504 lines
12 KiB
Markdown
504 lines
12 KiB
Markdown
# Trajectory Simulation Guide
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## Overview
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The **Trajectory Simulator** predicts rocket flight paths using physics-based 4th-order Runge-Kutta integration. It accounts for atmospheric drag, gravity, thrust, and user-defined events to compute complete vehicle trajectories from liftoff to landing.
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## Quick Start
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1. **Configure Vehicle**
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- Import engine (from Engine Designer) or specify manually
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- Enter vehicle mass (wet & dry), reference area, drag coefficient
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2. **Configure Atmosphere**
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- Select model (US Standard, exponential)
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- Set sea-level conditions (temperature, pressure)
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3. **Set Pitch Program**
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- Vertical hold duration or altitude
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- Then gravity turn (pitch follows velocity vector)
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4. **Add Events** (optional)
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- Guidance commands (pitch changes)
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- Jettison (drop mass during flight)
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- Markers (annotations)
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5. **Run Simulation**
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- Click "Run Simulation"
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- Wait for RK4 integration to complete
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6. **Playback**
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- Watch animation (1×, 5×, 10× speed)
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- Scrub timeline to jump to time
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- Click on plot to jump to position
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---
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## Physics Model
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### State Vector
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At each timestep, we track:
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```
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state = [x, y, vx, vy, m]
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```
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- `x` — downrange distance (m)
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- `y` — altitude above sea level (m)
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- `vx` — horizontal velocity (m/s, positive = downrange)
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- `vy` — vertical velocity (m/s, positive = up)
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- `m` — vehicle mass (kg)
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### Forces
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**Thrust:**
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```
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F_thrust = thrust(t) × cos(pitch_angle) [horizontal component]
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F_thrust = thrust(t) × sin(pitch_angle) [vertical component]
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```
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Direction depends on pitch program (see below).
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**Gravity (altitude-dependent):**
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```
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g(h) = g0 × (R_earth / (R_earth + h))²
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```
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Where:
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- `g0` = 9.81 m/s²
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- `R_earth` = 6.371×10⁶ m
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- `h` = altitude (m)
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**Drag:**
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```
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F_drag = 0.5 × ρ(h) × v² × Cd × A_ref
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```
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Opposed to velocity direction:
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```
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F_drag_x = -F_drag × (vx / v)
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F_drag_y = -F_drag × (vy / v)
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```
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Where `v = √(vx² + vy²)` is total velocity.
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### Atmosphere
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**US Standard Model (default):**
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- Piecewise linear layers
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- Troposphere: 0–8500 m (temperature decreases 6.5 K/km)
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- Stratosphere: 8500–15000 m (isothermal at 216.5 K)
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- Higher: exponential decay
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**Exponential Model:**
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```
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ρ(h) = ρ0 × exp(-h / H)
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```
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Where:
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- `ρ0` = sea-level density (1.225 kg/m³)
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- `H` = scale height (~8500 m)
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**Pressure & Temperature:**
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- US Standard uses table lookup
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- Temperature affects gas density (lower T = higher ρ at same P)
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### Equations of Motion
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**Acceleration:**
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```
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a_x = (F_thrust_x + F_drag_x) / m
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a_y = (F_thrust_y + F_drag_y - m×g(h)) / m
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```
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**Mass Change (during burn):**
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```
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dm/dt = -mass_flow_rate
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```
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Mass only changes during engine burn phase (after liftoff, before MECO).
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### Numerical Integration (RK4)
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The integrator advances state by small timesteps (default: dt = 0.05 s):
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```
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k1 = derivatives(t, state)
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k2 = derivatives(t + dt/2, state + k1×dt/2)
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k3 = derivatives(t + dt/2, state + k2×dt/2)
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k4 = derivatives(t + dt, state + k3×dt)
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state_new = state + (k1 + 2×k2 + 2×k3 + k4) × dt/6
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```
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**Accuracy**: RK4 is 4th-order accurate; typical error scales as O(dt⁵).
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**Advantages:**
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- More accurate than Euler method
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- Reasonable computational speed
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- Standard in trajectory software
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**Limitations:**
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- No adaptive timestep (dt is fixed)
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- Cannot handle stiff equations
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- Small dt needed for accuracy (0.01–0.1 s typical)
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---
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## Inputs
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### Vehicle Configuration
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**From Engine Designer (auto-populated if imported):**
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- `thrust` — engine thrust curve or constant
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- `isp` — specific impulse (vacuum)
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- `mdot` — mass flow rate (kg/s)
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- `burnTime` — engine burn duration (s)
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- `dryMass` — engine dry mass (kg)
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**Vehicle Properties (manual input):**
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- `wetMass` — total mass with propellant (kg)
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- `dryMass` — mass without propellant (kg)
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- **Note**: Used after engine shutdown
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- `referenceArea` — cross-sectional area for drag (m²)
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- `dragCoefficient` — Cd (typically 0.2–0.3 for rockets)
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- `payloadMass` — payload (kg, contributes to dry mass)
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### Atmospheric Conditions
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- `atmosphereModel` — US Standard or Exponential
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- `seaLevelTemperature` — T0 (K), default 288.15 K (15°C)
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- `seaLevelPressure` — P0 (Pa), default 101325 Pa
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- `windSpeed` — not yet implemented
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### Pitch Program
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**Vertical Hold Phase:**
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- `pitchStartAlt` — altitude to begin gravity turn (m)
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- Duration: liftoff until altitude > pitchStartAlt
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- Pitch angle: 90° (straight up)
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**Gravity Turn Phase:**
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- Pitch angle follows velocity vector
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- `pitch = atan2(vy, vx)`
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- Vehicle points along flight path (min drag)
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**Advanced Programs (future):**
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- Custom pitch schedule vs. time
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- Thrust vector control
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- Angle of attack constraints
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---
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## Outputs
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### Trajectory States
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Array of `state` vectors at each timestep:
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```javascript
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[
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{time: 0, x: 0, y: 0, vx: 0, vy: 0.1, m: 2000},
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{time: 0.05, x: 0, y: 0.005, vx: 0.2, vy: 15.0, m: 1999.5},
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...
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{time: 60, x: 5000, y: 50000, vx: 2000, vy: 0, m: 800}
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]
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```
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Total states: ~1200 for 60 second flight (0.05 s dt)
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### Auto-Detected Events
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**Liftoff:**
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- First time `y > 0` and `vy > 0`
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- Time, altitude, velocity logged
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**Main Engine Cutoff (MECO):**
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- When `burnTime` expires
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- Last time mass changes
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- Marks end of powered flight
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**Max Q (Dynamic Pressure):**
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- Maximum value of `q = 0.5 × ρ × v²`
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- Often a structural design point
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- Time, altitude, velocity, q value
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**Apogee:**
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- Highest altitude reached
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- First time `vy` changes from positive to negative
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- Last point of ascending flight
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**Landing:**
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- First time `y ≤ 0` after apogee
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- Final altitude, downrange, velocity
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### User-Defined Events
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**Guidance (Pitch Command):**
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```javascript
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{type: 'guidance', time: 30, pitchAngle: 45}
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```
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At t=30s, change pitch to 45° (overrides gravity turn)
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**Jettison (Mass Drop):**
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```javascript
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{type: 'jettison', time: 25, massDropped: 50}
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```
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Drop 50 kg (e.g., fairings) at t=25s
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- Reduces drag & inertia
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- Affects apogee & downrange
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**Marker (Annotation):**
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```javascript
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{type: 'marker', time: 15, label: 'Separation'}
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```
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Just marks event on timeline; no physics change
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---
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## Workflow: Simulate LOX/RP1 Rocket
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### Step 1: Design Engine
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1. Go to **Design > Engine**
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2. LOX/RP1, 200 bar → ~150 kN thrust, 310 s Isp, 60 s burn
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3. Export JSON
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### Step 2: Design Rocket
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1. Go to **Design > Rocket**
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2. Import engine JSON (gets thrust, Isp, burn time)
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3. Configure tanks (5000 L, tandem)
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4. Set payload (50 kg)
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→ **Result**: Wet mass 1550 kg, dry mass 450 kg
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### Step 3: Run Trajectory
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1. Go to **Design > Trajectory**
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2. Import rocket JSON (gets wet/dry mass, reference area)
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3. Import engine JSON (gets thrust, Isp, burn time)
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4. Set pitch start altitude: 1000 m
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5. Click "Run Simulation"
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→ **Result**: ~5000 m downrange, 50 km apogee, 180 s flight time
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### Step 4: Analyze Results
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- **Plot**: Shows altitude vs. downrange (parabolic path)
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- **Timeline**: Mark apogee, MECO, Max Q
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- **Playback**: Watch animation in real time
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- **Scrub**: Jump to specific times to see position/velocity
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### Step 5: Optimize
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- Try different masses (remove payload → higher apogee)
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- Try different pitch programs (start gravity turn later → longer range)
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- Try jettison events (drop fairings at MECO → save mass)
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---
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## Event System
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### Event Structure
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```javascript
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{
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type: 'liftoff' | 'meco' | 'maxQ' | 'apogee' | 'landing' | 'guidance' | 'jettison' | 'marker',
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time: number, // seconds
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altitude?: number, // meters
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downrange?: number, // meters
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velocity?: number, // m/s
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label?: string, // display name
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value?: any // event-specific data
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}
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```
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### Auto-Detected Events (Read-Only)
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Computed during simulation; user cannot edit.
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**Liftoff**: `{type: 'liftoff', time: 0.05, altitude: 0.1, velocity: 1.5}`
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**Max Q**: `{type: 'maxQ', time: 5.2, altitude: 1000, q: 50000}`
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**Apogee**: `{type: 'apogee', time: 120, altitude: 50000, velocity: 0}`
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**Landing**: `{type: 'landing', time: 180, altitude: 0, downrange: 5000, velocity: -50}`
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### User Events
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**Guidance Command:**
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```javascript
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{type: 'guidance', time: 30, pitchAngle: 45, label: 'Pitch over'}
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```
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- Changes pitch at specified time
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- Overrides gravity turn
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- Can be used for coast phase burn starts, etc.
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**Jettison:**
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```javascript
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{type: 'jettison', time: 25, massDropped: 50, label: 'Fairing separation'}
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```
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- Removes mass from trajectory
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- Affects drag & inertia
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- Typically after Max Q (fairing drag not needed)
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**Marker:**
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```javascript
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{type: 'marker', time: 60, label: 'Engine cutoff'}
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```
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- Pure annotation
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- No physics effect
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- Useful for documentation
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---
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## 3D Visualization
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### Trajectory Plot
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HTML5 Canvas rendering of flight path:
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**Axes:**
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- X: downrange (0 to max)
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- Y: altitude (0 to apogee + margin)
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- Aspect ratio: ~2:1 (wider than tall)
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**Elements:**
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- Trajectory curve (light blue line)
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- Event markers (circles at key points)
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- Grid (light gray, 10 km spacing)
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- Labels (altitude, downrange at axis)
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- Legend (event types & colors)
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**Interactivity:**
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- Click on plot → jump to that time
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- Hover on point → show values (alt, range, velocity)
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- Hover on event marker → show label
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- Zoom (mousewheel) — not yet implemented
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### 3D Flight Animation
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**Top-down view** showing:
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- Vehicle model (small rocket symbol or sphere)
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- Flight path (line from start to current position)
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- Current altitude/range indicators
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- Compass heading
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**Implementation:** Canvas 2D or Three.js (current: Canvas)
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---
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## Playback Controls
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### Timeline Bar
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Located below trajectory plot:
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**Play/Pause Button:**
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- Starts/stops animation
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- Keyboard: Space bar
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**Speed Selector:**
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- 1× — real time
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- 5× — 5× faster
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- 10× — 10× faster
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**Scrubber (Time Slider):**
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- Drag to jump to any time
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- Release to play from that point
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- Shows current time in seconds
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**Event Timeline:**
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- Vertical lines at event times
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- Hover to see event name
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- Click to jump to event
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### Keyboard Shortcuts
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- **Space**: Play/pause
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- **→**: Jump forward 10 seconds
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- **←**: Jump backward 10 seconds
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- **Home**: Jump to start
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- **End**: Jump to end
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---
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## Advanced Features
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### Thrust Curves (Future)
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Instead of constant thrust, can import actual thrust vs. time:
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```javascript
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{
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type: 'thrustCurve',
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data: [
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{time: 0, thrust: 150000},
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{time: 5, thrust: 145000},
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{time: 60, thrust: 0}
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]
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}
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```
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Would enable:
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- Throttling analysis (variable thrust)
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- Solid rocket motor curves
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- Multi-engine clustering
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### Stage Separation
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Currently single-stage only. Multi-stage would require:
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- Stage definition (separate vehicle configs)
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- Coast phase between stages
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- Staging logic (when to ignite next stage)
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- Updated mass calculations
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### Wind Effects
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Could add:
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- Constant wind (direction, magnitude)
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- Turbulence (atmospheric gusts)
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- Wind shear (altitude-dependent)
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- Affects trajectory & landing site
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### Control Systems
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Could add:
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- Attitude feedback (pitch control gains)
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- Stability margin (static/dynamic)
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- Fin-based control
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- Thrust vector control (TVC)
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---
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## Troubleshooting
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### Trajectory looks wrong
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- Check vehicle mass (should match design)
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- Verify drag coefficient (0.25 ± 0.05 typical)
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- Confirm reference area (cross-sectional)
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- Ensure engine thrust profile is correct
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### Apogee seems too low
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- Verify engine thrust (check import)
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- Check mass (try reducing payload)
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- Ensure Isp is correct (affects delta-v)
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- Try longer burn time or higher chamber pressure
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### Simulation diverges (NaN values)
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- Reduce timestep dt (smaller step size)
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- Check for negative mass (propellant consumed)
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- Verify atmosphere model (no singularities)
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- Ensure velocity doesn't exceed sound barrier (should be OK)
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### Playback animation slow
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- Reduce speed (don't use 10×)
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- Close other browser tabs
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- Lower resolution (use simpler plot)
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- Reduce state vector size (use larger dt)
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---
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## References
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- Beard, R. W., & McLain, T. W. (2012). Small unmanned aircraft: Theory and practice. Princeton University Press.
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- Vallado, D. A., Crawford, P., Hujsa, R., & Kelso, T. S. (2006). Revisiting spacetrack report #3. AIAA/AAS Astrodynamics Specialist Conference.
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- US Standard Atmosphere 1976. NASA TM-X-74335
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---
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**Last Updated**: 2025-02 | **Status**: Current (v1)
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