Wrong. you've mistaken distance for speed. V (velocity, vector) is distance per time, with time always defaulting to seconds if not noted otherwise.
Distance defaults to meters.
Where did I mistake distance for speed? I'm using x for distance, v for velocity, and a for acceleration. Position given initial position, initial velocity and acceleration is x = x0 + v0 t + 1/2 a t², if you're only worried about change in position (initial velocity and position are 0) you get x = 1/2 a t².
Velocity change given acceleration and position (you don't have time) is v² = 2 a x or v = Sqrt[2 a x].
For traveller purposes, A is shifted to a flat 10 per G,
Anyway, if you know the acceleration, total distance (Dt), and two of short leg distance (Ds), long leg distance (Dl), and coast distance (Dc), you can figure the total Time.
I think we're trying to solve different problems. You're looking for a coast distance, I'm looking to be under acceleration the entire time, with the turnover at the appropriate time such that the remaining available deceleration will bring the ship to zero velocity at its destination.
Burn and flip is generally T=Sqrt(4D/A)
But we need to not count the distance coasting, because that is time we aren't accelerating. (While Mike is absolutely correct about the reduced thrust past limit, it makes the math much uglier. So, ignoring it.)
That is specifically why I posted. As you note, the problems are simple to solve given constant thrust and not that difficult given acceleration continuously varying on a function. It is more difficult to solve given particular zones of available variable thrust. But to continue with this case -
We need distance under thrust, let's call it Da. the time taken is Ta, and the velocity is constantly changing. Peak may be relevant if the ref's a realism nut, and Vap (Peak Velocity under thrust) = ATa/2 (because at half the time, you flip and start reducing).
So
Da = Dt - Dc
Ta = Sqrt(4Da/A)
We cannot figure coasting speed until we know Ts, because we need to know Vs. But note that this is a one way burn, so
Ds=ATs²/2
We can already solve for how much velocity can be absorbed in the short distance, as we know that v² = 2 a x, or v=Sqrt[2 a x]. Checking that in the case of Saturn, which has a radius (that you're using) of 60268000, thus 2000 diameters is 4000x that, so 241072000000. The question is "how much velocity can be absorbed in that distance given acceleration of 10 m/s². The approach I would take:
Total velocity change available given that distance is 2.19548*10⁶ m/s, or about 2195 km/sec. Verifying that a different way, I'll set up an ODE with the second derivative of position/time (that is, acceleration) to be -10, initial condition of the first derivative of position/time (velocity) to be what is implied above (2195 km/sec), and initial position to be zero, and solve for when velocity is zero:
it takes 219578 seconds after which velocity is zero, and at that time position is 2.41072x10¹¹ meters, or, as expected, 4000 saturn radii. I did not do an order reduction specifically so there's no confusion that y[t] is position and y'[t] is velocity.
So, entry velocity to the destination 1000D sphere is, as originally implied by the v² = 2 a x equation, v = Sqrt[2 a x] given a is acceleration and x is how much distance you have to work with (2000 diameters) you will get the entry velocity v that can be reduced to 0.
You definitely took a different approach than I did and ended up with a different number for that component of it. I'll break up the responses a bit to deal with each component in turn.
(and, position vs velocity plot for the above test case of saturn)
