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Choose a question, change one variable and predict the result.
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Fire, pause or step. Read the graph and move instruments to measure.
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Capture readings or keep a run, change the variable and compare.
Build and operate
Drag a launcher to change its position, or its arrow tip to set the
launch direction. Add more launchers for simultaneous comparisons.
Drag a ledge corner to resize it, ruler endpoints to measure, or any
instrument to move its sampling position. Edit gives precise numeric
alternatives. Place at ledge edge is a one-time positioning action;
it does not link the objects.
F: fire selected launcher · D: fire and drop · Space: run/pause · C:
capture · arrows: move selected apparatus · Shift + arrows: fine
move · Delete: remove · Enter: place · Escape: cancel. Shortcuts
apply when the bench is focused. Pan with the Pan button or
right/middle drag; wheel zooms around the pointer.
Firing and dropping
Horizontal firing and dropping from the same height, at the same
instant, give the same fall time when air resistance is negligible.
Both have the same initial vertical velocity, zero, and vertical
acceleration −g. An angled launch has a different initial vertical
velocity. Air resistance can also change the result. Fire + drop
always uses the actual launch settings; it does not force the
objects to land together.
Vectors, forces and measurements
Blue v is velocity; dashed vx/vy are its components. Green a is
acceleration. Amber W is weight; purple D is drag; red F is the net
force. Arrow scales are in Controls. In vacuum only weight acts
during flight; at the apex vy is zero while acceleration remains
downward. Force arrows stop at impact. Traces show measured history;
equal-time dots mark the chosen interval. Graph curves use time
since each projectile's release, making separate trials comparable.
Rulers read endpoint distance, Δx and Δy. Coordinate markers read
x/y; protractors measure an angle from +x. Gate crossings and impact
times are calculated at the apparatus's current geometry.
Instruments are ideal and deterministic, with no simulated noise.
Display values are rounded; exports retain numerical precision.
Ruler ticks are one metre apart, with coarser ticks labelled on long
rulers. Long trajectory records use coarser sampling to retain the
whole flight within 2,400 samples; equal-time dots interpolate those
samples. Restart clears current flights and events, preserving
apparatus, captures and kept runs.
Physics model and limits
SI units; x right, y up, ground y = 0. Vacuum motion uses exact
constant-acceleration steps. Optional quadratic drag uses Fd =
−½ρCdA|v − w|(v − w), A = πd²/4, and numerical integration. Gravity,
air density and horizontal wind are uniform. Cd is fixed per shot;
no lift, spin, buoyancy, projectile collisions or bounce.
Projectiles are points for contact; diameter determines drag area.
Markers are enlarged for visibility.
Ledges are solid rectangles; targets catch downward crossings. A
launched projectile retains its own properties when its launcher is
moved. Live environment edits change future acceleration without
rewriting previous motion. Moving apparatus is a geometry edit, not
a collision with a physically moving surface. Predictions ignore
obstacles and apply only to vacuum-to-ground motion. Shots stop at
120 s or the model bounds (−150 to 400 m horizontally, 180 m
vertically).
Up to 16 moving projectiles, 48 retained flights, 40 apparatus
objects and eight kept runs. Save/Open stores authored apparatus and
environment, not a resumable flight or notebook. Hidden tabs pause;
animation rate changes viewing time, not the physics. On a heavily
loaded device, playback slows instead of jumping over the
experiment.
Physics references
OpenStax: projectile motion
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OpenStax: drag force. Inspired by hands-on investigations and PhET; original PhysicsUK
implementation.