreboding, but its calculation is no problem. The latter equations (motion laws)
<math>\Delta v_x = a_{x} \Delta t </math>, and: <math>\Delta x = v_{x} \Delta t </math>
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x.new = x.old + (v.new + v.old) * 0.5 * dt
Of course still better results can be expected by taking intermediate values. This is what happens when using the [[Runge-Kutta]] method, especially the one of grade 4 or 5 are most useful. The most common method used is the [[leapfrog method]] due to its good long term energy conservation.
A completely different method is the use of [[Taylor series]]. In that case we write: <math>r = r_0 + r'_0 t + r''_0 \frac{t^2}{2!} + ... </math>
but rather than developing up to some higher derivative in r only, one can develop in r and v (that is r') by writing <math>r = f r_0 + g r'_0</math>and then write out the factors ''f'' and ''g'' in a series.
==Approximations==
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By far the most important trick is the use of a proper integration method, as already outlined above.
The choice of units is important. Rather than to work in [[SI units]], which would make some values extremely small and some extremely large, all units are to be scaled such that they are in the neighbourhood of 1. For example, for distances in the Solar System the [[astronomical unit]] is most straightforward. If this is not done one is almost certain to see a simulation
If N is large (not so much in Solar System simulations, but more in galaxy simulations) it is customary to create dynamic groups of bodies. All bodies in a particular direction and on large distance from the reference body, which is being calculated at that moment, are taken together and their gravitational attraction is averaged over the whole group.
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The total amount of [[energy]] and [[angular momentum]] of a closed system are conserved quantities. By calculating these amounts after every time step the simulation can be programmed to increase the stepsize Δt if they do not change significantly, and to reduce it if they start to do so. Combining the bodies in groups as in the previous and apply larger and thus less timesteps on the faraway bodies than on the closer ones, is also possible.
To allow for an excessively rapid change of the acceleration when a particular body is close to the reference body, it is customary to introduce a small
<math>a = \frac{G M}{r^2 + e}</math>
==Complications==
If the highest possible accuracy is needed,
Long term models, going beyond
==See also==
*[[Ephemeris]]
*[[VSOP (planets)]]
==References==
*{{Cite book|first=Dan L. |last=Boulet |title=Methods of orbit determination for the microcomputer |publisher=Willmann-Bell, Inc |___location=[[Richmond, Virginia]] |year=1991
{{Solar System models}}
{{DEFAULTSORT:Numerical Model Of Solar System}}
[[Category:Numerical analysis]]
[[Category:Computational physics]]
[[Category:Dynamical systems]]
[[Category:Dynamics of the Solar System]]
[[Category:Solar System models]]
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