Math 326, Jan 27 -
Projectile Con Air Resistance
Today we build a model of projectile motion with
air resistance, having angle and initial velocity as inputs. First,
we model projectile motion without air resistance as in 3.1. We begin with
an initial velocity of 30 m/s and an angle of 40 degrees. Compute the initial
velocity in x (vx) and y (vy) using trig functions. Each timestep (start with
timestep 0.1 seconds), update vx and vy based on acceleration ax and ay (ax
will be 0, ay will be -9.81 due to gravity). Update x and y based on vx and vy.
Graph the projectile path using x and y for your axes.
Now let's introduce air resistance into the model. Before, acceleration was only from
acceleration due to gravity. Now drag will provide additional
acceleration. For this model, we will be assuming the
acceleration (or deceleration in this case) is proportional to the
square of the velocity. For the proportionality constant, we use c=g/V2, where g is acceleration due to gravity
and V is terminal velocity.
The acceleration due to drag is a vector of length c*|v|2, in the opposite
direction of velocity. We use r to denote the
air resistance acceleration vector.
r = -c|v|v =
-(g/V2)(vx2+vy2)1/2(vx,vy)
= (-(g/V2)(vx2+vy2)1/2vx,
-(g/V2)(vx2+vy2)1/2vy)
Start with V = 85 m/s, which
is approximately the terminal velocity for a human who has fallen
(jumped?) from a plane. Incorporate this additional acceleration
into the projectile model. Include a graph of the motion and
scroll bars for angle and initial velocity.
Additional Questions
- Going for Distance: Determine
the angle which gives the best distance. Check to see how your answer varies
with initial velocity.
- A Blustery Day:
Introduce wind into the model. Let the wind blow in the x-direction, positive or
negative. Wind will not affect the position or velocity computations
(x, y, vx and vy), but it will affect air resistance computations. If
the object is moving with the wind, there will be less air resistance; against
the wind, there will be more.
When computing the air resistance factors rx
and ry (as well as |v| which is only used calculating
air resistance), we should use
(vx - wind) instead of vx, which will give the
velocity relative to the air.
Have a scroll bar for wind, which
allows for positive and negative wind (the scroll bar min can't be set
negative, so you need to compensate for this).
- "That throwing stick stunt of
yours has boomeranged on us!": Place a high jump bar (that
is, a dot) at 30 meters high, 20 meters away. Playing with the
scroll bars, find an angle, initial velocity and wind speed for which
the projectile will go around the bar then return to land at the
starting point.
- The Wind At Your Back:
On the same graph, plot the path the projectile would take discounting
friction. Adjusting wind speed until the graphs are reasonably
matched. Could we have predicted the wind speed which would make
the graphs similar?