You are a soldier, and your base is under attack by enemy aircraft. At time t = 0 , one such aircraft is positioned at ( x , y , z ) = ( 1 0 0 0 m, 2 0 0 0 m, 3 0 0 0 m ) . The aircraft has a constant velocity of ( v x , v y , v z ) = ( − 4 0 0 m/s, + 4 0 0 m/s, + 4 0 0 m/s ) .
Also at t = 0 , you take control of an anti-aircraft artillery cannon and fire a shot to bring down the enemy plane. The cannon has a muzzle velocity of 1 0 0 0 m/s , and it can be aimed in any direction. Your position is ( x , y , z ) = ( 0 m, 0 m, 0 m ) . There is an ambient gravitational acceleration of 1 0 m/s 2 in the − z direction (downward).
At what time (in seconds) does the artillery shell strike the enemy plane?
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How did you solve for t? The quartic formula? I couldn't be bothered to go through that or cheat on Wolfram.
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well there is always the big nasty quartic formula, however I used Mathematica. Not sure how that is considered cheating, really don't see a simple closed form for the solution outside of the quartic formula.
You can use Newton Approximation to do this and this is actually not cheating.
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I wouldn't see any method to solve a quartic as "cheating".
Why the -5t^2 in the z x t equation?
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that is the part that takes gravity into consideration. To see how this works start with the fact you know acceleration is the given constant of -10 m/s^2, it is negative because it is working towards the ground. Another way of putting this is that the acceleration at a given time t is given by the function f(t)=-10, now to get the velocity at time t we integrate that function to get -10t+c now at time t=0 we know the velocity is the initial velocity z and so we get that the constant of integration is c=z thus the velocity at time t is z-10t, now to get the position at time t we integrate again to get zt-5t^2+c and we know that the initial position is 0 at t=0 so we get c=0 for this constant of integration. Thus we arrive at my final formula z t-5t^2. That is the long version of the answer using calculus. In case you are unfamiliar with calculus then suffice to say that the height of an object at time t working under gravity g, initial velocity a0, and initial heigh h is given by a0 t-(g/2) t^2+h, for our case we have a0=z, g=10, and h=0 so we get my equation z t-5t^2.
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@Daniel Branscombe - Thank you very much! I haven't taken calculus yet but now that I'm interested I will take some online courses.
I think it comes from the equation s = ut + 1/2ft^2 where s = distance travelled, u = initial velocity, f = acceleration & t = time
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lol, with your choice of variables I had to read your equation about 5 times, kept reading ft as feet and trying to figure out what square feet had to do with distance. Goes to show I should read the rest of the post when confused :-).
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@Daniel Branscombe – sorry but that is how it was taught to me back in the 60's: s = ut + 1/2ft^2 maybe I should have written it as s = uxt + 1/2xfxt^2 or s = u.t + f.t^2/2 :-)
I do not think this solution is correct... The projectile is not going to hit the plane
Just substitute t = 1 0 in the initial construct... from planar velocity ( x & y ) components you can find out how much v z can be... which is at around 330... at that velocity it will never catch the plane
the statement: xt = 1000 - 400t is not dimensionally correct if x is measured in metres(m) & t in seconds(s) ie xt is metre.seconds(m.s) whereas 1000 is metres(m) & 400t is metres(m) (m/s x s) so m.s cannot be equal to m I just realised that the original question posed used x,y,z as aircraft positions in metres. Whereas Daniel Branscombe used x,y,z as velocities rather than v subscipt x, v subscipt y v subscipt z stated in the original question so my dimensional statements above are not relevant. Very confusing mix up of previously allocated symbols! :-)
Relevant wiki: Projectile Motion
See the solution by @Daniel Branscombe for a solution based on a polynomial expression for the final time. This is probably the most legitimate way to do it. For fun, I'll post an iterative multi-variate approach as well. We know the launch speed (call it v ). We know the initial position of the aircraft (call it ( P x , P y , P z ) ) and the aircraft velocity ( v x , v y , v z ) . We don't know the launch orientation, given by spherical coordinates θ and ϕ . θ is the angle with respect to the x -axis, and ϕ is the angle with respect to the x y plane. We also don't know the intercept time t f . The equations to solve are:
P x + v x t f = v cos θ cos ϕ t f P y + v y t f = v sin θ cos ϕ t f P z + v z t f = v sin ϕ t f − 2 1 g t f 2
Putting the equations into a different form:
f 1 = P x + v x t f − v cos θ cos ϕ t f = 0 f 2 = P y + v y t f − v sin θ cos ϕ t f = 0 f 3 = P z + v z t f − v sin ϕ t f + 2 1 g t f 2 = 0
Then we form a Jacobian matrix consisting of partial derivatives of the three functions with respect to the unknowns ( θ , ϕ , t f ) . Then we iterate as indicated in the scan. Note that only one element in the matrix equation has a "k" subscript, indicating "present iteration", instead of "k-1" for "previous iteration". This is what is being solved for.
Solutions (sometimes it converges to one solution, and sometimes it converges to the other, depending on random initial conditions):
theta
2.04052416931
phi
0.839563864441
tf
10.2322479847
theta
2.30743135526
phi
0.957306849804
tf
75.5913931928
I solved another variant of this problem in which you donèt have enemy aircraft but a missile in this case its vz( or z in your notation) is changing and the time is shorter moreover you have only one solution possible. You dont need also to evaluate a trajectory if you use spherical coordinates for the cannon shell what iI did. But using simply x,y,z as you did is simpler.
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I would like to see this problem. Could you post this problem on the site? You can click here to post the problem.
Do you think it would be worth posting?
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Relevant wiki: Projectile Motion
Assume you fire the cannon with velocities ( x , y , z ) in the corresponding directions.
We require that x 2 + y 2 + z 2 = 1 0 0 0 2
In order for the cannon to hit the aircraft after time t, we also need
x × t = 1 0 0 0 − 4 0 0 t , y × t = 2 0 0 0 + 4 0 0 t , z × t − 5 t 2 = 3 0 0 0 + 4 0 0 t
solving for x , y , z we get
x = t 1 0 0 0 − 4 0 0 , y = t 2 0 0 0 + 4 0 0 , z = t 3 0 0 0 + 4 0 0 + 5 t
Substituting this into x 2 + y 2 + z 2 = 1 0 0 0 2 , we get 5 1 0 0 0 0 + t 2 1 4 0 0 0 0 0 0 + t 3 2 0 0 0 0 0 + 4 0 0 0 t + 2 5 t 2 = 1 0 0 0 2 Multiplying through by t 2 we get
5 1 0 0 0 0 t 2 + 1 4 0 0 0 0 0 0 + 3 2 0 0 0 0 0 t + 4 0 0 0 t 3 + 2 5 t 4 = 1 0 0 0 2 t 2 2 5 t 4 + 4 0 0 0 t 3 − 4 9 0 0 0 0 t 2 + 3 2 0 0 0 0 0 t + 1 4 0 0 0 0 0 0 = 0
Solving for t we get two positive values
t = 1 0 . 2 3 2 2 and t = 7 5 . 5 9 1 4
taking the smaller of the two we get t = 1 0 . 2 3 2 2
What I thought was interesting about this solution is that it did not require solving for the trajectory of the cannon.