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.

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