Teacher and presenter guide · Orbital mechanics and the Oberth effect, taught by a fuel gauge
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One per stage, in the words the learner reads on the Takeaway card. Nothing else to state and nothing to read out: each is what its stage demonstrates, and each stage's check-yourself item tests exactly that.
The first of Part four's ten AI-built classroom tools, and the first of its two games. It carries no handover from Demo 6: what Part four shares is not a chain of ideas but a discipline — each tool starts from a learning goal, exposes its assumptions, and makes its evidence available for challenge. This one's engine is a real gravity integrator, which is why its central result can be measured rather than asserted.
Ask it before anyone touches a control; return to it at the debrief.
Most of the room says no, and the arithmetic they have — Δv is Δv — supports them. Stage 2 is them finding out the question was about energy, not speed.
Open ⚙ Settings → Presentation mode first: it scales the page for the back row and adds a 🎤 Notes button. The Guide card opens on load and explains the controls.
You are at the top of an ellipse and you push forward. Which part of the orbit moves?
Burn forward at apoapsis. Does periapsis rise, does apoapsis rise, or do both? Three buttons, captured, echoed beside the result.
Level 1 circularizes an ellipse; Level 2 raises apoapsis into a band. Together they show the rule in both directions.
The dotted preview lifts the far side while the near side barely moves. The observation cue fires at each apsis with the speed there, naming apoapsis as the minimum energy-per-Δv point.
Because it raises the point half an orbit away, which from apoapsis is periapsis. The two wrong options are "apoapsis is where the engine is most efficient" (the refutation item; the opposite is true and stage 2 measures it) and "a single burn reshapes the whole orbit at once".
Do not let this stage become the lesson. It is vocabulary and geometry; nothing about cost is established yet, and a student who leaves thinking apoapsis is "the good place to burn" has acquired the misconception stage 2 exists to break.
Escaping Earth needs a fixed amount of energy — so does it cost the same Δv wherever you burn?
Level 3 starts on an ellipse with periapsis 11,100 km and apoapsis 70,100 km above the surface. Which burn point escapes for less Δv? The flight view does not appear until this is answered.
→ Pe, 🔥 Plan burn, push Δv until the ORBIT chip flips from BOUND to ESCAPING. Then have them undo and try it from apoapsis on the same tank: that comparison is the stage. Levels 4 and 5 apply the same idea to a transfer and a powered flyby.
661 m/s from periapsis, 1,835 from apoapsis, a factor of 2.77 — both minima found against this engine. The HUD's "energy gained per 1 Δv" reads 6.08 km/s at periapsis and 1.39 at apoapsis: the same numbers, live.
Item 1: because you are moving fastest there, and the energy added is v·Δv + ½Δv². The refutation option is "because you are closer to Earth" — see Misconception 1. Item 2: no — an unpowered assist borrows the moon's motion; Oberth is about when you spend fuel. See Misconception 2.
2.77× belongs to this ellipse. Round the orbit out and the gap shrinks; on a circle there is no periapsis to prefer. What generalises is the direction of the effect, not its size, and the Details drawer says so in as many words.
Your engine needs hours to deliver its Δv. Where in the orbit should that burn happen?
The full burn lasts a noticeable arc. Light it exactly at periapsis, or start before periapsis?
Levels 1–5 use impulsive burns; 6 and 7 give the engine 0.055 and 0.013 m/s². Three readouts let students compute an ignition point instead of guessing: the HUD's Time to periapsis, the planner's Burn duration, and the lead box beside → Pe, which stops the warp that many minutes short. Locked until a student has escaped in stage 2.
Level 6: 775 m/s centred on periapsis, 919 lit at periapsis, against an impulsive ideal of 661 — finite thrust always costs something and timing decides how much. Level 7's engine is weak enough that one long burn smears round most of the orbit for 1,498 m/s, where six kicks of roughly 2.8 hours each cost 731.
Because all of it happens after the fast point, at falling speed. The refutation option is "a longer burn wastes more fuel as heat" — see Misconception 4.
Steering losses are ignored entirely, and there is no rocket equation, so the finite-thrust penalty here has the right shape and not the right size. Treat 775-against-919 as "centring matters, and roughly this much".
No goal, no par, 200 units of Δv, all three engines selectable, a second fictional moon, nothing scored. Its Predict card asks for a number rather than a button — how cheaply do you think you can escape? — and its check-yourself item is the synthesis one: which single quantity decided every answer across the three stages. The answer is your speed at the instant you spend the Δv.
An impulsive burn changes speed by Δv along the velocity, so kinetic energy per unit mass goes from ½v² to ½(v+Δv)²:
The v·Δv term dominates, and it carries your speed at the instant of the burn. Gravitational potential is unchanged at that instant — you have not moved — so the whole difference between a cheap burn and an expensive one is the v in that term. On an ellipse, speed peaks at periapsis.
The HUD's "energy gained per 1 Δv" readout is therefore numerically just your current speed — worth asking a calculus class to differentiate ½v² and see why.
Where does the extra energy come from? The propellant's chemical energy is fixed; what changes is how it divides between ship and exhaust. At high speed the engine acts over more distance per second, so more of it ends up in the ship and less in the plume.
Every figure in the demo carries one of these labels on its face.
| Quantity | Value | Provenance |
|---|---|---|
| Earth μ, radius | 398,600 km³/s² · 6,371 km | Sourced. NASA NSSDC Earth Fact Sheet, read 2026-09-16: "GM (x 10⁶ km³/s²) 0.39860", "Volumetric mean radius (km) 6371.000". |
| Level pars | L1 712 · L2 1,107 · L3 791 · L4 1,819 · L5 1,424 · L6 838 · L7 823 m/s | Measured against this exact engine. The integrator has no random element, so there is no seed: re-running test-physics.js reproduces every figure. |
| L3 escape minima | 661 m/s at periapsis · 1,835 at apoapsis | Measured by bisection; the periapsis figure also matches closed-form vesc − vp to three figures. |
| L6 / L7 finite thrust | 775 centred · 919 lit at Pe · 731 in six kicks · 1,498 in one burn | Measured, same harness. |
| The moon | invented orbit, mass and size | Illustrative. Not our Moon — closer and heavier relative to this setup, so an assist fits a class period. Labelled on the map itself. |
| Low-thrust stages escape by repeated perigee burns | — | Sourced (the practice): ESA's SMART-1 page, 31 Aug 2006, read 2026-09-16 — "thrust arcs around the perigee and coast arcs around the apogee". The motive is Reasoned from 731-against-1,498 and MIT OCW 16.07 L17 (read 2026-09-16). |
Space pause · B burn planner ·
Enter commit · Esc cancel · Z undo · X cut
engine · , . warp down/up · P / A warp to
Pe / Ap · H HUD · F follow camera · M briefing ·
R restart level · ? Guide · N Presenter Notes.#stage-3 link clamps to the furthest
unlocked stage rather than routing around the gate.index.html to play. Physics:
velocity-Verlet coasts with RK4 powered arcs, verified by test-physics.js; the built
page by test-bundle.js. src/demo-guide.html is the canonical source of
this document — the shipped teacher-guide.html, the PDF, and the in-app presenter
notes are generated from it at build time.