Introduction to Projectile Motion - Formulas and Equations

The Organic Chemistry Tutor
28 Jan 201728:11

Summary

TLDRThis video covers essential kinematic equations used to solve projectile motion problems. It explains the four key equations for motion with constant acceleration and delves into different projectile trajectories: horizontal launches, angled launches, and launches from elevated positions. The video demonstrates how to calculate displacement, velocity, time, range, and angle for each scenario, utilizing equations such as d = v_0t + (1/2)at^2 and the range formula R = (v^2 * sin(2θ)) / g. Viewers also learn how to avoid common mistakes in calculations and how to apply these equations effectively.

Takeaways

  • 📐 The displacement of an object moving at constant speed is equal to velocity multiplied by time.
  • 🚀 For constant acceleration, the final speed is equal to the initial speed plus acceleration times time.
  • 📊 The square of the final speed is equal to the square of the initial speed plus two times acceleration multiplied by displacement.
  • 🕰️ Displacement can be found using the average speed (initial speed plus final speed divided by two) multiplied by time.
  • 📏 Displacement (D) is equal to initial velocity times time plus half the acceleration times the square of time.
  • 📉 In projectile motion, separate calculations for the horizontal (X) and vertical (Y) directions are needed.
  • 🟰 In horizontal projectile motion, the height (H) can be calculated using H = 1/2 * acceleration * time^2.
  • 🧮 To find the range of a projectile, use the equation Range = velocity * time in the X direction.
  • 🎯 The total time of flight for a projectile launched at an angle is 2 * V * sin(Theta) / g.
  • 📐 The maximum height of a projectile is given by the formula Height = (V^2 * sin^2(Theta)) / (2 * g).

Q & A

  • What are the basic kinematic equations for constant speed motion?

    -For constant speed motion, the basic kinematic equation is displacement equals velocity multiplied by time.

  • List the four key equations for motion with constant acceleration.

    -The four key equations for motion with constant acceleration are: 1) final speed equals initial speed plus acceleration times time, 2) the square of the final speed equals the square of the initial speed plus 2 times acceleration times displacement, 3) displacement equals average speed times time (where average speed is the sum of initial and final speeds divided by two), and 4) displacement equals initial velocity times time plus half of acceleration times the square of time.

  • What is the difference between displacement and distance?

    -Displacement and distance are the same if an object moves in one direction without changing direction. If the object changes direction, displacement and distance are not the same. Displacement is the straight-line distance from the initial to the final position, while distance is the total path length traveled.

  • What are the three types of trajectories in projectile motion?

    -The three types of trajectories in projectile motion are: 1) horizontal launch from a height (like off a cliff), 2) launched at an angle from ground level, and 3) launched at an angle from an elevated position.

  • How can you calculate the height of a cliff if an object is projected horizontally and falls off?

    -To calculate the height of a cliff, use the equation H equals 1/2 times acceleration due to gravity times time squared (H = 1/2 * g * t^2), where time is the time it takes for the object to hit the ground.

  • What is the formula to calculate the range of a projectile launched horizontally from a cliff?

    -The formula to calculate the range (horizontal distance traveled) of a projectile launched horizontally from a cliff is range equals initial horizontal velocity times time (R = Vx * t).

  • How do you find the speed of a ball just before it hits the ground in projectile motion?

    -To find the speed of a ball just before it hits the ground, you need to calculate both the horizontal velocity (which remains constant) and the vertical velocity using the equation VY final equals initial vertical velocity plus acceleration due to gravity times time.

  • What is the relationship between the angle of launch, initial velocity, and maximum height for a projectile launched at an angle from the ground?

    -The maximum height of a projectile launched at an angle from the ground is given by the equation H equals initial velocity squared times sin^2(angle) divided by 2 times gravity (H = V^2 * sin^2(Theta) / 2G).

  • How can you determine the time it takes for a projectile to hit the ground when launched at an angle from an elevated position?

    -The time it takes for a projectile to hit the ground when launched at an angle from an elevated position can be found using the quadratic formula to solve the equation Y final equals initial height plus initial vertical velocity times time plus half of gravity times time squared, set to zero since Y final is ground level.

  • What is the equation to calculate the range of a projectile launched at an angle from an elevated position?

    -The range of a projectile launched at an angle from an elevated position is calculated using the equation range equals initial horizontal velocity times time (R = Vx * t), where time is the time it takes to hit the ground and initial horizontal velocity is the horizontal component of the initial velocity (Vx = V * cos(Theta)).

Outlines

00:00

📚 Basic Kinematic Equations for Constant Speed and Acceleration

This paragraph introduces the fundamental kinematic equations necessary for solving projectile motion problems. It starts with the basic equation for constant speed, where displacement equals velocity times time. Then, it moves on to four key equations for motion with constant acceleration: the final velocity formula, the equation relating the square of the final velocity to the initial velocity and acceleration, the average velocity formula, and the displacement formula involving initial velocity, acceleration, and time. The paragraph also clarifies the difference between displacement and distance, emphasizing that displacement is the straight-line distance from the initial to the final position, while distance is the total path length traveled. The distinction is crucial when the direction of motion changes.

05:00

🌟 Projectile Motion Trajectories and Equations

The second paragraph delves into the specifics of projectile motion, starting with the scenario where an object is projected horizontally from a cliff. It introduces the equation H = 1/2 * a * t^2 to calculate the height of the cliff based on time. The discussion then separates the motion into horizontal (x-direction) and vertical (y-direction) components, using the equations D = Vx*t and H = 1/2 * a*t^2, where D is the range, and H is the height. The paragraph also covers how to find the speed of the ball just before it hits the ground, using the horizontal and vertical velocity components and the inverse tangent function to determine the angle of impact.

10:01

🔍 Launching at an Angle: Time and Maximum Height Equations

The third paragraph explores the trajectory of a ball launched at an angle from the ground, discussing the time it takes to reach the maximum height (point B) and the total time to return to the ground (point C). It introduces the equation t = V*sin(Theta)/G to calculate the time to reach the maximum height and explains that the total time for the ball to hit the ground is twice this value due to the symmetry of the trajectory. The paragraph also provides the formula for calculating the maximum height, H = V^2 * sin(2*Theta) / 2G, and discusses the range equation R = V^2 * sin(2*Theta) / G, which applies to symmetrical trajectories.

15:01

📉 Projectile from a Height: Time and Range Calculations

This paragraph addresses the scenario where a ball is launched at an angle from a height, such as a cliff. It explains how to calculate the time it takes for the ball to hit the ground, using the quadratic formula to solve for time when the final y-position is zero. The paragraph also discusses an alternative method to find the time without using the quadratic formula, by first calculating the time to reach the maximum height and then using it to find the total time to hit the ground. Additionally, it covers the range calculation for this type of trajectory, emphasizing the correct use of the range equation based on the trajectory's symmetry.

20:02

🎯 Final Velocity and Angle Before Impact

The fifth paragraph focuses on calculating the final velocity and angle of a ball just before it hits the ground after being launched from a height. It explains that the horizontal velocity (VX) remains constant, and the vertical velocity (VY) can be found using the initial vertical velocity and acceleration due to gravity. The final velocity is then calculated using the horizontal and vertical components, and the angle is determined using the inverse tangent function. The paragraph also discusses how to describe the angle relative to the horizontal or the positive x-axis, highlighting the importance of understanding the problem's requirements.

25:04

🔚 Summary of Projectile Motion Equations

The final paragraph summarizes the key equations for projectile motion, categorizing them based on the type of trajectory discussed in the previous paragraphs. It reviews the equations for calculating height and range when an object falls from a height, the time and range equations for a ball launched at an angle from the ground, and the maximum height and range equations for a ball launched at an angle from a height. The paragraph also reiterates the importance of using the correct equations based on the specific details of the projectile motion problem.

Mindmap

Keywords

💡Projectile Motion

Projectile motion refers to the motion of an object thrown or projected into the air, where it moves along a curved path under the action of gravity alone. In the video, this concept is central as it discusses equations and principles necessary to solve problems involving objects in projectile motion. For example, the video covers different scenarios such as an object thrown horizontally from a cliff and how to calculate its trajectory and landing point.

💡Kinematic Equations

Kinematic equations are fundamental principles in physics that describe the motion of an object. The video reviews these equations, which are essential for understanding how to calculate displacement, velocity, and acceleration in various scenarios, including projectile motion. The equations discussed include those for constant speed and constant acceleration, which are used to derive more specific equations for projectile motion.

💡Displacement

Displacement is the change in position of an object. In the video, displacement is highlighted as a key concept, particularly in distinguishing between horizontal (x-direction) and vertical (y-direction) movements in projectile motion. The script explains how displacement can be calculated using different kinematic equations depending on whether the motion involves constant speed or constant acceleration.

💡Constant Acceleration

Constant acceleration implies that the rate of change of velocity is constant over time. The video emphasizes the importance of understanding constant acceleration, especially in the context of gravitational acceleration (g=9.8 m/s²), which affects the vertical component of projectile motion. Equations involving constant acceleration are used to calculate the final velocity and displacement in projectile problems.

💡Gravitational Acceleration

Gravitational acceleration, often denoted as 'g', is the acceleration experienced by an object in free fall due to gravity. In the video, gravitational acceleration is a critical factor in calculating the vertical component of projectile motion. It is used in equations to determine how the vertical velocity and displacement change over time.

💡Trajectory

Trajectory describes the path that a projectile follows through the air. The video discusses different types of trajectories, such as those that start from a cliff or from the ground at an angle, and how to calculate various aspects of these trajectories using kinematic equations. Understanding trajectory is crucial for predicting the motion and impact points of projectiles.

💡Horizontal and Vertical Components

In projectile motion, the motion is typically broken down into horizontal (x-direction) and vertical (y-direction) components. The video explains how to separate these components to apply kinematic equations correctly. For instance, horizontal motion at a constant speed is independent of the vertical motion, which is affected by gravity.

💡Range

Range, in the context of projectile motion, refers to the horizontal distance traveled by an object before it lands. The video provides equations to calculate the range based on the initial velocity and the angle of projection. Understanding how to calculate range is essential for solving problems involving the distance an object travels horizontally.

💡Time of Flight

Time of flight is the total time an object spends in motion from the moment it is projected until it hits the ground. The video script discusses how to calculate the time of flight for different types of projectile motion scenarios, which is crucial for determining when and where the object will land.

💡Quadratic Equation

A quadratic equation is a second-degree polynomial equation. In the video, the quadratic equation is mentioned in the context of finding the time it takes for an object to hit the ground when launched from a height, which involves solving for time 't' in an equation derived from kinematic principles.

💡Angle of Projection

The angle of projection is the angle at which a projectile is launched relative to the horizontal. The video explains how the angle of projection affects the trajectory and range of the projectile. It shows how to calculate various aspects of the motion, such as time to reach maximum height and range, using the angle of projection.

Highlights

Basic kinematic equations for constant speed motion are reviewed.

Four key equations for motion with constant acceleration are introduced.

The distinction between displacement and distance is explained.

Three types of projectile motion trajectories are outlined.

Equation for calculating the height of a cliff in projectile motion is presented.

Separation of motion into x and y directions for projectile motion is discussed.

Calculation of the range in projectile motion is detailed.

How to find the speed of a ball just before it hits the ground in projectile motion is explained.

The relationship between horizontal and vertical velocity components is described.

Derivation of the time to reach maximum height in an angled trajectory is shown.

Total time for a ball to travel from launch to landing in an angled trajectory is calculated.

Derivation of the equation for maximum height in an angled trajectory is provided.

Calculation of the range in an angled trajectory is explained.

How to find the speed and angle just before a ball hits the ground is detailed.

Different ways to describe the angle of velocity relative to the horizontal are discussed.

Equations for projectile motion from an elevated position are summarized.

The importance of using the correct equations for different projectile motion scenarios is emphasized.

Practical applications of projectile motion equations are highlighted.

Transcripts

play00:00

in this video we're going to go over

play00:02

some equations that you need to know to

play00:04

solve projectile motion

play00:06

problems so let's review some basic

play00:08

kinematic equations whenever an object

play00:11

is moving with constant speed

play00:13

displacement is equal to Velocity

play00:16

multiplied by time now when an object is

play00:19

moving with constant acceleration there

play00:21

are four equations you need to know the

play00:24

final speed is equal to the initial

play00:27

speed plus the product of the

play00:30

acceleration and the

play00:31

time there's also this equation the

play00:35

square of the final speed is equal to

play00:37

the square of the initial speed plus 2 *

play00:41

the product of the acceleration and the

play00:45

displacement

play00:47

displacement is equal to the average

play00:49

speed

play00:51

which the average speed is basically the

play00:54

sum of the initial speed and the final

play00:56

speed divided by two multiplied by the

play00:58

time

play01:00

as you can see the third equation that I

play01:02

listed here looks like the first

play01:04

equation for a constant

play01:07

speed okay I did not want to do that so

play01:11

I can rewrite this equation like

play01:13

this V average times T where V average

play01:17

is initial plus final ID two now there's

play01:21

another equation that you need to know D

play01:24

is equal to V initial

play01:26

t plus 12 a t^2 so make sure you know

play01:32

that equation too so what exactly is D

play01:36

you can use d as displacement or

play01:39

distance distance and displacement are

play01:41

the same if an object moves in One

play01:43

Direction and doesn't change direction

play01:46

if it changes Direction then

play01:47

displacement and distance is not the

play01:49

same but technically D is

play01:51

displacement

play01:53

displacement is basically the difference

play01:56

between the final position minus the

play01:59

initial position

play02:00

now you can use displacement in the X

play02:02

direction or you can use it in the y

play02:05

direction so just keep that in

play02:08

mind now there's three types of shapes

play02:11

for projectile motions that you need to

play02:13

be familiar

play02:15

with let's say

play02:17

if we have an

play02:24

object and it comes off a cliff

play02:26

horizontally and then eventually hits

play02:28

the ground that's the first type of

play02:31

trajectory you're going to be dealing

play02:33

with so what equations do we need for

play02:36

this

play02:38

situation the first equation that's

play02:40

going to help you is this H is equal to

play02:42

12 a

play02:45

t^2 where H represents the height of the

play02:48

cliff and T is the time it takes to hit

play02:50

the

play02:51

ground this equation comes from this

play02:55

equation D is equal to V initial

play02:58

t plus

play03:00

12

play03:01

a^2 now when you're using these

play03:03

equations you need to ask yourself am I

play03:05

dealing with the X direction or the y

play03:08

direction you got to separate X and Y

play03:10

for projectile motion

play03:12

problems we're going to apply this

play03:14

equation along the Y Direction so this

play03:17

is really

play03:19

Dy is equal to VY

play03:22

initial time

play03:24

t

play03:25

plus 12 a y * t

play03:30

squ Dy the displacement in the y

play03:33

direction is basically the

play03:36

height so that's

play03:39

H VY at the top is always zero because

play03:42

the object is moving horizontally the

play03:45

initial speed of the ball is VX not

play03:49

VY and so we get this equation so H is

play03:52

equal to 12 at

play03:58

squ so let me just redraw this

play04:04

picture so make sure you know the first

play04:06

equation that we just

play04:12

mentioned now in addition to knowing

play04:14

this equation which if you know the time

play04:16

you could find the height of the cliff

play04:18

there's also another one we know that D

play04:21

is equal to

play04:26

VT this is the range of the graph the

play04:29

distance between where the ball lands

play04:31

and the base of the

play04:32

cliff now if we apply this equation in

play04:35

the X Direction the displacement in the

play04:38

X direction is the range so we can say

play04:40

that the range is equal to

play04:44

vxt and for this type of trajectory VX

play04:48

is the initial speed of the ball so

play04:50

that's how you can calculate the range

play04:52

if you have the range you can find the

play04:54

time and then using the time you could

play04:56

find the

play04:56

height so these are the two main

play04:58

equations that you'll need

play05:00

for this particular trajectory now

play05:02

there's some other equations sometimes

play05:04

you got to find the speed of the ball

play05:06

just before it hits the

play05:08

ground whatever VX was at the beginning

play05:11

VX would be the same for projectile

play05:13

motion problems VX does not change the

play05:16

acceleration in the X direction is zero

play05:18

so VX is constant the acceleration in

play05:21

the Y Direction that's the gravitational

play05:24

acceleration it's

play05:27

9.8 and so v y Chang

play05:31

es to calculate VY we can use this

play05:35

equation V final equals V

play05:39

initial plus a t but we're going to use

play05:42

it in the y

play05:47

direction so we know that VY initial is

play05:50

zero at the top VY is always zero so you

play05:54

could find VY final using this equation

play05:56

now to find the speed of the ball just

play05:58

before hits the ground

play06:01

you need to use

play06:02

the horizontal velocity and the vertical

play06:07

velocity and if you need to find the

play06:10

angle you can use this equation it's

play06:13

inverse tangent VY /

play06:20

VX now the second type of

play06:22

trajectory involves this type of

play06:26

fixtion so let's say if we have a ball

play06:30

and we kick the ball from the ground it

play06:32

goes up and then it goes

play06:36

down so that ball is going to have an

play06:38

angle Theta relative to the horizontal

play06:41

and it's going to be launched at a speed

play06:44

V this is not VX or v y this is

play06:48

V now let's draw the vector v so here's

play06:51

V and here's the angle

play06:54

Theta V has an X component and it has a

play06:57

y component the X component is VX the Y

play07:02

component is

play07:06

VY so VX is equal to V cosine

play07:11

Theta and VY is equal to V sin

play07:16

Theta and v as you mentioned before is

play07:19

the square root of vx2 plus v y^2 and if

play07:22

you want to find Theta it's inverse

play07:24

tangent VY over

play07:26

VX now let's define this as point a

play07:30

point B and point

play07:32

C what is the equation that we need to

play07:35

calculate the time it takes to go from A

play07:37

to B or to reach the maximum height

play07:40

which is at position

play07:42

B how long does it take to go from A to

play07:45

B now to derive that

play07:48

equation we need to start with this

play07:51

equation V final equals V initial plus a

play07:57

but we're going to use it in the y

play07:58

direction so this is going to be VY

play08:00

final equals VY initial plus

play08:05

a at the top that is that position B VY

play08:08

is always zero because it's not going up

play08:12

anymore so B is the final position a is

play08:16

initial position so VY final is

play08:19

zero v y initial is basically V sin

play08:24

thet as we uh wrote it in this equation

play08:28

acceleration and the y direction is

play08:30

basically

play08:32

G so solving for T we need to move this

play08:35

term to the other side so negative V sin

play08:38

Theta is equal to GT and dividing both

play08:42

sides by G we can see that t is equal to

play08:46

V sin

play08:48

Theta over

play08:50

G so that's the time it takes to go from

play08:52

A to B the time it takes to go from a to

play08:56

c is twice the value notice that the

play09:00

graph is symmetrical so if it takes 5

play09:02

Seconds to go from A to B it takes 5

play09:04

Seconds to go from B to C and so to go

play09:06

from a to c it's 10 seconds so the total

play09:09

time is just 2 V sin Theta / G if you're

play09:14

wondering what happen to the negative

play09:16

sign know that g is 9.8 so it cancels

play09:21

with the negative sign but if you plug

play09:23

in positive 9.8 you don't need the

play09:25

negative sign anymore either case time

play09:27

is always positive so so just make sure

play09:30

you report a positive value for

play09:33

time

play09:35

now let's talk about some other

play09:37

equations that relate to this

play09:40

shape how can we derive an expression to

play09:44

calculate the maximite between position

play09:46

a and position

play09:50

B so going from A to

play09:53

B let's use this particular kinematic

play09:56

equation V final or VY final squ is

play10:01

equal to VY initial

play10:04

squ plus 2 * a y *

play10:10

Dy so you've seen it as V final s equals

play10:13

V initial

play10:15

S Plus 2 a d I simply added the

play10:18

subscript y to it because the height is

play10:21

in the y

play10:23

direction now at the top VY is equal to

play10:28

zero so position B is the final position

play10:31

so VY final is zero VY initial we know

play10:36

that VY is V sin Theta so vy^ 2 is V sin

play10:42

Theta 2 and of course we have plus two

play10:45

times the acceleration in the y

play10:47

direction is G the displacement in the y

play10:50

direction is the same as the height so

play10:53

we can put H at this

play10:55

point so let's move this term to the

play10:58

left

play11:00

so V ^2 sin 2 thet if you distribute the

play11:04

two is equal to 2 GH to now let's divide

play11:09

by

play11:09

2G so the maximum height if we ignore

play11:12

the negative sign is V

play11:15

^2 sin s thet over

play11:19

2G so that's how you can find the height

play11:23

if you have the angle

play11:26

Theta and the velocity

play11:31

not VX or v y but the velocity

play11:35

V now what equation can we come up with

play11:38

in order to

play11:41

calculate the

play11:44

range how can we derive an equation to

play11:47

find a range of the

play11:53

graph what equation would you use the

play11:56

range is the horizontal distance

play12:00

or the horizontal displacement of the

play12:02

ball now we said that the range is equal

play12:05

to

play12:06

vxt and you could find VX by using the

play12:10

fact that VX is V cosine

play12:17

Theta now the

play12:19

range is the horizontal displacement

play12:21

from points a to

play12:23

c so what is the time from point a to c

play12:27

as you mentioned earlier in is video the

play12:29

time it takes for the ball to go from a

play12:31

to c is equal to 2 V sin Theta /

play12:39

G so we have V cosine Theta and we're

play12:43

going to replace t with 2 V sin Theta

play12:49

over

play12:49

G now V * V is basically

play12:54

v^2 so we have v^2 time 2 sin

play13:01

Theta cine

play13:03

Theta /

play13:06

G now there's something called a double

play13:09

angle formula in

play13:11

trigonometry and here it

play13:14

is sin 2

play13:17

thet is equal to 2 sin Theta cosine

play13:23

Theta so therefore we can replace the

play13:27

expression 2 sin Theta cosine Theta with

play13:30

sin 2

play13:32

thet and so therefore the

play13:35

range is v^

play13:37

2 sin 2 Theta /

play13:42

G so that's how you can derive an

play13:45

equation for the range if you have this

play13:49

type of

play13:53

trajectory now the third type of

play13:55

trajectory that you're going to see

play13:57

involves

play14:00

a ball being launched at an angle from a

play14:03

cliff or from some elevated position

play14:06

above ground level so it's going to go

play14:08

up and then it's going to go

play14:11

down so H is the height of the cliff and

play14:14

R once again is the range of the

play14:17

ball let's call this

play14:20

uh position a position B and position

play14:26

C so one of the first type of questions

play14:29

that you might find with this type of

play14:31

problem is calculating the time it takes

play14:33

to hit the ground going from a to c now

play14:36

this graph is not the same as this

play14:39

trajectory where the time it takes to go

play14:41

from a to c is 2 V sin Theta over G if

play14:46

you use this equation that'll give you

play14:48

the time it takes to get to this

play14:50

position which is symmetrical to a so

play14:52

don't do it it's not going to

play14:54

work so therefore we need to do

play14:56

something

play14:57

else

play14:59

it turns out that there's another way to

play15:01

calculate the time I'm going to show you

play15:02

two ways so please be

play15:04

patient let's start with this equation

play15:07

displacement is equal to V initial t

play15:11

plus 12 a t^2 but we're going to apply

play15:14

it in the y

play15:17

direction displacement in the y

play15:19

direction is the difference between the

play15:22

final position minus initial

play15:25

position and then V initial but in the y

play15:29

direction is VY

play15:33

initial acceleration in the y direction

play15:37

is basically 9.8 or

play15:39

G so moving this term to the other side

play15:43

perhaps you've seen this equation Y

play15:45

final equals y initial y initial is

play15:49

basically the height of the

play15:50

cliff plus VY initial T remember VY

play15:54

initial is V sin Theta Theta is the

play15:58

angle above the horizontal plus 12

play16:04

GT2 now to find the time it takes to hit

play16:06

the ground you need to realize that the

play16:10

position the Y value at ground level is

play16:13

zero so if you replace it with

play16:16

zero replace y initia with h replace v y

play16:20

initia with v sin

play16:23

Theta you now have everything you need

play16:25

to solve for T you know what G is

play16:29

however you need to use a quadratic

play16:30

equation you want to make sure

play16:32

everything's on one side and on the

play16:34

other side you have a zero so using the

play16:36

quadratic formula T is equal to B plus

play16:40

or minus < TK B ^2 - 4 a c ID 2

play16:47

a so let's say if you get an equation

play16:49

that looks like this and you put it in

play16:51

standard form 4.9

play16:55

t^2 Plus 8 T

play16:59

plus 100 or something like

play17:05

that in this case well actually this is

play17:08

going to be 4.9 t^2 you got to make sure

play17:11

you plug Inga 9.8 for g a is 4.9 B is 8

play17:17

C is 100 and then just plug it into this

play17:20

formula and you should get the

play17:23

answer now let's go back to the same

play17:27

trajectory

play17:30

now what's another way in which we can

play17:32

calculate the

play17:34

time that is the time it takes to hit

play17:36

the ground to go from position a to

play17:41

position

play17:45

C Is there a way in which we can get the

play17:47

same answer without using the quadratic

play17:49

equation it turns out that there is to

play17:53

go from A to B notice that it's the same

play17:56

as this trajectory

play18:01

so we can use the equation that we used

play18:03

in that

play18:04

trajectory the time it takes to go from

play18:07

A to

play18:09

B is

play18:11

simply V sin Theta / G and typically in

play18:15

this problem you'll be given

play18:18

V that is just the speed of the

play18:21

ball and you're going to be given uh

play18:24

Theta the angle relative to the

play18:26

horizontal now how can we find the time

play18:29

it takes to go from B to

play18:31

C well in order to do that you need to

play18:34

find the height between positions a and

play18:37

position

play18:38

B to find that height it's going to be

play18:42

equal

play18:44

to v^ 2 sin 2 and I believe it was over

play18:49

2G if I'm not

play18:53

mistaken I believe that's the equation

play18:56

once you get the height then the total

play18:59

height which let's call the total

play19:04

height y

play19:11

Max the total height from B to C we can

play19:14

use that to find a time now you've seen

play19:16

this equation H is equal to 12 a^2 but

play19:20

in this particular situation between B

play19:21

and C

play19:24

H it's really the sum of a h plus

play19:29

Capital H so that's the total height

play19:32

from B to

play19:34

C and that's equal to 12 a which is the

play19:38

same as G time t^2 so basically if you

play19:41

rearrange the

play19:43

equation T going from B to

play19:47

C is going to

play19:49

be let's call this y Max so

play19:53

2 * y

play19:57

maxide div G sare root that's going to

play20:00

give you the time it takes to go from B

play20:02

to C so the total time is simply the sum

play20:06

of these two

play20:08

values and that's how you can avoid

play20:10

using the quadratic formula if you don't

play20:11

want

play20:16

to now how can we find the

play20:21

range what equation would you use to

play20:23

calculate the range of the

play20:27

ball

play20:35

to find a range use this equation

play20:38

vxt for this trajectory do not use the

play20:42

equation v^2 sin 2 Theta over G only use

play20:47

this equation if you have a symmetrical

play20:52

trajectory this is the only time you

play20:53

should use this equation otherwise if

play20:55

you use it for this problem you're going

play20:57

to get the range

play20:58

between these two points

play21:01

let's let's call this point a and point

play21:04

D you're going to get the range between

play21:06

those two points and you don't want

play21:07

that so to find a range for this type of

play21:10

trajectory you use the equation VX *

play21:16

T now keep in mind

play21:20

VX is equal to V cosine

play21:23

Theta so the range is simply V * cosine

play21:28

thet * T you can use this form of the

play21:31

equation if you want to but you need to

play21:33

find the time it takes to go from a to c

play21:36

before you can use it which using the

play21:38

last two equations you can get that

play21:40

answer

play21:40

now and that's it that's all you need to

play21:42

do to find the range now sometimes you

play21:46

might be asked to find the speed of the

play21:47

ball just before it hits the

play21:49

ground so first you need to realize that

play21:53

VX is constant so whatever VX you have

play21:56

here it's going to be the same at Point

play21:59

C at point a point B and point C VX is

play22:02

the

play22:04

same so let me make sure I write that VX

play22:06

is constant it does not

play22:08

change so whatever VX you have here just

play22:11

we're going to use that to find the

play22:12

final speed of the ball just before it's

play22:14

the

play22:15

ground now just like last time we

play22:17

mentioned earlier in this video we got

play22:19

to find the vertical velocity as well

play22:22

using this

play22:23

equation so you need to find VY

play22:26

final

play22:28

and you know VY initial is basically V

play22:31

sin Theta where V is the initial

play22:34

velocity at point

play22:36

A and G make sure you plug in negative

play22:39

9.8 T this is the time it takes to go

play22:43

from a to position C so use the total

play22:46

time so this will give you the final

play22:49

Vertical Velocity so once you have VX

play22:52

and v y at Point C to find the final

play22:55

speed just before hits the ground you

play22:57

can now use this

play23:00

equation and if you need to find the

play23:02

angle as mentioned before it's going to

play23:04

be inverse tangent VY / VX now let's

play23:10

talk about the

play23:11

angle so let's say this is the ball and

play23:14

it's moving in this direction just

play23:16

before it hits the

play23:19

ground and let's say this is the x

play23:23

axis and this is the Y

play23:25

AIS making the ball the center

play23:31

so the ball has an X component VX and it

play23:35

has a y component VY you're looking for

play23:38

V which is the velocity and the

play23:41

magnitude of velocity is the

play23:44

speed so once you use inverse tangent

play23:46

Theta make sure you plug in positive

play23:49

values for v y and VX even though v y is

play23:51

going to be negative don't plug in a

play23:54

negative value plug in a positive value

play23:56

that will give you the reference angle

play23:58

which is an angle between 0 and

play24:01

90 now sometimes you might describe your

play24:03

answer as being below the horizontal or

play24:06

relative to the positive

play24:08

xaxis so let's say

play24:11

if the

play24:16

angle let's say it's

play24:19

60° so that's going to be the reference

play24:21

angle so you can describe it as being

play24:23

60°

play24:24

below the horizontal which is the xaxis

play24:28

or you could say it's uh positive

play24:32

300 relative to the positive

play24:36

x-axis so you have two ways of

play24:38

describing the

play24:40

angle just be careful um to get it the

play24:43

right way in terms of the way the

play24:46

problem wants you to describe it so it

play24:47

could be 60 it could be 300 just think

play24:50

about what they're asking for if it's

play24:52

below the horizontal 60 is it if it's

play24:55

measured from the positive xaxis then

play24:58

it's 300 it's 360 minus 60 which is

play25:03

300 so make sure you understand all of

play25:07

the equations and when to use them so

play25:09

just to

play25:11

review for this type of trajectory

play25:15

where the ball simply falls down it

play25:18

travels horizontally from a cliff and

play25:20

just falls off the height is equal to 12

play25:24

a^2 and range is equal to vxt

play25:28

and for all trajectories you can use

play25:30

this

play25:36

equation if you need to find the angle

play25:39

use

play25:42

this just plug in positive values for v

play25:44

y and VX and also if you need to find VY

play25:48

final to use it

play25:50

here use this

play25:55

equation now for the second

play25:58

Dory these are the main equations that

play26:00

you need just to review what we went

play26:03

over so the time it takes going from

play26:06

let's say A to B remember it's just V

play26:09

sin

play26:10

Theta / G and the time it takes to go

play26:14

from a to c is twice that value it's 2 V

play26:18

sin Theta over

play26:21

G and the

play26:24

range is V ^ 2 sin squ

play26:29

divid

play26:30

by let's see if I remember this it was

play26:34

uh no no that's not the range that's the

play26:36

height it was V sin 2 thet / G that's

play26:42

what it

play26:44

was and now for the other

play26:47

one to find the maximum height it's V

play26:51

^2 sin 2 /

play26:55

2G so those are the four main equations

play26:57

you need for this trajectory and also if

play27:01

you need to find the angle just before

play27:03

it hits the ground at position C is the

play27:06

same as the angle when it uh left the

play27:09

ground so and the speed at which it left

play27:13

the ground is the same as the speed at

play27:16

which it hits the

play27:19

ground so let's say if it left the

play27:21

ground at 20

play27:22

m/s the speed before it hits the ground

play27:25

is 20 since this trajectory is

play27:27

symmetrical

play27:28

A and C are the same the Ang going to be

play27:30

the same and the speed will be the

play27:34

same and then finally for the last

play27:37

trajectory all of the equations that

play27:39

you've seen for the first two you can

play27:41

apply it to this

play27:45

one the only thing that's different is

play27:47

this equation Y final equals y initial

play27:51

plus v y initial

play27:53

t plus 12 a t^2

play27:58

and so we're going to stop here so those

play28:00

are all of the equations that you'll

play28:02

need for these type of projectile motion

play28:06

problems so that's it for this video and

play28:09

thanks for watching

Rate This

5.0 / 5 (0 votes)

相关标签
Projectile MotionKinematicsPhysics EquationsVelocityAccelerationTrajectory TypesDisplacementVertical MotionGravitational ForceTime Calculation
您是否需要英文摘要?