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(Angled) Projectile Motion – Hints & Formulas

I. Terminology applicable to ANGLED (not horizontal) LAUNCHES!

A. Initial velocity (V0) at launch angle => a vector describing the


characteristics of the velocity – always break this into x (Vx) and y (Vy)
components using the equations:

1. Vx = V0 cos (launch angle )

2. Vy = V0 sin (launch angle )

B. Maximum height (implies vertical) of object => value dy reaches at the


top of the trajectory at which point the velocity in the y direction (V fy) is
zero. This can be calculated by using the kinematic equation (with y
consideration) and solving for y, as follows:

1. Vyf2 = Vy02 + 2 ady therefore

2. dy = (Vfy2 - V0y2)/2a where a = 9.8 m/s2

3. Max Height = dymax = (V0 sin )2/2a

C. Range (implies horizontal or x component only) of the object = the distance


the object travels in the x direction before returning to ground. It is
seen as the distance traveled in “time-in-air” seconds ( t) at a velocity
of the x component of the initial velocity (Vx0).

1. range = V02 sin (2 ) / a

Projectile Motion - Angled Launch Page 1 of 2 FDHS Physics


D. Time to max height = the amount of time taken to reach the top of
the object’s trajectory (dymax) which can be calculated using the basic
kinematic equation, namely:

1. Vfy = V0y + at, therefore, since the final velocity Vfy = 0

2. t = V0y/a, where a = 9.8 m/s2 (or 10 for easier calculations) or

3. t = (V0 sin )/a

E. Total Time in air (“flying time/hang time”) = twice time to max


height, because time up equals time down (parabolic in shape)

1. ttotal = 2 (V0 sin )/a

Projectile Motion

25

20

Y component Max Height


of velocity (y value)
15 (Vy) Initial Velocity dy
height

Vector Vo

10

X component
of velocity
5
Launch Range
(Vx)
angle (x value) dx

0
0 10 20 30 40 50 60 70 80 90 100

range

Projectile Motion - Angled Launch Page 2 of 2 FDHS Physics

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