Projectile trajectory
Path of a launched game piece, whether it reaches a target, and the speed needed to hit it.
Inputs
Result
Height at target distance
10.07- Miss (above + / below −)
- 24.86
- Speed needed to hit target
- 25.99
- Time to target
- 0.6223
- Entry angle at targetNegative means descending
- 8.726
- Apex height
- 10.21
- Range to the floor
- 29.13
- Path
- Target
Data table
| Distance (ft) | Height (ft) |
|---|---|
| 0 | 2 |
| 2.549 | 4.757 |
| 5.099 | 6.952 |
| 7.648 | 8.584 |
| 10.2 | 9.654 |
| 12.75 | 10.16 |
| 15.3 | 10.11 |
| 17.84 | 9.491 |
| 20.39 | 8.311 |
| 22.94 | 6.57 |
| 25.49 | 4.266 |
| 28.04 | 1.4 |
| 29.13 | 1.166 × 10^−14 |
Target: 12 ft, 8 ft
How it’s calculated
Formula
With your numbers (converted to SI units)
What it means
With no air drag, the game piece follows a parabola. The miss distance is how far above (positive) or below (negative) the target height it passes at the target’s distance. The needed speed is the launch speed that passes exactly through the target at this angle; a steeper entry angle generally makes a shot more forgiving.
Assumptions
- No air drag, spin or Magnus lift. Light, large game pieces (foam balls) fall noticeably short of this.
- The game piece leaves at the launch speed and angle you enter; measure exit speed rather than relying on flywheel speed.
Learn the concepts behind this on resources.simbotics.org · All formulas
