Velocity of a rollercoaster at the bottom of a curve

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Discussion Overview

The discussion revolves around calculating the velocity of a rollercoaster at the bottom of a curve, focusing on the methods of analysis including energy conservation, differential equations, and calculus. Participants explore both theoretical and practical approaches to the problem, considering factors like friction and the shape of the curve.

Discussion Character

  • Exploratory
  • Technical explanation
  • Mathematical reasoning

Main Points Raised

  • One participant suggests using conservation of energy to estimate velocity, noting that friction is minimal in certain coasters.
  • Another participant proposes a method involving calculus, questioning if it is feasible to calculate acceleration at each point along the curve by taking the slope and summing infinitesimal changes over time.
  • A later reply discusses writing differential equations of motion along the curve, mentioning that if the curve is well-defined, it may be solvable analytically or numerically.
  • Further, a participant provides a detailed formulation of the equations of motion using implicit functions and Lagrange multipliers, emphasizing the complexity of the problem and the use of a natural coordinate frame for analysis.
  • There is a question about whether the approach discussed involves vector calculus, with a clarification that while vectors are used, vector calculus refers to a different subject area.

Areas of Agreement / Disagreement

Participants express various methods for calculating the rollercoaster's velocity, but no consensus is reached on a single approach. Multiple competing views on the best method remain present throughout the discussion.

Contextual Notes

Some limitations include the assumptions about friction, the specific shape of the curve, and the complexity of the equations involved, which may affect the applicability of the proposed methods.

autodidude
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How would you go about calculating the velocity of a rollercoaster once it reaches the bottom, specifically, something like this:

http://www.joyrides.com/sfmm/photos/superman1.jpg

It's not hard to calculate the velocity it accumulates during the vertical part but how do you deal with the curved part?
 
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Use conservation of energy. There is some friction, but it tends to be pretty minor in that type of coasters, so if you assume all potential energy went into kinetic energy, you'll get a very good estimate.
 
Is it possible to do it the hard way (without a computer) by taking the slope at each point (assuming the function of the curved part is known) and calculating the acceleration at each point, multiplying it by an infinitesimal change in time and summing it all up?
 
autodidude said:
Is it possible to do it the hard way (without a computer) by taking the slope at each point (assuming the function of the curved part is known) and calculating the acceleration at each point, multiplying it by an infinitesimal change in time and summing it all up?

Given a curve and a force, it is always possible to write down the differential equations of motion along that curve, and if that curve is nice enough, solve them analytically or numerically otherwise. But certain things, like the kinetic energy if the force is potential, could be obtained without doing any of that.
 
^ Yeah, I guess I'm more interested in how you'd use calculus/DEs to do a problem like this now. So, suppose we didn't know about energy, how would you set up a differential equation for this problem?

I did one example where I used a part of the curve f(x)=1/x on the positive side but I only found the acceleration at the point x=0.5 using the derivative and some trigonometry.
 
Suppose the curve is given implicitly by two equations: <br /> f(x, y, z) = 0<br /> \\ f(x, y, z) = 0<br /> Then the equations of motion are <br /> m\ddot{x} = F_x + \lambda f_x + \mu g_x<br /> \\m\ddot{y} = F_y + \lambda f_y + \mu g_y<br /> \\m\ddot{z} = F_z + \lambda f_z + \mu g_z<br /> Where F_x, \ F_y, \ F_z are projections of the external force onto the coordinate axes, and f_x, \ f_y, \ f_z, \ g_x, \ g_y, \ g_z are partial derivatives of f, \ g, and \lambda, \ \mu are Lagrange multipliers (which can be used to determine the reaction force). Note that with the equations of the curve you have five equations, and you have five unknowns. This is, however, usually too cumbersome. What is done instead, the natural coordinate frame of the curve are used. At any point of the curve, there is a tangent vector, a normal vector, and a binormal vector. Together they are always mutually perpendicular. Because the curve is given, they can easily be computed at any point on the curve. So the motion is treated in this coordinate frame.<br /> m\frac {d^2s} {dt^2} = F_{\tau}<br /> \\ \frac {mv^2} {\rho} = F_n + N_n<br /> \\ 0 = F_b + N_b<br /> where F_{\tau}, \ F_n, \ F_b are projections of the external force onto the tangent, normal, and binormal vectors; N_n, \ N_b are projections of the reaction force; s is the distance along the curve; \rho is the radius of curvature. In principle, you need only the first equation to integrate the system and obtain the law of motion. The other two are only required if you need to know the reaction force.
 
Thanks voko...is that vector calculus?
 
Vectors are used during the derivation of those equations. But vector calculus usually denotes a somewhat different subject.
 

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