Topic 2 - Kinematics and Projectile Motion#

Kinematics is the study of the motion of a particle, such as its velocity and acceleration and the part it follows. Kinematics doesn’t deal with the forces that cause the motion, only the motion itself. The study of the cause of motion is known as dynamics which we will come back to in future Topics.

First we will look at the motion of particles in a straight line, with some focus on the particular case of acceleration due to gravity changing the velocity of the particle. We will then consider particle motion in two dimensions and then spend some time understanding this in the context of projectile motion where a particle is moving in two dimensions, one of which has gravity acting to cause acceleration in one dimension. Each of these builds on an understanding of the one that comes before it so you should be confident in your understanding and application of, for example, motion in one dimension before moving into two dimensions.

Note

In all of these cases we will be assuming that all acceleration is constant.

Motion in a straight line with constant acceleration.#

Imagine a particle moving in a straight line with a constant acceleration \(a\) for some time interval \(t\). During this time its velocity will change from some initial velocity \(v_0\) to a final velocity \(v\) while it travels some distance \(s\). What is really powerful here is that if you know any three of these quantities you can calculate the remaining two from a set of equations known as the kinematic equations (sometimes called SUVAT equations).

Kinematic (or SUVAT) equations#

As the velocity of the particle has changed from \(v_0\) to \(v\) in time \(t\), its acceleration is

\[\begin{split}\text{acceleration} &= \frac{\text{change in velocity}}{\text{change in time}}\\ a &= \frac{v-v_0}{t}\end{split}\]
(2)#\[\therefore v = v_0 + at\]

As the acceleration is constant, the average velocity \(\left<v\right>\) is the average of the initial and final velocities:

(3)#\[\left<v\right> = \frac{v_0 + v}{2}\]

But the average velocity is also defined as the time taken for a particle to travel some distance, giving

(4)#\[\text{average velocity} = \frac{\text{diplacement}}{\text{time}} = \frac{s}{t}\]

So we can set equations (3) and (4) equal to each other to give

(5)#\[\begin{split}\frac{s}{t} &= \frac{v_0+v}{2}\\ \therefore s &= \left(\frac{v_0+v}{2}\right)t\end{split}\]

We can substitute equation (2) into this to find

\[s = \left(\frac{v_0 + (v_0 + at)}{2}\right)t\]
(6)#\[\therefore s = v_0t+\frac{1}{2}at^2\]

Next we can rearrange equation (2) to make \(t\) the subject of the equation to get

\[t = \frac{v-v_0}{a}\]

which can then be substituted into equation (5) to get

\[\begin{split}s &= \left(\frac{v_0+v}{2}\right)\left(\frac{v-v_0}{a}\right)\\ &= \frac{v_0v+v^2-v_0^2-v_0v}{2a}\\ \therefore 2as &= v^2 - v_0^2\\\end{split}\]
(7)#\[\text{or } v^2 = v_0^2 + 2as\]

These derived equations are very important and are the set of kinematic equations used to describe the motion of any particle moving with uniform acceleration. I’ve summarised all of the equations into a single table below, as it’s more common for us to use the equations rather than derive them. However practicing algebra to derive them is an important skill.

Kinematic equation

SUVAT format

KE1

\(v = v_0+at\)

\(v=u+at\)

KE2

\(s = \left(\frac{v_0+v}{2}\right)t\)

\(s = \left(\frac{u+v}{2}\right)t\)

KE3

\(s = v_0t+\frac{1}{2}at^2\)

\(s = ut+\frac{1}{2}at^2\)

KE4

\(v^2 = v_0^2 + 2as\)^

\(v_2 = u^2 + 2as\)

Vertical motion under gravity#

We are going to make the typical physics assumption that the effect of air resistance on a particle can be ignored, and with this assumption in place we are going to turn our attention to the case of a particle moving vertically with respect to the surface of the Earth.

We are also going to assume that the range of motion (i.e. the maximum height) is sufficiently small such that the acceleration due to gravity \(g\) is constant or uniform with a value of \(g=9.81\text{ m s}^{-2}\). This acceleration acts towards the centre of the Earth and as we tend to define upwards motion as positive then the acceleration due to gravity is negative because it acts in the opposite direction to the positive upwards.

It is perfectly acceptable to change the direction you define as positive, for example if all the motion is acting downwards then you can set down as positive. However when working with acceleration due to gravity and the surface of the Earth I find it more sensible to use upwards as positive so long as I ensure the signs of the variables are correct.

Projectile Motion#

Now that we’ve covered vertical motion under gravity, let’s dive into projectile motion. Projectile motion is what happens when you throw a ball or launch something at some angle into the air, and it then moves in both horizontal and vertical directions, which is more formally stated as the projectile has both horizontal and vertical components.
The key thing to know is that the horizontal and vertical components are independent of each other. This means gravity pulls the object down, affecting its vertical motion, while the horizontal motion stays constant. More specifically the vertical acceleration is \(g\) downwards whereas there is no horizontal acceleration (ignoring air resistance, as we normally do). This combination creates the curved path, or trajectory, that we see when something flies through the air - a diagram of this type of path is shown in Fig. 2.

_images/L2Proj1.png

Fig. 2 The path of a projectile fired at some angle \(\theta\) to the horizontal. Two key parameters are labelled here, the maximum height \(h\) and range \(R\), and another key parameter the time of flight \(t_f\) is the time taken for the projectile to reach the landing point after it has been launched.#

Problems involving projectiles can be solved by considering the vertical and horizontal motions separately. As the acceleration is entirely vertical the projectile has no acceleration horizontally and so its horizontal velocity \(v_x\) is constant through the motion. Vertically, the motion can be defined using the kinematic equations we’ve already seen in the previous sections of this topic.

First we will consider projection at a positive (upward) angle to the horizontal to determine the range, maximum height and time of flight of a projectile. Then we shall look at the special case of a projectile being launched horizontally from some height (for example at the top of a cliff) as an example of the general case for any firing angle.
We’ll then end this topic by using vector notation to describe project motion and solve some problems using this approach.

Firing at an angle to the horizontal#

Look back at Fig. 2 which shows that projectile is fired with some initial velocity \(v_0\) at some angle \(\theta\) to the horizontal. We can resolve the initial velocity into two components, one in the \(x\) direction (\(v_{x,0}\)) and the other in the \(y\) direction (\(v_{y,0}\)). Using trigonometry we can state that

\[\begin{split}v_{x,0} &= v_0\cos\theta\\ v_{y,0} &= v_0\sin\theta\end{split}\]

Time of Flight#

The time of flight \(t_f\) is the total time the projectile is in the air. To determine this, consider the vertical motion. At the peak of its trajectory, the vertical component of the velocity becomes zero. The projectile takes equal time to ascend to the peak and descend back to the ground.

The time to reach the peak can be found using the equation:

\[v_y = v_{0,y} - gt\]

At the peak, \(v_y = 0\), so:

\[\begin{split}0 &= v_{0y} - gt_{\text{peak}}\\ \therefore t_{\text{peak}} &= \frac{v_{0y}}{g}\end{split}\]

where \(t_\text{peak}\) is the time taken for the projectile to reach the peak of the trajectory.

The total time of flight is twice this time (up and down):

\[\begin{split}t_f = 2 t_{\text{peak}} &= \frac{2 v_{0y}}{g}\\ &= \frac{2 v_0 \sin(\theta)}{g}\end{split}\]

Maximum Height#

The maximum height \(h\) is the highest point the projectile reaches in its trajectory. This can be calculated using the vertical component of the motion. At the maximum height, the vertical velocity is zero.

Using the equation:

\[v_y^2 = v_{0y}^2 - 2gh\]

At the peak, \(v_y = 0\), so:

\[\begin{split}0 &= v_{0y}^2 - 2gh \\ \therefore h &= \frac{v_{0y}^2}{2g}\\ &= \frac{(v_0 \sin(\theta))^2}{2g}\end{split}\]

Range#

The range \(R\) is the horizontal distance the projectile travels before returning to the same vertical level from which it was launched. The range can be found by using the horizontal component of the initial velocity and the total time of flight.

The horizontal displacement is given by:

\[R = v_{0x} \times t_f\]

Substituting \(v_{0x} = v_0 \cos(\theta)\) and \(t_f = \frac{2 v_0 \sin(\theta)}{g}\) gives

\[\begin{split}R &= (v_0 \cos(\theta)) \times \left( \frac{2 v_0 \sin(\theta)}{g} \right)\\ &= \frac{v_0^2 \sin(2\theta)}{g}\end{split}\]

Special case - Horizontal projection#

A stone which is thrown horizontally with some initial velocity \(v_0\) from the top of a cliff will travel both horizontally (at a constant velocity) and will accelerate vertically until it reaches the ground or other landing point below.
The stone begins its journey at the highest point of the projectile path. At this highest point it has zero vertical velocity but is being accelerated by gravity directly downwards.

Projectile Motion with Different Landing and Firing Heights#

In many practical situations, the projectile lands at a height different from where it was fired. This section extends the earlier analysis to cover these cases.

Time of Flight with Different Heights#

When the landing height \(y_f\) differs from the initial height \(y_0\), the time of flight \(t_f\) cannot be assumed to be symmetric (i.e., it is not simply twice the time to reach the peak). Instead, we must account for the difference in height using the vertical motion equation.

Recall the vertical displacement equation:

\[y(t) = y_0 + v_{0y}t - \frac{1}{2}gt^2\]

To find the time of flight \(t_f\), set \(y(t_f) = y_f\):

\[y_f = y_0 + v_{0y}t_f - \frac{1}{2}gt_f^2\]

Rearranging this, we obtain a quadratic equation in \(t_f\):

\[\frac{1}{2}gt_f^2 - v_{0y}t_f - (y_f - y_0) = 0\]

This equation can be solved using the quadratic formula:

\[t_f = \frac{-(-v_{0y}) \pm \sqrt{(-v_{0y})^2 - 4 \times \frac{1}{2}g \times -(y_f - y_0)}}{2 \times \frac{1}{2}g}\]

Simplifying, we get:

\[t_f = \frac{v_{0y} \pm \sqrt{v_{0y}^2 + 2g(y_0 - y_f)}}{g}\]

Here, you take the positive root since time cannot be negative:

\[t_f = \frac{v_{0y} + \sqrt{v_{0y}^2 + 2g(y_0 - y_f)}}{g}\]

This is the general expression for the time of flight when the projectile lands at a different height.

Maximum Height#

The maximum height \(h\) reached by the projectile remains calculated the same way as in the standard case, because it only depends on the initial vertical velocity and gravity:

\[h = \frac{(v_0 \sin(\theta))^2}{2g}\]

Range with Different Heights#

The range \(R\) can be found by first determining the time of flight \(t_f\) from the formula derived above, and then using the horizontal motion equation:

\[R = v_{0x} \times t_f\]

Where:

\[v_{0x} = v_0 \cos(\theta)\]

Thus:

\[R = (v_0 \cos(\theta)) \times \frac{v_{0y} + \sqrt{v_{0y}^2 + 2g(y_0 - y_f)}}{g}\]

This equation gives the horizontal distance travelled by the projectile when it lands at a different height.

Summary of Differences from the Standard Case#

  • Time of Flight: Unlike the standard case, where \(t_f = \frac{2v_{0y}}{g}\), the time of flight here must be calculated using the quadratic equation when \(y_f \neq y_0\).

  • Range: The range is still \(R = v_{0x} \times t_f\), but \(t_f\) now comes from the adjusted formula, making the range dependent on the difference in height.

  • Maximum Height: The formula for maximum height remains unchanged, as it depends solely on the initial vertical velocity and gravity, not the landing height.