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You might have noticed in example 3.4 that the speed at impact was the same as the initial speed. Don't expect this to always be the case. Generally, this will only be true for a projectile of constant mass that is fired from ground level and returns to ground level and that is not subject to air resistance or other forces.
Equations of Motion
We now derive the equations of motion for a projectile in a slightly more general setting than that described in example 3.4. Consider a projectile fired from an altitude h above the ground at an angle to the horizontal and with initial speed v0. We can use Newton's second law of motion to determine the position of the projectile at any time t and once we have this, we can answer any questions about the motion.
We again start with Newton's second law and assume that the only force acting on the object is gravity. We have
where F(t ) = -mg j. This gives us (as in example 3.4)
Integrating (3.5) gives us
where c1 is an arbitrary constant vector. In order to solve for c1, we need the value of v(t ) for some t, but we are given only the initial speed v0 and the angle at which the projectile is fired. Notice that from the definitions of sine and cosine, we can read off the components of v(0) from Figure 11.16a. From this and (3.6), we have

Figure 11.16a
Initial velocity.
This gives us the velocity vector
Since r' (t ) = v(t ), we integrate (3.7) to get the position:
To solve for c2, we want to use the initial position r (0), but we're not given it. We're only told that the projectile starts from an altitude of h feet above the ground. If we select the origin to be the point on the ground directly below the launching point, we have
so that
Notice that the path traced out by r(t ) (from t = 0 until impact) is a portion of a parabola (see Figure 11.16b).

Figure 11.16b
Path of the projectile.
Now that we have derived (3.7) and (3.8), we have all we need to answer any further questions about the motion. For instance, if we need to know the maximum altitude, this occurs at the time at which the vertical ( j ) component of velocity is zero (i.e., at the time when the projectile stops rising). From (3.7), we solve
0 = v0sin -gt, |
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so that the time at which the maximum altitude is reached is given by
| | Time to reach maximum altitude |
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The maximum altitude itself is the vertical component of the position vector at this time. From (3.8), we have
Maximum altitude |
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Maximum altitude | |
To find the horizontal range or the speed at impact, we must first find the time of impact. To get this, we set the vertical component of position to zero. From (3.8), we have
Notice that this is simply a quadratic equation for t. Given v0, and h, we can solve for the time t using the quadratic formula.
In all of the foregoing analysis, we left the constant acceleration due to gravity as g. You will usually use one of the two approximations:
g 32 ft/sec2 or g 9.8 m/sec2. |
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When using any other units, simply adjust the units to feet or meters and the time scale to seconds or make the corresponding adjustments to the value of g.
In the following example, we examine a fully three-dimensional projectile motion problem for the first time. |