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Rebound Rumble ballistic trajectory with air friction drag and Magnus Effect (backspin/topspin lift/dive). For students interested in the physics, math, and computer simulation aspects of this problem. Free-body force diagram, derivation of differential equations of motion, and C pseudo-code for trapezoidal numerical integration.
Rebound Rumble ballistic trajectory with air friction drag and Magnus Effect (backspin/topspin lift/dive).
For students interested in the physics, math, and computer simulation aspects of this problem.
Free-body force diagram, derivation of differential equations of motion, and C pseudo-code for trapezoidal numerical integration.
Note: In this paper, I have used the sign convention that "g" (acceleration due to gravity) is negative. So if you are trying the integration algorithm, make sure to set g equal to -9.8 m/s/s (or -32 ft/s/s).
ballistic trajectory with drag & magnus.pdf
Appendix A.pdf
Appendix B.pdf
04-12-2012 15:14
Ether
Appendix A (2nd order integration) added.
10-12-2012 20:28
Ether
Appendix B added. Graphs of simulation runs.
http://www.chiefdelphi.com/media/papers/2725
10-12-2012 20:39
Michael HillPretty interesting. Unfortunately it looks like just a 2D simulation. The 3rd dimension can really play into the aerodynamics, for example, the surface velocity of a spinning ball spins relatively slower the closer you get to the "poles" of the sphere. This would be valid for an infinitely long, smooth cylinder. Not to say this doesn't provide valuable insight into how the Magnus effect affects rotating bodies in air.
10-12-2012 22:03
Ether|
This would be valid for an infinitely long, smooth cylinder.
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| Not to say this doesn't provide valuable insight into how the Magnus effect affects rotating bodies in air. |
11-12-2012 06:27
Michael HillHmm, perhaps you're right (capital D instead of lowercase D in CD). However, finding the correct constants aren't so trivial.
11-12-2012 18:27
Ether|
Hmm, perhaps you're right (capital D instead of lowercase D in CD). However, finding the correct constants aren't so trivial.
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