Deriving the Range Equation Ground to Ground Launches This works for ground to ground launches only. This derivation uses the principle of symmetry ( what goes up must come down) This derivation is based on the principle that the initial velocity going up will have a negative acceleration until it reaches the paths apex with a velocity of zero The projectile will then accelerate due to gravity until it reaches the ground at a velocity equal to the initial velocity. Symmetry and Velocities Apex Velocity = 0m/s Velocity Initial = V0 Since Velocity Final Equals Velocity Initial then Vf = V0 Velocity Vector Direction Changes or What Goes Up Must Come Down • In the picture below, the equal in magnitude and opposite in direction velocity vectors are shown as V0 • The horizontal range is shown as ΔX • The angle of the launch (both assent and descent are shown as θ Defining the Velocity vector in terms of it’s component parts • If V0 is treated as the resultant vector, It can be broken into it’s component parts as shown below in blue • Since horizontal velocity is constant then Vx initial = Vx final • There is never an acceleration in the X direction Defining the Velocity vector in terms of it’s component parts • The second component in the Y direction must be equal and opposite • The first is labeled Voy for Velocity initial y and Vfy for Velocity final y Defining the Velocity vector in terms of it’s component parts • Since Sinθ = opposite/ hypotenuse then the Opposite side = Hyp * Sinθ • In this case that means Voy = Vo * Sinθ • Since Cosθ = Adjacent/hypotenuse then the Adjacent side = Hyp * Cosθ Defining the Velocity vector in terms of it’s component parts • Since Horizontal velocity is constant Vx final is the same as Vx initial • In other words Vx final is the same as saying Adjacent side = Hyp * Cosθ • Or Vx = V0 Cos θ Defining the Velocity vector in terms of it’s component parts • The Vertical velocity is equal in magnitude but opposite in direction • Vfy is the same as saying the negative of Opposite side = Hyp * Sinθ • Or Vfy = -V0 Sin θ Solving the problem The X direction Velocity = Distance / time Vx = Δx/ΔT Since Vx = V0 Cosθ we can say V0 Cosθ = Δx/ΔT Solving for time we can say ΔT = Δx/ V0 Cosθ Solving the problem The Y direction Typically when speaking of final velocity we have assumed an initial velocity of 0m/s If that is true Final velocity is simply equal to Acceleration * change in time If our initial velocity is not zero we must add that to this equation and say Vfv = Vo + AΔT In our problem this means Vfv = Voy + AΔT Since Vfv is equal in magnitude but opposite in direction to Voy we can say – Voy = Voy + AΔT Going one step further since Voy = V0 Sinθ We can substitute – V0 Sinθ = V0 Sinθ + AΔT Combining Terms We now have – V0 Sinθ = V0 Sinθ + AΔT Subtract – V0 Sinθ from both sides we get –2V0 Sinθ = AΔT Combining Equations From our X direction equation we can substitute for ΔT where ΔT = ΔX/ V0 Cosθ So –2V0 Sinθ = A(ΔX/ V0 Cosθ) Now solve for ΔX the range ΔX = –2V20 Sinθ Cosθ A Trigonometry Identities From Trigonometry we remember 2 Sinθ Cos θ = Sin 2θ Therefore we can substitute and get ΔX = - V20 Sin 2θ/A Where ΔX = the range Final Formula The Initial Velocity (v0) will always be a positive number When the opposite of a positive number is squared Example - V20 The result is V20 This leaves a final formula of ΔX = V20 Sin 2θ/A Where ΔX = the range