Type 2 Projectiles TEST TOMMOROW

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Homework Help Overview

The discussion revolves around a type 2 projectile problem involving a gymnast's flip, where the horizontal range and launch angle are provided. The original poster expresses difficulty in determining the initial velocity and maximum height based on the given parameters.

Discussion Character

  • Exploratory, Assumption checking

Approaches and Questions Raised

  • The original poster attempts to apply known formulas but feels uncertain about how to approach the problem without understanding the components of initial velocity. Some participants clarify the meaning of these components in the context of projectile motion.

Discussion Status

The discussion includes attempts to clarify concepts related to projectile motion, with some participants providing explanations of initial velocity components. The original poster later indicates they have resolved their confusion independently, suggesting a shift in the discussion's focus.

Contextual Notes

The original poster mentions an upcoming test, indicating a time constraint that may influence their approach to understanding the problem. There is also a reference to a similar question in another post, which may suggest a common area of confusion among participants.

3dsmax
okay i know how do do type one and type 3 projectiles but there is this certain kind of type 2 that i can't figure out. if the problem gives me a initial velocity and an angle of 30 degrees i am okay. BUT for this kind i don't know what to do:

"A gymnast becomes a projectile by doing a flip that gives here a horizontal range of 1.80 neters. If she took off at an angle of 60.0 degrees, determine:
1. initial velocity
2. the maximum height that she attains

PLEASE HELP ME
i have a test tommorow and got to figure this out. Any help would be appreciated.incase your wondering i know a few formulas like y =x tan(theta) - gx^2/ 2vi^2cos^2 (theta), also vf^2=vi^2 +2ax, and all the derivitives, I just don't have any clue on how to do this one.
 
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i don't know what voy and vox means, i guess i haven't learned that yet, so how can i do it without knowledge of that.
 
3dsmax said:
i don't know what voy and vox means, i guess i haven't learned that yet, so how can i do it without knowledge of that.

If you set up an xy coordinate system, then Vox = Vo * cos(theta), and Voy = Vo * sin(theta) are the components of the initial velocity Vo along the x and y axis, respectively.
 
oh i figured it out one my own. I competely forgot about the formula:
Range = Vi^2 sin2(theta)/g

Well thanks for trying to help me i appreciate it. Now that i got this one of the mods can delete this thread.
 

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