Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Projectile motion
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==== Numerical solution ==== A projectile motion with drag can be computed generically by [[numerical methods for ordinary differential equations|numerical integration]] of the [[ordinary differential equation]], for instance by applying a [[Ordinary differential equation#Reduction to a first-order system|reduction to a first-order system]]. The equation to be solved is :<math>\frac{\mathrm{d}}{\mathrm{d}t}\begin{pmatrix}x \\ y \\ v_x \\ v_y\end{pmatrix} = \begin{pmatrix}v_x \\ v_y \\ -\mu\,v_x\sqrt{v_x^2+v_y^2} \\ -g-\mu\,v_y\sqrt{v_x^2+v_y^2}\end{pmatrix}</math>. This approach also allows to add the effects of speed-dependent drag coefficient, altitude-dependent air density (in product <math>c(v)\rho(y)</math>) and position-dependent gravity field <math display="inline">g(y)=g_0/(1+y/R)^2 </math> (when <math display="inline">y \ll R: g \lesssim g_0/(1+2y/R) \approx g_0(1-2y/R)</math>, is linear decrease).
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)