Constant performance vs friction and drag

AI Thread Summary
The discussion revolves around deriving equations for the motion of an object subjected to a constant performance motor while experiencing friction and drag. The user attempts to establish a relationship between energy, velocity, and distance over time, noting that the object's acceleration decreases as it approaches a maximum speed due to energy dissipation through friction and drag. They propose using an iterative method to calculate velocity and distance but seek a more direct equation, particularly for scenarios without drag. The conversation highlights the complexities of incorporating drag forces, which can vary with velocity, and the need for a generalized solution to model the object's motion accurately. Ultimately, the user aims to solve a differential equation that describes the object's acceleration and motion under the influence of friction and motor force.
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Hi, I wanted to make an equation with Newtonian physics, but failed. Here's the problem:

Code:
                                    Consider an object with that
              ^                     has [B]m[/B] mass, and a built in
    drag &    |                     magic motor that has [B]P[/B]
   friction   |   magic force       constant performance. The
 <----------[OBJ]------------->     motor is magically propelling
==============|=================    the object in a direction,
              | gravity             parallel with the ground,
              v                     which has [B]u[/B] friction.
                                    Gravity is [B]g[/b].
What is the velocity and the traveled distance after [B]t[/B] time?

I've done this so far:

Symptoms: the object starts moving with high acceleration, velocity gain speed gets slower over time, and the velocity converges to (and reaches?) its maximum speed. Then, all the additional performace goes, through friction, into heat energy.

The engine gives P \times \Delta t joules of energy every \Delta t time, and friction takes away F_f \times \Delta s. Energy at a given time can be written as:

E = P t - F_f s
\frac{m v^2}{2} = P t - \mu m g s
\frac{m v^2}{2} = P t - \mu m g v_{avg} t ?

s is dependant on t and v, but v depends on the E, which depends on s, so I don't know how to continue. I need to get s and its derivative, v, for any given t time.

So I've tried a temporaty iterational method:
Start with E = 0, v = 0, then, iterate with very small \Delta t time intervals, and do this:
1. to E, add ( P - \mu m g v ) \times \Delta t
2. set v to \sqrt{ 2 E / m }

With this algorithm, I've drawn this velocity-time graph:
img182.imageshack.us/my.php?image=47155991qs7.png or [ATTACHMENT]
Iteration count: Blue=5, Green=25, Red=625.
It looks like some sort of logarithmic or root curve.

Well, that's it. If anyone can give me equation instead of an iterating algorithm, and/or also consider slope, drag, and 2D plane vector directions, I'll really appreciate it. Thanks in advance.
 

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Please use LaTeX.

Friction force dissipates a power:
\displaystyle P_f = \frac{F\cdot \mathrm{d}s}{\mathrm{d}t} = \mu m g v

Drag force:
\displaystyle P_d = c_1v^2 + c_2 v^3
For some drag coefficients c_1 and c_2

Therefore the limit speed is the real solution of:

\displaystyle c_2 v^3 + c_1v^2 + \mu m g v - P = 0

Assuming that the speed is high enough you can approximate this by:

\displaystyle v \approx \sqrt[3]{\frac{P}{c_2}}
 
Thanks.

I've gotten acquanted with this LaTeX thingy...

You've looked into the case when the object reaches it's maximum speed: \displaystyle P_f = \frac{F\cdot \mathrm{d}s}{\mathrm{d}t} = \mu m g v. I can get the maximum speed of the object. But I knew that. This formula can be used in a special case of \frac{m v^2}{2} = P t - \mu m g v_{avg} t, when v is a constant, so that v_{avg} = v. This is not usable for the curved part of the graph. However, I am interested in the curve.

You've also considered drag, uhm, drag is approximately proportional to v^2 or even v^3, depending on v?
\displaystyle v \approx \sqrt[3]{\frac{P}{c_2}}
This is a simplification, which I'm not really in to, because there are no guarantees (I'd rather chose the 3rd degree solution formula). Generalization is needed.

OK, to ease things, let's not consider drag and slopes yet, just friction. There is a flat ground, and the object can move in any direction parallel to the ground (forward, left, back-right, ...). It can change its direction of the magic force any time it wants, say, every 10-20 milliseconds. I need an equation that can determine the new location and the speed of the object after it has traveled in that given direction for a given time.
 
Then you'll have to solve the differential equation:

\displaystyle F_{motor} - \mu m g = m \ddot{x}\qquad \text{(Newton&#039;s II Law)}

\displaystyle \ddot{x} + \mu g - a_0 = 0

Where a_0 is F/m.

In this case, it is clear that the acceleration \ddot{x} of the body will be zero if and only if \mu g = a_0.The drag force of a fluid comes in its most general form as:

\displaystyle \vec{F_{drag}} = -(c_1 v + c_2 v^2)\hat{v}
 
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