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Motion in One Dimension, [:MotionIn1D#ProjectileMotion: 1D60. Projectile Motion] | Motion in One Dimension, [:MotionIn2D#ProjectileMotion: 1D60. Projectile Motion] |
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* '''Bay:''' [:MechanicsCabinetBayA1:(A1)] * '''Shelf:''' #1,2,3.. |
* '''Bay:''' [:MechanicsCabinetBayA5:(A5)] * '''Shelf:''' #1 |
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attachment: mainPhoto | attachment:Setup02-400.jpg |
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||Pasco Launcher||ME, Bay B1, Shelf #2|| || ||Pasco Projectiles||ME, Bay B1, Shelf #2|| || ||Target || Provide One|| || |
||Pasco Launcher||ME, Bay A5, Shelf #1|| || ||Pasco Projectiles||ME, Bay A5, Shelf #1|| || ||Target or Tape|| Provide Own (2 small Trash cans)|| || |
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* '''''It is a good idea to use a clamp to keep the launcher in one place through the demonstration.''''' | * '''''It is a good idea to use a C-clamp to keep the launcher in one place through the demonstration.''''' * '''''This demo requires time(up to 15min) to setup and to get the targets correctly positioned on the floor''''' |
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1. The launcher has 3 spring settings, so make sure you use the same one for all launches. | |
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1. | 1. Use the black loading rod, push one of the Pasco projectiles down the barrel to the desired spring setting ( a click will be heard for each setting reached - third click setting is the most energetic). 1. Shoot the projectile by pulling on the yellow string attached to the launcher. 1. Have the spotter mark the point of impact. 1. Measure the horizontal displacement, by counting the floor tiles or using a ruler. 1. Compare the measured range to the predicted to obtain the correction factor. 1. Adjust the angle now to either 30° or 60° (chosen to be give different enough results without changing the horizontal and vertical air resistance components too much) . 1. Using the corrected range equation, predict the range at the new angle and mark the spot. 1. Have one or more spotters spot the projectiles point of impact. |
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* ''''' DO NOT point the launcher into the audience!''''' * ''''' Projectiles will bounce and will need to be located after they are fired''''' |
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|'''x(t)'''| = v,,0,x,, * t, where v,,0,x,, is the x-component of the muzzle velocity |'''y(t)'''| = -(g/2)* t^2^ + v,,0,y,, * t + y,,0,, , where g is the acceleration due to gravity, v,,0,y,, is the y-component of the muzzle velocity, and y,,0,, is the height of the muzzle off the ground. |
|'''x(t)'''| = v,,0x,, * t, where v,,0x,, is the x-component of the muzzle velocity. |
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The amount of muzzle velocity in each component is purely dependant upon the angle of trajectory (i.e. the angle of the barrel relative to the ground). The angle is usually called θ. v,,0,x,, = cos(θ)*v,,0,, and v,,0,y,, = sin(θ)*v,,0,, where v,,0,, is the total muzzle velocity. | |'''y(t)'''| = -(g/2)* t^2^ + v,,0y,, * t + y,,0,, , where g is the acceleration due to gravity, v,,0y,, is the y-component of the muzzle velocity, and y,,0,, is the height of the muzzle off the ground. |
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In this demo, we are concerned only with the range which is our total displacement in the x-direction after the projectile comes back to the ground ( y = 0 ). To find the range, we first find the time at which y = 0 for t > 0. This occurs at t = (v,,0,y,, + Sqrt(v,,0,y,,^2^ + 2*g*y,,0,,))/ g | The amount of muzzle velocity in each component is purely dependent upon the angle of trajectory (i.e. the angle of the barrel relative to the ground or table). The angle is usually called θ. v,,0x,, = cos(θ)*v,,0,, and v,,0y,, = sin(θ)*v,,0,, where v,,0,, is the total muzzle velocity. In this demo, we are concerned only with the range which is our total displacement in the x-direction after the projectile comes back to the ground ( y = 0 ). To find the range, we first find the time at which y = 0 for t > 0. This occurs at t = (v,,0y,, + Sqrt(v,,0y,,^2^ + 2*g*y,,0,,))/ g |
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||attachment: photo||attachment: photo||attachment: photo||attachment: photo|| | To get the muzzle velocity, we can pull out the [:PASCOInterfaceComputer:Pasco Interface computer] and two [:PASCOPhotogate: photogates] to the muzzle of the Pasco launcher. ||attachment:Setup05-250.jpg||attachment:Setup06-250.jpg||attachment:Launcher30Deg02-250.jpg||attachment:Launcher45Deg03-250.jpg|| ||attachment:Launcher60Deg02-250.jpg||attachment:DownBarrel04-250.jpg||attachment:Balls01-250.jpg||attachment:Sights01-250.jpg|| |
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* [http://www.pasco.com/physhigh/shoot-the-target.cfm PASCO item page] |
[:PiraScheme#Mechanics: Table of Mechanics Demonstration] |
[:MEEquipmentList: List of Mechanics Equipment & Supplies] |
[:Demonstrations:Lecture Demonstrations] |
Projectile range, 1D60.40
Topic and Concept:
Motion in One Dimension, [:MotionIn2D#ProjectileMotion: 1D60. Projectile Motion]
Location:
Cabinet: [:MechanicsCabinet:Mechanic (ME)]
Bay: [:MechanicsCabinetBayA5:(A5)]
Shelf: #1
attachment:Setup02-400.jpg
Abstract:
Shoot a projectile out of the Pasco laucnher at 45° then calculate the range for 30° or 60°, and place the target accordingly.
Equipment |
Location |
ID Number |
|
|
|
Pasco Launcher |
ME, Bay A5, Shelf #1 |
|
Pasco Projectiles |
ME, Bay A5, Shelf #1 |
|
Target or Tape |
Provide Own (2 small Trash cans) |
|
Important Setup Notes:
It is a good idea to use a C-clamp to keep the launcher in one place through the demonstration.
This demo requires time(up to 15min) to setup and to get the targets correctly positioned on the floor
Setup and Procedure:
- Attach the Pasco launcher to the tabletop using a C-clamp.
- Have a spotter ready to spot the impact point of the projectile.
- The launcher has 3 spring settings, so make sure you use the same one for all launches.
- After loosening the proper adjustment screw, adjust the launch angle to 45° using the weighed string/protractor already on the launcher.
- Use the black loading rod, push one of the Pasco projectiles down the barrel to the desired spring setting ( a click will be heard for each setting reached - third click setting is the most energetic).
- Shoot the projectile by pulling on the yellow string attached to the launcher.
- Have the spotter mark the point of impact.
- Measure the horizontal displacement, by counting the floor tiles or using a ruler.
- Compare the measured range to the predicted to obtain the correction factor.
- Adjust the angle now to either 30° or 60° (chosen to be give different enough results without changing the horizontal and vertical air resistance components too much) .
- Using the corrected range equation, predict the range at the new angle and mark the spot.
- Have one or more spotters spot the projectiles point of impact.
Cautions, Warnings, or Safety Concerns:
DO NOT look down the barrel of the Pasco launcher - a spontaneous launch could take your eye!
DO NOT point the launcher into the audience!
Projectiles will bounce and will need to be located after they are fired
Discussion:
The equation of projectile motion for constant acceleration can be derived by starting with the acceleration and integrating twice with respect to time to find the position. It is most convenient to use a coordinate system where the horizontal motion is purely in the x-direction, and the vertical motion is purely in the y-direction. The origin is placed at the muzzle projection onto the ground.
r(t) = x(t)+y(t)
|x(t)| = v0x * t, where v0x is the x-component of the muzzle velocity.
|y(t)| = -(g/2)* t2 + v0y * t + y0 , where g is the acceleration due to gravity, v0y is the y-component of the muzzle velocity, and y0 is the height of the muzzle off the ground.
The amount of muzzle velocity in each component is purely dependent upon the angle of trajectory (i.e. the angle of the barrel relative to the ground or table). The angle is usually called θ. v0x = cos(θ)*v0 and v0y = sin(θ)*v0 where v0 is the total muzzle velocity.
In this demo, we are concerned only with the range which is our total displacement in the x-direction after the projectile comes back to the ground ( y = 0 ). To find the range, we first find the time at which y = 0 for t > 0. This occurs at t = (v0y + Sqrt(v0y2 + 2*g*y0))/ g
After plugging in this time into the x-position equation we find the range R = (v0*cos(θ)/g) * (v0*sin(θ)+Sqrt(v02*cos2(θ)+2*g*y0)) which if maximized gives a theta of 45°.
This is of course neglecting air resistance which is speed-dependent. This is why a shot is taken first then a prediction is made. Since the muzzle velocity is roughly constant (at least for the same spring setting and ignoring random error), comparison to the "air-resistanceless" equation will give an empirical correction factor. This should allow for a fairly close trajectory prediction. It will be a little off since the air resistance does have a θ-dependance.
To get the muzzle velocity, we can pull out the [:PASCOInterfaceComputer:Pasco Interface computer] and two [:PASCOPhotogate: photogates] to the muzzle of the Pasco launcher.
attachment:Setup05-250.jpg |
attachment:Setup06-250.jpg |
attachment:Launcher30Deg02-250.jpg |
attachment:Launcher45Deg03-250.jpg |
attachment:Launcher60Deg02-250.jpg |
attachment:DownBarrel04-250.jpg |
attachment:Balls01-250.jpg |
attachment:Sights01-250.jpg |
Videos:
[https://www.youtube.com/user/LectureDemostrations/videos?view=1 Lecture Demonstration's Youtube Channel]
References:
[https://en.wikipedia.org/wiki/Projectile_motion Projectile Motion - Wikipedia]
[http://www.pasco.com/physhigh/shoot-the-target.cfm PASCO item page]
[:Instructional:Home]