Projectile motion stone problem

AI Thread Summary
The discussion revolves around solving a projectile motion problem involving a stone projected at a cliff. Key calculations include determining the stone's height upon impact, its speed just before impact, and the maximum height reached. The initial velocity is broken into horizontal and vertical components using trigonometric functions, yielding v0x and v0y. The vertical final velocity is calculated, but there is confusion regarding the correct approach to find the speed and height of the stone. Understanding the kinematics equations and the concept of instantaneous velocity at maximum height is crucial for solving the problem.
tigerlili
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Homework Statement


a stone is projected at a cliff of height h with an initial speed of 46.0 m/s directed at an angle θ0 = 65.0° above the horizontal. The stone strikes at A, 5.47 s after launching. Find (a) the height h of the cliff, (b) the speed of the stone just before impact at A, and (c) the maximum height H reached above the ground.


Homework Equations



v0x= vcostheta
v0y= vsintheta

vfy= v0y-gt

The Attempt at a Solution



first, i broke the vector up into components
v0x= 19.44
v0y= 41.69

vfy= v0y-gt

y= -1/2gt^2 +v0yt + y0

then i tried to find b) the speed of the stone

i did vfy= v0y-gt
and got -11.92
that was wrong

i'm pretty lost when it comes to the other stuff.. please help?
 
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The speed of the stone consists of both the vertical and horizontal components. After finding vfy, you have to perform a vector addition with vfx.
As with regards to the height of the cliff, just use a kinematics equation involving time, initial velocity, acceleration and displacement.
The maximum height of the stone occurs when the stone has instantaneous velocity of zero - can you see why this must be the case?
 
how is v0x calculated?

yes, i understand that the velocity at max height is 0 because it's the peak and the direction of the acceleration is changing
 
tigerlili said:
how is v0x calculated?
We're given the initial velocity's magnitude and angle. From that you can use trig to get the x and y components, i.e. v0x and v0y.
 
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