Applying Physics to Pinball Machines: A Comprehensive Guide

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SUMMARY

This discussion focuses on the application of physics principles to pinball machines, specifically for an 11th-grade Honors Physics class. Key concepts include Newton's Third Law, impulse-momentum equations, and kinematic equations such as d = 1/2gt² and v_f² = v_o² + 2ad. These principles explain the behavior of the pinball when interacting with the machine's components, such as walls and flippers. The conversation emphasizes the importance of understanding these foundational physics concepts to analyze pinball dynamics effectively.

PREREQUISITES
  • Newton's Third Law of Motion
  • Impulse-Momentum Theorem
  • Kinematic Equations
  • Basic principles of mechanics
NEXT STEPS
  • Research Newton's Third Law in the context of collision dynamics
  • Study the Impulse-Momentum Theorem and its applications in real-world scenarios
  • Explore kinematic equations and their relevance to projectile motion
  • Investigate the physics of rotating objects and their impact on pinball mechanics
USEFUL FOR

Students in physics courses, educators teaching mechanics, and enthusiasts interested in the physics behind pinball machine operations.

Shaheemie
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Do any of you know of a good site, or just a general site, where physics is applied to pinball machines? I 'm having trouble finding any, if there are any out there, that is.
 
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What would you like to know? There is a couple of things about pinball machines related to physics (and by a couple of things I mean, well... everything).
 
Well, I don't need it in great depth. I'm in an 11th grade Honors Physics class and there is only so much we can cover and understand. Obviously basics is needed. That would be really helpful, thank you. I trust your judgement. If I have any trouble, I'll just yell. :P
 
I'm guessing you are in Physics C (Mechanics). You should look into Newton's third law (law of conservation). This can represent how the pinball will bounce off of walls. You can also look at impulse momentum equations F/delta t = M /delta V. This can be applied to when the flipper hits the ball. You can then look at d = 1/2gt^2. This equation can (when applied on a tilted axis, because the ball is not dropping straight down) provide a distance that the ball will travel downwards in a given amount of time, or you can use the equation v_f^2 = v_o^2 + 2ad for the velocity of a ball.

Good luck!
 
That's fantastic. That's just what I needed.
Thank you!
 

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