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Projectile Launcher Physics Experiment

The document describes an experiment to develop theoretical models for predicting the velocity and landing position of an object launched from a spring-loaded cannon. It involves firing the cannon straight up to calculate the initial velocity and firing it at an angle to calculate both the vertical and horizontal components of velocity to predict how far the object will travel. The procedure, data, calculations, and revision are described to test the theoretical models.

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Aldo Chow
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0% found this document useful (0 votes)
43 views3 pages

Projectile Launcher Physics Experiment

The document describes an experiment to develop theoretical models for predicting the velocity and landing position of an object launched from a spring-loaded cannon. It involves firing the cannon straight up to calculate the initial velocity and firing it at an angle to calculate both the vertical and horizontal components of velocity to predict how far the object will travel. The procedure, data, calculations, and revision are described to test the theoretical models.

Uploaded by

Aldo Chow
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Projectile Launcher Lab

Research Questions:
1. Develop a theoretical model for predicting the velocity of the spring as
it leaves the launcher when the spring is fired straight up into the air.
2. Develop a theoretical model for predicting the landing position of the
spring when the launcher is set on a stool and tipped at an angle.
Pictorial Representation of the problem.
Insert picture of cannon firing a ball straight up into the air. x0 is the balls
position as it just leaves the cannon. xf is when the ball reaches its highest
point. v0 = ? is written next to x0 and is one of the unknowns that were
trying to find. vf = 0 m/s is written next to xf. There are short horizontal dash
marks next to xi and xf, and a line connected them. h is marked next to the
line, representing the height the ball travels when shot up. a = -9.8 m/s2 is
written next to the h, representing acceleration due to gravity. t = ? is written
under a; it is another variable that we will find.
xi, xf, h, are left without any other numbers or ? because they arent
necessary to find to answer our research question.
Insert picture of cannon firing a ball at an angle in an arc towards a
cylindrical target. The arc is marked between the cannon and the horizontal
with a . xi and xf are marked next to the balls initial position, and the ball
being at the target, respectively. v0 is marked as an arrow pointing in the
direction the cannon is facing. v0 is broken into its x and y components, v0x
and v0y. Height is marked to the left of the cannon as the vertical distance
between xi and xf with an h = ?. Distance is marked under the ground as
the horizontal distance between xi and xf with a d = ?. t = ? and a = -9.8 m/s2
are also placed somewhere.
Prediction:
Insert random theoretical prediction without the use of any data.
Procedure:
1. Launch the metal ball straight up, perpendicular to the ground.
2. Measure the difference in time between when the ball is at the position
where initial velocity is taken, and when the ball falls back to that
height.

3. Calculate the time it took for the ball to reach its highest point. (Half
the time it took for the ball to go up and come back to its original
height.)
4. Find initial velocity (v0) using v0 + at = vf where a is -9.8 m/s2, t is the
time it took to go from the initial velocity position to the point where it
changes direction from up to down (found in 3.), and vf is equal to zero
(because at the highest point, the y component of the balls motion will
be equal to zero since it is reversing direction.)
5. Be given an angle.
6. Angle the launcher, and measure the height from the ground to the
new initial velocity position.
7. Measure the height of the target (The target will most likely be above
the ground, so the ball will have to go shorter than if it was allowed to
travel the full distance to the ground, its trajectory is cut short).
8. Calculate the vertical component (v0y) of the initial velocity (v0). v0y =
v0 *sin , where the v0 is from (4.), and the angle was given in (5.)
9. Calculate the horizontal component (v0x) of the initial velocity (v0). v0x
= v0 *cos , where the v0 is from (4.), and the angle was given in (5.)
10.
Calculate the time that the ball will remain in the air after launch
using v0y(t) a(t)2 = h
, where v0y was found in (8.), a is -9.8 m/s2, and h is the height of the
target found in (7.) After using the quadratic formula, there will be 2
possible time values. Use the positive one.
11.
Calculate the distance (d) the ball will travel from the launch to
the target using v0x * t = d, where v0x was found in (9.), t is the time the
ball will take between the launch and the target (found in 10.).
12.
Test the distance found in (11.)
Data
Time for ball to go up and back down: 1.01s
Time for ball to reach max height: 0.505s
Height of cannon at angle, above the ground: 1.099 m
Height of can: 0.149 m
Difference in height of can and height of ball: 0.95 m
Calculations:
See written.

Revision:
We attempted to revise our experiment by finding the maximum height that
the ball reached and by using that to find the initial velocity, instead of by
using time. We measured the height by taking a video of the ball going into
the air, as we held a meter stick behind it, and the taking the height from the
video. However, by using that height in our calculations to find initial
velocity, and then the distance, we found a distance far from what we knew
the distance should be from testing.
How close?
When testing, the ball hit the can, so we were less than 14 cm farther than
we should have been.
Conclusions
1) Research Questions:
a) Develop a theoretical model for predicting the velocity of the spring as
it leaves the launcher when the spring is fired straight up into the air.
b) Develop a theoretical model for predicting the landing position of the
spring when the launcher is set on a stool and tipped at an angle.
2) Theoretical Prediction
a) v0 = vf at
b) v0y = v0 *sin
c) v0y(t) a(t)2 = h
i) Find t with quadratic formula
d) v0x = v0 *cos
e) d = v0 * cos * t
3)
a)

Common questions

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When predicting the landing position of a projectile launched from an angled platform, consider the initial velocity components (v0x and v0y), the angle of launch θ, height differences from the launch point to the target (h), and the effects of gravity. The horizontal distance traveled is given by d = v0x * t, where t is the time of flight. Variations in these parameters can significantly affect the projectile's landing position .

Experimental revisions improve accuracy by ensuring measurements more closely match real-world conditions. For example, using video analysis to determine the maximum height reached by a projectile can correct initial velocity calculations, which in turn refines distance predictions. This method provides a more accurate representation of the initial conditions, leading to a more precise calculation of landing distance .

The time of flight for a projectile launched at an angle is determined by the equation v0y(t) − ½a(t)² = h, where v0y is the vertical component of the initial velocity, 'a' is the acceleration due to gravity (-9.8 m/s²), and 'h' is the height difference between launch and target. Solving this quadratic equation yields two solutions for time. The positive solution represents the real time of flight, while the negative solution is a mathematical artifact .

To calculate the initial velocity of a projectile when the launcher is angled, first, the angle θ and initial velocity v0 must be known. The velocity components are split into horizontal (v0x = v0 * cos θ) and vertical (v0y = v0 * sin θ) components. The angle affects these components through the trigonometric functions, causing v0x to decrease and v0y to increase as the angle θ increases .

The height difference between the launch point and target is significant because it affects the vertical component of motion, influencing time of flight and trajectory path. This height difference must be taken into account when calculating v0y and subsequently affects how the projectile lands, ensuring more accurate predictions of landing distance and behavior .

The vertical component of velocity is critical as it influences the maximum height and time in the air, directly affecting the trajectory. It can be calculated using v0y = v0 * sin θ, where v0 is the initial speed and θ is the launch angle. This component determines how high and how long a projectile remains airborne, affecting the landing position and overall path .

Altering the launching angle affects the projectile’s landing distance and time in the air because it changes the relative contributions of horizontal and vertical velocity components. A smaller angle increases v0x and decreases v0y, leading to a longer horizontal distance but reduced time in the air. Conversely, larger angles enhance v0y but reduce v0x, potentially increasing time aloft but shortening horizontal range, thus affecting the projectile's trajectory path and landing point .

To predict the velocity of a projectile when launched vertically, we use the theoretical model where initial velocity (v0) is calculated using the equation v0 = vf + at. Here, vf is the final velocity at the highest point, which is 0 m/s because the projectile stops moving upward before descending. 'a' represents the acceleration due to gravity (-9.8 m/s²), and 't' is the time taken to reach the highest point, measured as half the total round-trip time .

Initial velocity calculation using time involves measuring the time taken for the projectile to reach its maximum height, then using equations of motion to solve for v0. When using height data, v0 is calculated based on the maximum height reached, employing kinematic equations such as v² = u² + 2as. The outcome may differ in accuracy, as using time can directly account for the effects of external forces, while height-based calculations depend on recorded accuracy .

The quadratic formula is used in solving for the time of flight in projectile motion equations of the form v0y(t) − ½a(t)² = h. This equation is derived from the vertical motion variables and is quadratic in nature due to its (t)² term. The quadratic formula finds two possible solutions for time, but only the positive value is physically meaningful, representing the projectile's actual time of flight .

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