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Spacecraft Propulsion

how to travel — and how to brake — in a vacuum

In space there is no road to push against and no brakes. Every change of speed has to be “bought” with propellant or with light. Compare chemical, ion, and nuclear engines and solar sails, see why no single engine can have huge thrust and frugal fuel use at the same time, and then flip the ship and brake at Mars — just as it is done for real.

Δv = ve ln m0mf ve = Isp·g0 t = 2√d/a
the “flip and burn” maneuver: a 180° turn and braking with the engine
Laboratorium

Every engine is a compromise: huge thrust or frugal fuel use. Click a bubble to meet the engine.

Engine map: thrust vs. specific impulse

flies in space tested on Earth concept* constant jet power

No engine gives you both

The exhaust jet carries kinetic energy. For a given power you can throw out a lot of mass slowly (high thrust) or a little mass very fast (frugally). Jet power is P = ½ F ve, so at constant power F = 2P/ve — that is why everything on the map lines up along diagonal lines.

High thrust: launch, landing, quick maneuvers

To lift off from Earth, thrust must exceed the rocket's weight. Only chemical engines do that (and, in tests, nuclear thermal ones): their propellant itself carries enormous power — the RS-25 delivers about 5 GW to its jet. But ve ≈ 3–4.5 km/s, so a large Δv needs gigantic tanks.

High specific impulse: long voyages

Electric thrusters accelerate ions to 20–40 km/s, so they use 10 times less propellant. But they only have as much power as the solar panels provide — a few kilowatts — and thrust on the order of tenths of a newton. They are useless for launching from Earth; in a vacuum they push for months.

Tsiolkovsky calculator: how much propellant for a mission?

formula and basics: Rocket
Mission (departing from low Earth orbit, LEO)
Engine
required Δv—
engine ve—
mass ratio m0/mf—
propellant—
initial mass in LEO—
engine burn time—
total thrust—
electric power—
payloadpower system (electric)tankspropellant
Task: deliver at least 20 t to Mars orbit. Budget: initial mass ≤ 60 t and engine burn time ≤ 3 years.

Simplifications: the Δv values are estimates for circular orbits without plane changes. High-thrust engines make short burns (a Hohmann-type transfer). Electric thrusters push continuously along a spiral, and that costs more Δv. For Mars: escape spiral from LEO ≈ 7.7 km/s + cruise ≈ 5.6 km/s + capture spiral into low orbit ≈ 3.4 km/s. Tanks are 10% of the propellant mass, and the electric power system (panels and power processing units) — 20 kg per kilowatt. We ignore the mass of the chemical and nuclear engines themselves (for nuclear propulsion that is a few tonnes). We also ignore planetary gravity while the engine is burning.

How does it work?

Rocket propulsion throws mass out at high speed in one direction, and the ship gains momentum in the other (Newton's third law). The force with which the engine pushes is the thrust. The speed at which the exhaust leaves is the exhaust velocity ve. Engineers often quote it as the specific impulse Isp in seconds: the number of seconds a kilogram of propellant could sustain a thrust equal to its own weight on Earth.

F = ṁ ve + (pe − pa)Aeve = Isp·g0Δv = ve ln(m0/mf)ṁ — propellant mass per second · g0 = 9.806 65 m/s² · m0, mf — mass with and without propellant · e.g. Δv = 5 km/s at 450 s needs a mass ratio of 3.1, but at 3,000 s only 1.19

The Δv budget

Every maneuver — speeding up, changing orbit, braking — costs a certain change in velocity Δv. We add them up like expenses in a budget, and the Tsiolkovsky equation tells us how much propellant that takes. Braking costs as much as speeding up.

The de Laval nozzle

The gas in the chamber is hot and slow. In the constriction it accelerates to the speed of sound (Mach 1), and in the expanding section it keeps going, supersonically, as it cools. The ideal exhaust velocity grows with temperature and falls with molecular mass:

ve = √2γγ − 1·RTcM·[1 − (pe/pc)(γ−1)/γ]γ ≈ 1.2–1.4 — adiabatic index · R = 8.314 J/(mol·K) · M — exhaust molar mass

Electric propulsion and the sail

v = √2qU/mF = 2ηPvePrad = 2Sc ≈ 9.08 µN/m²at 2.3 kW, η = 0.6, and 3,100 s: F ≈ 91 mN (NSTAR: 92 mN) · light pressure near Earth for an ideal mirror

Continuous thrust and the flip maneuver

The ship accelerates at a constant a for the first half of the way, turns 180°, and brakes for the second half. The fastest path at a given acceleration is called a brachistochrone.

t = 2√d/avmax = √a dΔv = a t78 million km at 1 g: about 2.1 days, vmax ≈ 875 km/s, Δv ≈ 1,750 km/s

At high speeds we compute relativistically (τ — time on the ship, d — the whole distance):

τ = 2ca arcosh(1 + a d2c²)t = 2ca sinh(aτ2c)m0mf = eaτ/ve4.24 light-years at 1 g: about 3.5 years on the ship and 5.9 years on Earth

A spiral instead of a jump

A weak engine cannot do a Hohmann transfer. So it pushes along its motion nonstop, and the orbit slowly grows. Such a spiral costs more Δv (LEO to GEO: |vLEO − vGEO| ≈ 4.6 km/s instead of 3.85 km/s), but at an Isp of 3,000 s it uses several times less propellant.

Simplifications: the engine map shows typical ranges, not every engine model. The nozzle is computed as isentropic flow of an ideal gas with constant γ (the result is usually a few percent better than a real engine). The plume and shock diamonds are drawn schematically. For the ion thruster we take an effective ve = 0.8 of the beam speed (part of the gas is not ionized, and the beam diverges). The sail is an ideal flat mirror in a single orbital plane; the Sun is a point, and the planets do not attract the sail. The continuous-thrust trip is computed along a straight line (no solar gravity and no planetary motion), and the game is one-dimensional. The spiral is a numerical integration (RK4) of motion in the field of a point-mass Earth with no atmosphere and no oblateness. Engine values are based on data from manufacturers, NASA, and ESA (as of 2026).

See also

Challenges

  1. Match the engine to the mission“Engine map” mode: deliver ≥ 20 t to Mars orbit within a budget of 60 t initial mass and 3 years of engine burn time.not completed
  2. Sail a solar sail out to Mars's orbit“Solar sail” mode: without a gram of propellant, get 1.52 AU from the Sun.not completed
  3. Stop the ship at Mars (< 100 m/s)“Braking” mode, game: braking with the engine only, enter the Mars zone at under 100 m/s.not completed
  4. To Mars in under 10 days“Braking” mode, calculator: choose a continuous acceleration for a trip to Mars (near or far).not completed
  5. Spiral from 400 km to GEO“Braking” mode: raise the orbit from LEO all the way to geostationary with continuous weak thrust.not completed
  6. Proxima Centauri at 1 g“Braking” mode, calculator: compare the trip time on the ship and on Earth at an acceleration of 1 g.not completed

Did you know…?

  • The Dawn probe's ion thruster pushed with roughly the force of two sheets of paper resting on your palm. But it pushed for almost 6 years and gave the probe about 11.5 km/s — more than any probe has gained from its own propulsion.
  • Sunlight presses on a perfectly reflecting mirror the size of a soccer field (105 × 68 m) with a force of about 0.065 N — the weight of a Polish 5-złoty coin.
  • At a constant acceleration of 1 g a trip to Mars would take only about 2 days. The problem is propellant: even with an ideal ion thruster, the mass ratio would be about 10²⁵.

Keys

Q W E R T Y
switch modes
← →
on tabs: neighboring mode; on sliders: change value; in sail mode: turn the sail
Space
chemical: change altitude · ion: neutralizer · sail: start/pause · nuclear: pause · braking: thrust in the game (hold)
[ ]
engine map: previous / next engine
H
ion: gridded / Hall thruster
N
sail and game: restart
F P G
braking: flip the ship in the game · pause the flip animation · start/pause the spiral