Analytical review of visualization methods for launch and landing of spacecraft with consideration of 64-bit system boundary value issues

The subject matter of this article is the contemporary software solutions used for modeling and visualizing spacecraft missions, specifically during the stages of launch, flight, and landing. The goal of this article is to critically evaluate popular game engines like Unity and Unreal Engine 5, alon...

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Vydáno v:Radìoelektronnì ì komp'ûternì sistemi (Online) Ročník 2025; číslo 1; s. 298 - 313
Hlavní autoři: Vynokur, Oleksii, Perova, Iryna, Zhernova, Polina
Médium: Journal Article
Jazyk:angličtina
Vydáno: National Aerospace University «Kharkiv Aviation Institute 20.02.2025
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ISSN:1814-4225, 2663-2012
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Shrnutí:The subject matter of this article is the contemporary software solutions used for modeling and visualizing spacecraft missions, specifically during the stages of launch, flight, and landing. The goal of this article is to critically evaluate popular game engines like Unity and Unreal Engine 5, along with specialized flight simulation software such as OpenRocket and Orbiter, focusing on their application in space simulations. The tasks are as follows: to investigate and assess the capabilities of the Unity and Unreal Engine 5 game engines in the context of space missions; to identify the limitations of 64-bit floating-point precision for large-scale space simulations and propose the potential for transitioning to 128-bit systems; to evaluate specialized tools like OpenRocket and Orbiter regarding their use for simulating spacecraft behavior; to analyze the existing limitations in integrating real-time data and suggest directions for further research and development. The obtained results of the article: It was established that Unity and Unreal Engine 5, although primarily developed for the gaming industry, can be adapted for aerospace simulations. However, due to the limitations of 64-bit precision, they are prone to visualization artifacts and computational errors that compromise the accuracy of the simulations. The transition to 128-bit systems was identified as a promising approach for enhancing the precision and flexibility of space mission modeling. This shift would allow better handling of the extensive scales and detailed aspects of space simulations. Specialized tools like OpenRocket and Orbiter demonstrated high capabilities in modeling aerodynamic characteristics and space missions. Nevertheless, they also face limitations in handling large-scale phenomena or integrating real-time data. The need for further research and development of new algorithms and data structures to ensure high precision and support for large datasets was identified. Additionally, improving the integration of real-time data and user interfaces is necessary to make these tools more accessible. Conclusions. The development of 128-bit systems for space simulations is critically important for enhancing the accuracy and realism of the modeling. The Unity and Unreal Engine 5 game engines although having the potential for adaptation to aerospace simulations, require significant improvements in handling large scales and detailed aspects. The tools OpenRocket and Orbiter have significant potential in specialized areas but also need enhancement to expand their capabilities. Further research and development are necessary to create new solutions that will increase the accuracy and functionality of the software for simulating space missions, as well as to develop new hardware such as more powerful processors and increased memory.
ISSN:1814-4225
2663-2012
DOI:10.32620/reks.2025.1.19