Projectile Motion Notes
Projectile Motion Notes
The diagram below shows the parabolic path of a projectile. Since a projectile travels in a two dimensional plane, the
variables for projectile motion are a little different than for kinematics. We pretend the trajectory is happening on a big
X-Y coordinate system.
Δ𝑦
Initial Position Δ𝑥 X
of projectile
Δ𝑥 = the displacement of the projectile in the horizontal direction ( usually equates to “distance”)
Δ𝑦 = the vertical displacement ( same as the “height” for a type 2 trajectory and “distance fallen” for a type 1.
At the instant a type 2 projectile is launched, it has a velocity vector that we break up into X and Y components
as shown in the diagram below.
Viy
Vx
Usually, a type two projectile problem gives you the speed and angle of the launch. We find the X and Y
components of that velocity vector. Vx is the horizontal component of the velocity and Viy is the initial vertical velocity
component. “V” is the original launch speed and “” is the launch angle.
Formulas There are three basic formulas for projectile motion. Since there are no forces acting parallel to
the ground, a projectile travels at a constant speed horizontally. d = Vt is the only formula
needed in the x direction. We put an X subscript on the V, so in the X direction we have:
𝚫𝒙 = Vxt
In the Y direction, projectiles act just like an object thrown straight up in the air and allowed to
fall straight down. So, we use two kinematics formulas with y subscripts to describe the motion
in the Y direction. We can describe the displacement in the y direction using Δy= Vit + .5at2.
We give things Y subscripts and plug in -9.80 for acceleration to get
𝚫𝒚 = Viyt – 4.90t2
These are the three basic projectile formulas. There is one more that will be presented later.
Type 1 Projectiles
There are two types of projectile problems. Both use the same variables and formulas, but the given is
different enough that we generally follow different strategies. I call them “type 1” and “type 2” projectiles.
These terms don’t exist in physics textbooks. That’s right, dude; I made ‘em up.
A type 1 projectile problem says things like “launched horizontally” or “launched parallel to the
ground”. A type 1 projectile basically starts its motion at the top of the parabola and follows half the normal
trajectory. Since a type 1 projectile is launched parallel to the ground, the V iy = 0. If the problem gives you a
speed, it must be Vx. Or, if the initial speed is asked for, they are asking for V x, not Viy. Also, since a type 1
projectile starts at the top, all of the Δ𝑦’s are negative because the object is always falling downward.
Example: A rock is thrown parallel to the ground at a speed of 10.0 m/s from a height of 6.00 m. How
far will the rock fly before hitting the ground?
No matter what a projectile problem asks for, the best thing to do is calculate the time of flight first. Time
appears in all of the formulas, so once you know the time of flight, usually the problem is whipped.
-6.00 m = 0 – 4.90t2
6.00
√ =t
4.90
1.11 s = t
To find the displacement, Δ𝑥, we can use the total time of flight in the formula Δ𝑥 = Vxt.
Δ𝑥 = (10.0 m/s)(1.11 s)
Δ𝑥 = 11.1 m
1. Set Viy = 0
2. Vx = initial speed
3. Find time using this shortcut (usually) t = √𝒅𝒚/𝟒. 𝟗𝟎
4. Problem includes wording such as “launched horizontally” or “launched parallel to the ground”.
5. The time of flight for a type 1 depends on the launch height NOT the launch speed. All type 1
projectiles launched from the same height will stay in the air the same amount of time.
Type 2 Projectile Problems
A type 2 projectile is one that generally starts its motion at ground level. The object is launched with
an initial speed at some angle and completes the entire parabolic trajectory. Usually, a type 2 projectile
problem gives you the initial launch speed and angle. It can then ask a range of questions (no pun intended).
Example: A football is thrown with an initial speed of 25.0 m/s at an angle of 32.0 o from the ground.
a) How far will the ball fly before hitting the ground?
b) What will be the maximum height reached by the ball?
Solution
For most type 2 projectile problems, the first step is to use V and to calculate Vx and Viy. These can
be calculated just like any other X and Y components of a vector.
The second thing you usually do is find the total time of flight. Since there is no air resistance, it is safe
to assume that Vfy = -Viy. For this problem, Vfy at the end of the trajectory should equal -13.2 m/s. This allows
us to use Vfy = Viy – 9.80t to find the time of flight.
2.69 s = t
This is such a common procedure for a type 2 projectile that a shortcut formula was made to find the
time of flight that looks like this:
Δ𝑦 = 17.8 m – 8.93
There is one more formula for projectiles. I call it the “range formula” though no one else does. It’s
only good for solving one question, but for that question it’s a nice short cut. For a type 2 projectile, you can
figure out the distance it will fly before hitting the ground (Δ𝑥) right from the original speed and angle of
launch. What we used before was the formula
Δ𝑥 = Vxt
Since Vx = Vcos and t = 2Viy/9.80 and Viy = Vsin and 2cossin = sin2
Example: A golf ball is hit at an angle of 35.0o and a speed of 30.0 m/s. How far will it fly before hitting
the ground?
Δ𝑥 = (30.0 m/s)2sin[2(35.0o)]/9.80
Δ𝑥 = 86.3 m
1) Complimentary angles will yield the same distance. This means that 20o and 70o, or 30o and 60o,
or 40o and 50o and will result in the same distance. This is because of the 2 inside the sine
function. In the case of 20o and 70o, it means that sin[2(20 o)] = sin[2(70 o)].
2) A 45o angle will yield the greatest distance from any projectile launcher as long as there is no air
resistance. This because of the inside the sine function. 2 x 45 = 90 and sin90 o = 1.
Summary of Type 2 Projectiles
1. You know it’s a type 2 when they give you a speed and angle.
2. Find Vx and Viy first.
3. Use t = 2Viy/9.80 to find total time of flight.
𝟏
4. Use 𝚫𝒚 = 𝑽𝒊𝒚 𝒕 + 𝟐 𝒂𝒕𝟐 (a is – g in this case) and half the total time to find the maximum height. (to
answer the howhighgo problem)
5. It takes half the total time to go all the way up and half the time to come down.
6. Time of flight depends on Viy which depends on the launch speed and angle.
7. Complimentary angles yield same distance.
8. A 45o angle yields maximum distance.
Sometimes, you can use 𝚫𝒙 = 𝒗𝒙 𝒕 to find the time of flight for either type 1 or type 2.
Type 1 Type 2
Viy = 0 t = 2Viy/9.80