I am attempting to use the 4th order Yoshida integration technique to model the orbit of satellites in circular orbits around the Earth.
However, the orbits I achieve spiral away quite quickly. The code for a Moon like satellite is below. Interestingly, the particles behaved when I use Euler method, however, I wanted to try a more accurate method. The issue could then be within how I have implemented the algorithm itself.
I have tried using the gravitational parameter rather then computing G*M
, but this did not help. I also reduced the time-step, messed around with units, printed and checked values for various integration steps etc., but could not find anything.
Is this the correct use of this algorithm?
G = 6.674e-20 # km^3 kg^-1 s^-2
day = 60.0 * 60.0 * 24.0 # length of day
dt = day / 10.0
M = 5.972e24 # kg
N = 1
delta = np.random.random(1) * 2.0 * np.pi / N
angles = np.linspace(0.0, 2.0 * np.pi, N) + delta
rad = np.random.uniform(low = 384e3, high = 384e3, size = (N))
x, y = rad * np.cos(angles), ringrad * np.sin(angles)
vx, vy = np.sqrt(G*M / rad) * -np.sin(angles), np.sqrt(G*M / rad) * np.cos(angles)
def update(frame):
global x, y, vx, vy, dt, day
positions.set_data(x, y)
# coefficients
q = 2**(1/3)
w1 = 1 / (2 - q)
w0 = -q * w1
d1 = w1
d3 = w1
d2 = w0
c1 = w1 / 2
c2 = (w0 + w1) / 2
c3 = c2
c4 = c1
# Step 1
x1 = x + c1*vx*dt
y1 = y + c1*vy*dt
dist1 = np.hypot(x1, y1)
acc1 = -(G*M) / (dist1**2.0)
dx1 = x1 - x
dy1 = y1 - y
accx1 = (acc1*dx1)/(x1)
accy1 = (acc1*dy1)/(y1)
vx1 = vx + d1*accx1*dt
vy1 = vy + d1*accy1*dt
# Step 2
x2 = x1 + c2*vx1*dt
y2 = y1 + c2*vy1*dt
dist2 = np.hypot(x2, y2)
acc2 = -(G*M) / (dist2**2.0)
dx2 = x2 - x1
dy2 = y2 - y1
accx2 = (acc2*dx2)/(x2)
accy2 = (acc2*dy2)/(y2)
vx2 = vx1 + d2*accx2*dt
vy2 = vy1 + d2*accy2*dt
# Step 3
x3 = x2 + c3*vx2*dt
y3 = y2 + c3*vy2*dt
dist3 = np.hypot(x3, y3)
acc3 = -(G*M) / (dist3**2.0)
dx3 = x3 - x2
dy3 = y3 - y2
accx3 = (acc3*dx3)/(x3)
accy3 = (acc3*dy3)/(y3)
vx3 = vx2 + d3*accx3*dt
vy3 = vy2 + d3*accy3*dt
# Full step
x = x3 + c4*vx3*dt
y = y3 + c4*vy3*dt
vx = vx3
vy = vy3
return positions