How to Calculate Deceleration of a Spinning Roulette Wheel and Ball?

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Discussion Overview

The discussion centers on calculating the deceleration of a spinning roulette wheel and the ball that moves in the opposite direction. Participants explore the necessary formulas and parameters involved in determining the deceleration for both the wheel and the ball, considering their respective velocities and distances.

Discussion Character

  • Technical explanation
  • Mathematical reasoning
  • Homework-related

Main Points Raised

  • One participant proposes a formula for calculating the wheel's deceleration based on initial speed and stopping distance, but expresses uncertainty about its correctness.
  • Another participant suggests an alternative formula for the wheel's deceleration, citing the need for a squared term in the calculation.
  • There is a discussion about calculating the ball's deceleration to achieve a specific final velocity when reaching a winning slot, with considerations of the wheel's deceleration.
  • A later reply questions the definitions of variables used in the calculations, seeking clarification on distance, initial velocity, and final velocity.
  • Additional inquiries are made regarding the time taken for the ball and wheel to complete their respective rounds, with requests for calculating their decelerations based on this timing data.

Areas of Agreement / Disagreement

Participants express various approaches to the calculations, and there is no consensus on the correct formulas or methods to use. Multiple competing views and uncertainties remain regarding the definitions and calculations involved.

Contextual Notes

Some participants highlight missing assumptions about the definitions of variables and the units of measurement, which may affect the calculations. There are unresolved questions about the specific distances and times referenced in the discussion.

Who May Find This Useful

This discussion may be useful for individuals interested in the physics of spinning objects, particularly in gaming contexts, as well as those seeking to understand motion dynamics in relation to deceleration calculations.

PhilippeIngels
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I have a roulette wheel and a ball spinning in opposite directions

First I need to know how to calculate the deceleration of the wheel if I want it to stop over a distance of 370 degrees. I have d, Vi, and Vf=0. I have this formula which seems to work but does not look right:

this.wheelDeceleration = (this.wheelInitSpeed/this.wheelStopDistance)*2;

Then I need to know how to calculate the ball's deceleration so its final velocity will be 0.2 when it reaches to winning slot. I know the distance to the winning slot, I know the velocity of the ball and the velocity of the wheel. I also know the wheel's constant deceleration (a).

The trick is the fact that the wheel is also decelerating and that's where I'm stuck.

Thanks

Philippe
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PhilippeIngels said:
I have a roulette wheel and a ball spinning in opposite directions

First I need to know how to calculate the deceleration of the wheel if I want it to stop over a distance of 370 degrees. I have d, Vi, and Vf=0. I have this formula which seems to work but does not look right:

this.wheelDeceleration = (this.wheelInitSpeed/this.wheelStopDistance)*2;
This should be:
this.wheelDeceleration = (this.wheelInitSpeed*this.wheelInitSpeed)/(2*this.wheelStopDistance);
or
this.wheelAcceleration = -(this.wheelInitSpeed*this.wheelInitSpeed)/(2*this.wheelStopDistance);

[tex]a_{wheel} = \frac{-v_{wheel}^2}{2d_{wheel}}[/tex]

PhilippeIngels said:
Then I need to know how to calculate the ball's deceleration so its final velocity will be 0.2 when it reaches to winning slot. I know the distance to the winning slot, I know the velocity of the ball and the velocity of the wheel. I also know the wheel's constant deceleration (a).

The trick is the fact that the wheel is also decelerating and that's where I'm stuck.
I assume that you calculate the motion of the ball relative to the wheel.
In that case the acceleration of the ball would be:

[tex]a_{ball} = \frac{0.04-v_{ball}^2}{2d_{ball}}[/tex]

You can combine the acceleration of the ball with the acceleration of the wheel in case you want to know the acceleration of the ball relative to the table. Because the ball moves in opposite direction than the wheel the acceleration of the ball relative to the table would be:

[tex]a_{ball}-a_{wheel}[/tex]
 
Thanks

Thank you very much for your help. I really appreciate it. :smile:
 
Hello, I'm an italian newbie and I'm sorry for my bad english.
First I need to know how to calculate the deceleration of the wheel if I want it to stop over a distance of 370 degrees. I have d, Vi, and Vf=0.
first of all I don't understand what is d, Vi and Vf
I suppose d is the distance (what distance?), Vi is the instant velocity and Vf is the final velocity.

I would like to know:

1) in what measure units are expressed these values?
2) what is the meaning of "wheel stop distance"?

------------------------------------------------------------------------------------

I am trying to study the roulette physical and i have other questions to place.
I know this data:
  1. the time that employs the ball to complete first round (this is T1) expressed in milliseconds
  2. the time that employs the ball to complete second round (this is T2) expressed in milliseconds
  3. the time that employs the ball to complete last round (this is Tf) expressed in milliseconds
  4. the time that employs the rotor of the wheel to complete a round (this is Tr) expressed in milliseconds
I would like to know:
  1. the ball's deceleration (dB)
  2. the rotor's deceleration (dR)
  3. the part of the rotor that finds when the ball completes the last round (Tf)

This could be an example:

T1 = 800 ms/round
T2 = 890 ms/round
Tf = 2160 ms/round
Tr = 6142 ms/round

Thanks of all in advance
 
Is nobody able to answer my questions?

Thanks
 

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