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Kinematics
Projectile motion describes the motion of an object which is thrown, or projected, over the ground. We will discuss projectiles which are accelerating at a uniform rate which implies no air resistance (air friction) or propulsion during flight. A typical projectile is affected ONLY by gravity once it is traveling. Since gravity acts in the "downward" direction, we can conclude that there is zero acceleration in the horizontal direction of travel; the horizontal component of velocity remains constant for the entire flight of the projectile. Using the kinematics equations, we can solve for displacement, velocity, acceleration and time values by treating the whole problem as two independent problems; the horizontal part of the problem can be treated separately from the vertical part of the problem producing the common value of time in each case. In most cases, the two directions of the problem will be solved for time simultaneously so that the actual value of time is not needed (not always).There are different conditions that should be considered in projectile motion: Level Ground: **Note: The horizontal component of velocity remain constant (vx = 6 cos 60°) for the entire trip. The vertical component of velocity changes from vy = 6 sin 60° to v'y = -6 sin 60°. From the Top of a Cliff: **Note: The horizontal component of velocity remain constant (vx = 6 cos 60°) for the entire trip. The vertical component of velocity changes from vy = 6 sin 60° to v'y = -10 sin 75°. From the Ground UP onto a Cliff: **Note: The horizontal component of velocity remain constant (vx = 6 cos 60°) for the entire trip. The vertical component of velocity changes from vy = 6 sin 60° to v'y = - 4 sin 40°. **Note: When reading a problem, be sure of what the problem is asking for Velocity at Any Time During Flight: Projectile Motion Review (.pps)
Navigation in a
plane or a boat is accomplished using vectors. In order to navigate from
one place to another, the operator of a plane or a boat must consider ALL of the
factors that affect the motion of the craft. Each factor, itself,
contributes to the motion as a vector which must be added to the other factors
to result in the desired effect.
The ground speed vector will always represent the overall effect of the wind speed and the airspeed on the plane; the ground speed is defined as the sum of the wind speed and the air speed: vg = va + vw Remember: All of these vectors have directions associated with them and MUST be considered in the vector sum. Since the overall velocity of an aircraft can be represented by the above vector sum, any one of the vectors in the relationship can be found by rearranging the equation: Example: va = vg - vw The trick is to identify which variable is the one that is asked for. Once the problem is identified, and the vectors are labeled and drawn, the missing vector can be found by performing the vector sum discussed in the Vector section. Boat Navigation Factors:
The overall velocity vector will always represent the overall effect of the velocity vector for the water and the velocity vector for the boat in still water; the overall velocity is defined as the sum of the two other vectors: v = vb + vw Remember: All of these vectors have directions associated with them and MUST be considered in the vector sum. Since the overall velocity of a boat can be represented by the above vector sum, any one of the vectors in the relationship can be found by rearranging the equation: Example: vb = v - vw Again, the trick is to identify which variable is the one that is asked for. Once the problem is identified, and the vectors are labeled and drawn, the missing vector can be found by performing the vector sum discussed in the Vector section. Navigation and Relative Velocity Review (.pps)
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