How Do You Correctly Model Projectile Motion with Drag?

AI Thread Summary
The discussion focuses on modeling projectile motion with drag, specifically addressing the equations for horizontal and vertical positions over time. Participants emphasize the importance of treating horizontal and vertical velocities (vx and vy) as variables rather than constants during integration. The correct approach involves integrating the equations of motion while keeping initial velocities as v0 until the final step. Missteps in calculations, such as obtaining negative values for horizontal motion, indicate a misunderstanding of how drag affects velocity. Properly applying these principles will yield accurate results for projectile motion with drag.
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Homework Statement



If we include a crude model for the drag force in which the net acceleration on the ball kicked by a football player is given by:
a = (-k*vx)i + (-g-k*vy)j.
Derive the equations describing the horizontal and vertical positions as functions of time.
k=.031 (1/s), vo=69 (ft/s), \Theta0=45.

Homework Equations


The Attempt at a Solution



I solved for vx and vy using the information given (vx=v0cos\Theta, vy=v0sin\Theta ) plugged these values, along with k, into the acceleration equation. I took the integral of both the horizontal and vertical components independently to get velocity, then integrated that to get the position. The problem is, the horizontal velocity comes out to be -1.51*t, and horizontal position is -.755*t^2, which is obviously wrong because it would be moving backwards the instant it is kicked. What am I doing wrong here? Should I not be solving for vx and vy, and leaving those as variables as well?
 
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Freyster98 said:
… What am I doing wrong here? Should I not be solving for vx and vy, and leaving those as variables as well?

Hi Freyster98! :smile:

erm :redface: … yes …

vx and vy are definitely variables …

the original equation says that the acceleration is -g vertically, and -k (the drag coefficient) times the instantaneous velocity horizontally.
 
Im working on the same problem. Do I plug in the initial values and integrate. or do i leave the initial velocity as v0 and then integrate?
 
musichael said:
Im working on the same problem. Do I plug in the initial values and integrate. or do i leave the initial velocity as v0 and then integrate?

Hi musichael! :smile:

Leave v0 until the end

vx and vy are variables …

integrate, and you will get a constant …

at that stage you use v0 to find what the constant is. :wink:
 
The horizontal velocity is v_x = v_0 cos \theta_0 + a_x t, where a_x = -k v_x is a variable and not a constant as you used.
 
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