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Projection at an angle

G1.4

By the end of this lesson you should be able to

  • Solve problems involving projectile motion in the absence of drag effects using v_y = u_y + gt, s_y = u_y t + ½gt^2, v_y^2 = u_y^2 + 2gs_y, v_x = u_x and s_x = u_x t. G1.4

Key ideas

  • Start by resolving the launch velocity: \(u_x = u\cos\theta\), \(u_y = u\sin\theta\).
  • At maximum height the vertical velocity is zero; the horizontal velocity is unchanged.
  • On level ground the flight is symmetrical: time up = time down, and landing speed = launch speed.
  • Use \(v_y = 0\) at the top to find time to the top and maximum height; double the time for the total flight (level ground only).

Key formulas (QCAA formula book notation)

\[ v_y = u_y + g t \]
\[ s_y = u_y t + \tfrac{1}{2} g t^2 \]
\[ v_y^2 = u_y^2 + 2 g s_y \]
\[ s_x = u_x t \]
Worked example

A ball is kicked at 20 m s⁻¹ at 35° from level ground. Find time of flight, range and maximum height.

  1. \(u_x = 16.4\) m s⁻¹, \(u_y = 11.5\) m s⁻¹
  2. Time to top: \(t = 11.5/9.8 = 1.17\) s, so flight = 2.34 s
  3. Range: \(16.4 \times 2.34 = 38.4\) m
  4. Max height: \(h = 11.5^2/(2 \times 9.8) = 6.74\) m

Common mistakes

  • Using the full launch speed instead of a component.
  • Doubling the time when launch and landing heights differ.
  • Saying the velocity is zero at the top (only the vertical component is).

Do

Try it

PhET: Projectile Motion. Predict the time of flight and range first, then fire and use the measuring tool to check.

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Watch

Further reading


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