Velocities after off center collision

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Discussion Overview

The discussion revolves around the effects of applying force at different points on a metal rod, specifically focusing on how off-center forces influence both linear and angular velocities. Participants explore concepts related to conservation of momentum, the dynamics of forces, and the implications for programming simulations of these physical interactions.

Discussion Character

  • Exploratory
  • Technical explanation
  • Mathematical reasoning

Main Points Raised

  • One participant questions whether applying force off-center would result in a lower linear velocity due to energy being allocated to rotation, and seeks clarification on calculating angular and linear components.
  • Another participant notes that the outcome of linear momentum conservation equations may not change despite the introduction of angular momentum considerations.
  • A participant describes their programming approach to calculate forces and torques, expressing confusion about the results yielding the same linear acceleration as a central force application.
  • One participant suggests that the linear velocity depends on the specific setup, indicating that different scenarios (e.g., collisions versus fixed forces) yield different outcomes.
  • Another participant emphasizes that conservation laws are exact, but acknowledges that estimating forces during collisions can be complex.
  • A participant shares their code snippet and describes the dynamics of their simulation, noting unexpected behavior in the aircraft's motion that suggests an imbalance between linear and angular forces.
  • One participant points out that the formulas used might be oversimplified and that additional parameters could affect the force on a wing.
  • A later reply indicates that a coding error was found and corrected, leading to improved results in the simulation, although the participant acknowledges that the accuracy is not perfect.

Areas of Agreement / Disagreement

Participants express varying views on the effects of off-center forces on linear and angular velocities, with no consensus reached on the best approach to calculate these effects. The discussion remains unresolved regarding the accuracy and applicability of the proposed methods.

Contextual Notes

Some participants note limitations in their approaches, such as oversimplified models and the complexity of estimating forces during collisions. The discussion also highlights dependencies on specific setups and assumptions that may not be universally applicable.

Who May Find This Useful

This discussion may be of interest to those involved in physics simulations, engineering dynamics, or anyone exploring the effects of forces on rigid bodies in motion.

The Sparrow
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Hi, I just have a quick question I hope I can explain well.

Suppose you have a metal rod that you apply a force to for a brief moment at the center of mass. It won't rotate and it will move forward at velocity V. Now you reset the scene and move the the force so it's applied off center off the mass, it will then also provide angular velocity. I'm guessing the rod's linear velocity would now be less, since some of the energy has gone into the rotation. Am I right? and if this is true, how do you go about working out the angular and linear components?
 
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I'm guessing the rod's linear velocity would now be less, since some of the energy has gone into the rotation. Am I right?
Edit: Depends on the setup.
and if this is true, how do you go about working out the angular and linear components?
Conservation of linear and angular momentum
 
Last edited:
But how would conservation of momentum equations change? Since I'd do a conservation of momentum for linear, then for angular, but that won't change the outcome of the linear, only the angular.

I'm writing a small program, and I'm adding all forces and torques together before applying the accelerations, and the steps are as follows:

- Work out Force tail plane exerts on plane

- Linear Acceleration = Force/Mass

- Torque = crossproduct of Force and distance from center of mass.

But this method yields the same linear acceleration as if the tail plane were placed on the CG.

What am I doing wrong?
 
You are right, the linear velocity depends on the setup:
- If you hit your rod with another object, the linear velocity will be lower, and the colliding object will move a bit (more) in its initial direction compared to a central hit.
- If you apply a fixed force over a fixed time, the linear velocity is the same.

Forces are not a good concept for collisions, however - they are hard to estimate and depend on details of the collision process. Momentum transfer are easier to handle.
 
Thanks for the replies guys. I don't have any collisions, its just forces applied to the fuselage. So you say that I can calculate the force that the wing pushes with, and use that same force in both the equations to work out the linear velocity of the plane and the angular velocity? It doesn't seem to be extremely accurate though.

Can I paste the code snippet here so you can see what I'm doing?
 
I don't have any collisions
Ok, the topic is a bit misleading then.
It doesn't seem to be extremely accurate though.
Conservation laws are exact.
Can I paste the code snippet here so you can see what I'm doing?
I'm not sure if I can find time for that, but maybe others can help.
 
Ok, thank you very much. Sorry about the topic, I thought I could figure it out if I knew the answer to the first question.

Wing.Position is a floating point value that shows how far forward or back the wing is of the CG

SweepMag is the magnitude of the instantaneous velocity of the wing calculated from its angular velocity.

double SweepMag = AngularVelocity*Wing.Position;

vector2df SweepVel = vector2df(0,1)*SweepMag;

// I create the SweepVelocity vector and rotate it by the attitude of the aircraft

SweepVel = SweepVel.rotateBy(Attitude,vector2df(0,0));

vector2df ActualVel = Velocity+SweepVel;

//The actual velocity of the air is the plane's velocity plus the wings angular instantaneous velocity

vector2df Force = Wing.Force(Attitude,ActualVel); //function gives force vector

vector3df ForceArm = vector3df(Wing.Position,0,0);

TotalForce += Force; //linear force += wing force since there are multiple wings

TotalTorque += ForceArm.crossProduct(vector3df(0,Force.getLength(),0));

I'll explain anything in greater detail if needed. And I really appreciate the help. This forum does wonders for the world.

What seems to be happening is that when I only have a tail plane, the aircraft doesn't dive like ad arrow, but gets enough lift from the tail plane to sway left and right in its fall significantly. Thus leading me to think I apply too much force to linear movement when it should almost only be angular.
 
I don't see an error in the formulas, but they might be too simple. For the force on a wing, there might be more parameters than just the 2d-motion of its center of gravity (which can be different from the center of drag anyway) and attitude.
 
Thanks, I found an error in my code at some other place which corrected itself by causing extreme values. This made the torque dampened out compared to the linear force. It all works now. I realize it's not perfectly accurate, but it's good enough to be fun.
 

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