wdc said:
First, is this an elastic or an inelastic collision?
Like all "real life" collisions, it is somewhere in between. The ideas of perfectly elastic and perfectly inelastic collisions, coefficient of restitution, etc are nice approximations, and they are very useful approximations, to teach you how to set up problems using conservation of momentum and/or energy.
But, in light of your post, what delta t do I use here... in a practical problem? I am stumped.
In the real situation, both the rod and the windscreen are flexible objects. When you hit the windscreen, it will vibrate in and out. If you have some way to estimate the vibration frequency, that will give you an idea what delta t to use - i.e. 1/4 of the period of vibration, the time it takes to reach its maximum deformation before it "wants" to spring back again.
Another way to get the time is by experiment: hit the windscreen with a projectile that contains a force transducer, or an acclerometer, or make a high speed video (maybe 10,000 frames per second) and measure what happens. Then use that data to model a different situation with a different projectile.
For "low tech" impact testing (like the shock resistance of laptop computers, cellphones, etc if they are accidentally dropped), usually the calculation is done on the basis of past experience, using the maximum acceleration the object is meant to survive on impact. The accelerations can be very large - e.g. thousands of times the acceleration due to gravity.
For impacts that have "serious" consequences (e.g. car crashes, as well as impacts on aircraft), computer models that track the deformations and stresses in the structures over time are used. One of the industry standard programs used for this is LS-DYNA3D. You might be interested in some of the animations on their website, e.g. click the "animated result" tab at
http://www.dynaexamples.com/examples-manual/misc/airbag - and explore around the rest of the site to find more. Note, those models are only small demos to show how the program works. "Real world" models may be literally thousands of times bigger, and take several days to run to simulate an impact lasting a few milliseconds.