Hovercraft
2027 season
On this page(27 sections)
Hovercraft is a build event with a physics core. Before the tournament, each team designs, builds and calibrates a self-propelled vehicle that floats on a cushion of air, and for 2027 the vehicle also has to carry nickels supplied by the Event Supervisor down a timed 185 cm track. Three scores make up each run. The Distance Score rewards reaching the finish line, the Time Score rewards finishing as close as possible to a Target Time (TT) announced at the start of your competition time, and the new Mass Score rewards the number of nickels the vehicle carries the whole way. Speed alone wins nothing. A vehicle that repeats a known average speed with a known load beats one that is fast but unpredictable. Strong teams understand how a fan keeps a loaded craft off the floor, why a heavier craft needs more cushion pressure and a longer launch, how to hold a payload without tape, and why the score formula punishes an early finish exactly as much as a late one.
The first half of this guide is the build: rules, payload, vehicle physics, scoring, design, calibration and strategy. The second half, starting at Units, vectors and measurement, is a full course in the mechanics and fluid physics that the event's archived written tests ask about, from kinematics and Newton's laws through momentum, energy, friction, drag, pressure, buoyancy and Bernoulli, ending with how real hovercraft work and their history. The same physics is what you need to explain your own vehicle to the Event Supervisor. A condensed formula sheet is at the end in Condensed facts.
Event format
| Rule | 2027 detail |
|---|---|
| Team | Up to 2 students |
| Time | About 10 minutes in the event area; your competition time for adjusting the vehicle and making runs is 8 minutes |
| Impound | Yes: one vehicle, any spare parts, and any papers or notes you want during competition time. Batteries are impounded separately from the vehicle and shown to the Event Supervisor |
| Not impounded | Tools and up to two Class III calculators. A "tool" is anything that does not ride on the hovercraft during its runs, and no tool may use a laser |
| Calculator | Class III (programmable or graphing, stand-alone); any lower class is also fine |
| Eye protection | Category B (impact protection, marked Z87+) during setup and operation |
| Supplied by the Event Supervisor | The track, the start block, the cushioned barrier, the optional ramp and the nickels. Do not bring your own masses, track or ramp |
| What is judged | A specification check, your runs against the Target Time with the load you choose, and questions about the design, construction and operation of your vehicle |
| Scoring | Final Score is your best Run Score, where Run Score = Distance Score + Time Score + Mass Score (maximum 40 + 40 + 20 = 100) |
Impound changes how you prepare. Anything you want during competition time, including spare parts and your calibration sheets, must go into impound with the vehicle. Nothing new on paper may come into the competition area afterwards. Plan your calibration tables and your run log before you check in.
What the rules cover
The 2027 rules manual has the same Hovercraft text for Division B (pages B31 to B34) and Division C (pages C37 to C40) except for one number: the top of the Target Time range. It has seven numbered parts. The table below summarizes each part in plain words; read the manual itself for exact wording.
| Manual part | What it covers, in summary | Changed for 2027 |
|---|---|---|
| 1. Description | Build and calibrate a self-powered, air-levitated vehicle that carries nickels along a track | The nickel payload is new |
| 2. Event parameters | Impound of the vehicle, spare parts and notes; batteries stored apart; tools and calculators; eye protection; the Event Supervisor supplies masses, track and ramp | Spare parts are impounded; "tools" is defined; laser tools are banned; teams may not bring masses |
| 3. Construction parameters | 40 cm cube, allowed electrical parts, levitation and contact, air-only thrust and lift, the timing dowel, safety parameters, and questions about the build | Relays, rheostats and battery holders named; mechanical switches defined; laser parts banned; contact rules rewritten; the air-only rule is new |
| 4. The competition | Spec check, Target Time, the 8-minute competition time, track care, carrying nickels, incomplete runs, dropped items, ramp, start procedure, touching, measurement, appeals | Target Time ranges and steps (now 1.0 s at Regionals, 0.5 s at States and Nationals), run limits, nickel rules, start position and the no-interference rule changed; a part falling off is now a construction penalty, not a competition penalty |
| 5. ES-provided masses | The rolls and loose nickels the Event Supervisor supplies and their approximate masses | Entire part is new |
| 6. The track | Width, length, rails, base surface, timed length, timing, ramp, multiple tracks | Base-surface rules are new |
| 7. Scoring | Distance, Time and Mass Scores, safety failures, penalty multipliers, tiebreakers | Scores rescaled to 40/40/20; Mass Score added; bonus run removed |
If you are working from an older guide or last season's notes, three changes matter most. First, the bonus run and Bonus Score are gone; the Final Score is simply your best Run Score. Second, the Distance Score and Time Score are now worth 40 points each, and the remaining 20 points come from the nickels. Third, competition time ends early once you have made two complete runs or two incomplete runs, so you get very few attempts.
The 2027 payload: ES-provided nickels
The Event Supervisor brings a fixed supply of U.S. nickels for every team:
| Item | Count | Nickels | Approximate mass |
|---|---|---|---|
| Full roll, unopened, bank paper wrapper folded snug | 4 | 40 each, 160 in total | about 200 g each |
| Half roll, wrapper ends trimmed and folded snug | 1 | 20 | about 100 g |
| Loose nickels | 20 | 20 | about 5 g each, 100 g in total |
| Everything | 200 | about 1 kg |
A U.S. nickel has a specified mass of 5.000 g, a diameter of 21.21 mm and a thickness of 1.95 mm, so a full roll is a cylinder roughly 21 mm across and about 80 mm long once wrapped. Build your payload holder around those dimensions, but leave a little slack: bank wrappers vary, and the half roll is shorter and may be slightly irregular where the ends were trimmed.
The rules on carrying them are strict, and most of them exist so that every team works with the same unmodified load:
- You choose how much to carry, from nothing up to the full supply, and you may change the load from one run to the next.
- You may not unroll, break or otherwise alter the packaging of the rolls.
- You may not use tape or adhesive to fix rolls or nickels to the vehicle. A vehicle that needs tape or glue to hold the nickels may not carry any masses for the rest of its competition time.
- The nickel load goes on the vehicle before the run begins, when you place the craft behind the start line.
- Any roll or nickel that falls off before the Event Supervisor tells you to switch off at the end of the run does not count toward the Mass Score. Anything falling off (a vehicle part, a roll or a single nickel) also costs one construction penalty for that run, not one per item.
The practical consequence is that the holder is part of your vehicle design. You need a tray, cradle or set of slots that grips each roll and keeps loose coins from sliding out, using only its own shape, clips or covers. Because the holder must work without tape, test it with real bank rolls, and test it with a hard stop as well as a smooth run.
Vehicle physics: floating on an air cushion
A legal craft must levitate on a cushion of air while it moves down the track. The Event Supervisor may test this by pressing the craft down slightly: if it rises again, it is levitating. For 2027 the rules also say that touching the track surface and the inner faces of the side rails is allowed, while touching the tops or outer faces of the rails is not. So the goal is not zero contact. It is to keep enough air under the craft that contact friction stays small, and to keep the craft level and stable while it carries its load.
Here is the causal chain that holds a craft up:
↑ fan flow → ↑ pressure in the plenum (the space under the deck) → ↑ net upward force on the deck → the craft rises → the skirt gap opens → more air escapes under the skirt → the plenum pressure falls back until the lift force equals the weight.
The craft settles at the height where the air the fan supplies equals the air leaking out under the skirt. That equilibrium is why a skirt with a larger gap needs more fan flow, and why a skirt that is too tight makes the craft rub. The plenum is the enclosed region under the vehicle that the fan fills; it is the single word that connects the fan to the cushion.
Two design consequences follow. The first is the footprint. The craft must fit inside a 40.0 cm cube when it is levitated and ready to run, so the cushion can never be larger than 40 cm by 40 cm, which is 0.160 m². A larger cushion lowers the pressure needed for a given mass. The second is mass. With up to a kilogram of nickels available, the payload can easily outweigh the craft itself, so a light structure leaves more of the fan's capacity for the load.
The speed of air escaping under the skirt is set by the pressure difference. For an ideal, loss-free gap, Bernoulli's principle gives , with for air near sea level. Real leakage is slower because the flow contracts and loses energy at the gap, so treat the formula as an upper bound that shows the scaling.
Formula #2Bernoulli's principle in a flowing stream
Where the speed rises, the static pressure falls. Pressure in Pa, density in kg/m³, speed in m/s. Figure 1 shows the standard demonstration: a narrowed tube speeds the flow up and drops the pressure at the throat.
How much harder the fan works with a full load
The ideal power the lift fan delivers to the cushion is the pressure times the volume of air per second that leaks out. Both rise when you add nickels: the pressure rises in proportion to the mass, and the leak speed rises with the square root of the pressure.
Formula #3Ideal lift power
is the leak flow in m³/s, the area of the gap around the skirt in m² (perimeter × gap height), in m/s, and in W. For a fixed gap, lift power scales as pressure to the 3/2 power.
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Worked exampleLift power for the same craft
Skirt perimeter , gap 2.0 mm, so .
Empty (53 Pa): , , .
Loaded (129 Pa): , , .
The full load needs about 3.8 times the ideal lift power, which matches . Real fans lose much more than this ideal figure, so measure, do not trust the number.
NoteUncertain: leakage numbers
The leak-speed formula is the ideal limit. Discharge coefficients for real skirt gaps depend on the gap shape and are not something the rules or this guide can give you. Use the formulas for trends (more mass needs disproportionately more fan) and calibrate the real craft by measurement.
Where to put the load
The cushion pushes up over its whole area, so the craft balances best when its center of mass sits over the center of the cushion. If the nickels sit toward one side, that side sinks, its skirt gap closes and it drags on the track, while the opposite side lifts and leaks more air. The result is a craft that tilts, rubs and yaws toward the heavy side. Mount the payload holder near the middle of the deck, and if you plan to carry partial loads, arrange the slots so that every load you might choose stays balanced: for example, fill rolls in symmetric pairs, and place the half roll and loose nickels on the centerline.
Thrust, drag and motion
Many hovercraft use two air systems. A lift fan feeds the cushion and one or more propellers push the craft forward. Others use a single fan and split its flow between the cushion and a rear thrust duct. Either way, the 2027 rules require all lift and all thrust to come from air pressure. Wheels that drive the craft, rubber bands or springs that push it, and any other non-air propulsion are out. Non-electric energy may still power other functions, such as a timing mechanism.
Thrust works through Newton's third law. A propeller pushes air backward, and the air pushes the craft forward with an equal and opposite force. The craft's acceleration then follows Newton's second law.
Formula #4Newton's second law and steady motion
Forces in N, mass in kg, acceleration in m/s². Use the net force on the whole vehicle including its load, and include friction from any contact with the track or rails.
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Worked exampleThe same thrust, empty and loaded
A propeller gives 0.200 N of net forward force at launch.
Empty craft, 0.700 kg: .
Loaded craft, 1.70 kg: .
The same thrust accelerates the loaded craft at well under half the rate, so it takes longer to reach cruising speed. Every load you plan to carry needs its own calibration.
A steady speed means zero net force, so drag equals thrust. Students who believe a moving object needs a continuing net force to keep moving make the classic error here. A net force changes velocity; it is not needed to hold a velocity once thrust balances drag and friction.
Average speed is what the Target Time measures
The run time runs from the moment the dowel crosses the start line until it crosses the finish line, 185.0 cm later. The Target Time is therefore a target for the average speed over the timed section:
At the extremes, a 6.0 s target needs 1.85 / 6.0 = 0.308 m/s. The Division B maximum of 18.0 s needs only 0.103 m/s, and the Division C maximum of 26.0 s needs 0.071 m/s. A 10.0 s target needs 0.185 m/s. The slow end is hard in its own way: at 0.07 m/s, small amounts of friction or a slight slope in the track can stall the craft, and a stall of 3 seconds makes the run incomplete.
Using the start position: a running start
For 2027 you may place the craft anywhere behind the start line, held by the Event Supervisor's wood block. Because timing begins only when the dowel crosses the line, the launch acceleration can happen before the clock starts. If the craft has already reached its cruising speed when the dowel crosses, the timed section is run at nearly constant speed and , which is far easier to calibrate.
There is a limit. If the dowel does not cross the start line within 3 seconds of launch, that attempt is not counted as a run. So you need to know how far back you can start.
Worked exampleHow far back can a loaded craft start?
Loaded craft, , speed control holds a cruise of 0.185 m/s once reached.
Time to reach cruise: ; distance in that time: .
Remaining time before the 3 s limit: , covering .
Total: about 0.41 m. Starting the dowel 0.25 to 0.30 m behind the line gets the craft to cruise speed before timing starts, with a safe margin under the 3 s limit.
Compare a standing start with the dowel on the line. The craft would spend its first 1.57 s at below-cruise speed, adding s to the run. That is 3.1 Time Score points lost at a 10.0 s target if you did not plan for it, and the loss changes with the load.
Kinetic energy, friction and drag at low speed
Formula #5Kinetic energy, work and friction
Energy and work in J, mass in kg, speed in m/s, force in N, distance in m; is the normal force (the part of the weight carried by contact, not by the cushion).
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Worked exampleWhy small friction matters
A loaded 1.70 kg craft cruising at 0.185 m/s has .
Suppose 1% of its 16.7 N weight presses a skirt edge onto the track, with (an assumed value). Friction is .
Over 1.85 m that friction does of work, about three times the craft's kinetic energy. Without matching thrust, the craft would stop well short of the finish.
Air drag is far smaller at these speeds. With the drag equation , a rough for a blunt shape, a frontal area of 0.040 m² and m/s, N. Contact friction is the force that decides whether your run is repeatable, and it grows when a heavy load is badly placed or the cushion is underpowered. That is why the base surface rules matter: the track may sit on a table, a built-in base or the floor, small imperfections are allowed, and you may only dry-sweep it, not wet it or treat it.
Impulse, the barrier, and keeping the nickels aboard
The Event Supervisor supplies a cushioned barrier at least 5.0 cm past the finish line. For 2027 the barrier matters to your score, because any nickel that falls off before you are told to switch off does not count and triggers a construction penalty. The stop at the barrier is often the hardest moment for the payload.
Formula #6Impulse and average force
Force in N, time in s, momentum change in kg·m/s. For the same momentum change, a longer stopping time gives a smaller average force.
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Worked exampleWill loose nickels slide at the barrier?
A loaded craft at 0.185 m/s stops at the barrier.
Soft stop in 0.100 s: deceleration , about 0.19 g.
Hard stop in 0.020 s: deceleration , about 0.94 g.
A loose coin resting on a flat tray stays put only if static friction can supply that deceleration, which needs . With an assumed , the coin holds in the soft stop (0.19) but slides in the hard stop (0.94).
The cure is geometry, not friction: a lip or cover in front of the coins, or a slot that holds each stack.
The same reasoning applies to rolls. A roll lying lengthwise across the craft can roll forward at the stop, so cradles that hold each roll in a groove or under a retaining bar are safer than a flat deck. A soft bumper on the nose of the craft also lengthens the stopping time and reduces the force on the payload, the dowel and the frame.
Construction rules and why they exist
Division B and Division C share the construction section word for word. The table paraphrases Section 3 of the 2027 rules.
| Rule | In summary | Why it exists, and what it means for your design |
|---|---|---|
| 3.a | Fits in a 40.0 cm cube when levitated and ready to run; must not modify or damage the track | Caps the cushion at 0.160 m². Your payload holder and dowel must fit in the cube too |
| 3.b | Electrical parts limited to batteries, wires (including battery holders and connectors), mechanical switches, relays, resistors (including potentiometers and rheostats), capacitors and up to two motors, brushless included | Keeps the vehicle a simple circuit. No integrated circuits, except one that is a built-in, manufactured part of a commercial motor |
| 3.b.i | A mechanical switch has moving parts that make or break the circuit; it may be worked by hand or by another part of the hovercraft | A cam, lever or trip arm on the vehicle may flip a switch during the run |
| 3.b.ii | No components that use lasers | Laser alignment aids on the vehicle are out, and laser tools are out under 2.b |
| 3.c | Must levitate on air while moving; push-down test; contact with the track surface and inner rail faces is allowed, contact with rail tops or outer faces is not | Confirms a real cushion while letting a craft brush the floor or bounce off a rail |
| 3.d | All thrust and lift from air pressure; non-electric energy allowed for other functions such as timing | No wheel drive or spring push. A wind-up timer to trip a switch is the kind of use the rule allows |
| 3.e | A wooden dowel of at least 1/4 inch, vertical, within 3.0 cm of the front edge, top at least 20.0 cm above the track when levitated, placed so it is the leading part that cuts the timing beam | The timing reference. Its placement decides when the clock starts and stops |
| 3.f.i | Every propeller and impeller, including those under the craft, shielded so a 3/8 inch dowel cannot touch it | Safety; a vehicle that fails cannot run |
| 3.f.ii | Commercial batteries only (rechargeables allowed) with original visible labels; no lithium or lead; at most 12.0 V between any two points by label | Safety; a vehicle that fails cannot run |
| 3.f.iii | Each motor has an accessible, hand-operated mechanical switch; no starting by inserting batteries or twisting wires; motors may share a switch | Safety; a vehicle that fails cannot run |
| 3.g | Students must be able to answer questions about design, construction and operation | Both partners should know the vehicle |
The safety parameters in 3.f are different from the rest. A vehicle that breaks any of them is not allowed to run until it is fixed, and if you cannot fix it during your competition time you receive participation points only. Other construction problems are scored as construction violations, each of which multiplies a run's scores by 0.8.
Speed control without a chip
Because integrated circuits are banned outside a commercial motor's own built-in electronics, a separate electronic speed controller is not allowed. That leaves a few legal ways to set thrust:
- Battery count. Changing the number of cells changes the voltage in steps (about 1.2 V per NiMH cell, 1.5 V per alkaline cell). Steps are coarse but repeatable.
- Series resistance. A rheostat or potentiometer in series with a motor lowers its current and speed. It wastes power as heat, and a small potentiometer can overheat at motor currents, so check its power rating.
- Propeller choice and pitch. A smaller or lower-pitch propeller gives less thrust at the same voltage.
- Thrust deflection. A vane that diverts part of the thrust air sideways or downward reduces forward thrust without touching the circuit.
NoteUncertain: brushless motors and their drivers
The rules allow brushless motors, but most brushless motors need an external electronic driver to run, and a separate driver board counts as an integrated circuit. Only electronics that are an integrated, manufactured part of a commercial motor are exempt. If you plan to use a brushless motor, confirm with your Event Supervisor that its electronics qualify before you build around it.
Batteries, relays and timing mechanisms
With lithium banned, most teams use NiMH or alkaline cells. NiMH holds its voltage more steadily through a discharge, which helps repeatability, while alkaline voltage sags noticeably as the cell drains. Whatever you use, the label voltage decides the 12.0 V limit, not a meter reading, and the labels must be the manufacturer's originals.
Relays and mechanical switches open up simple automation. A relay lets one switch control a higher-current motor circuit. A mechanical switch tripped by another part of the vehicle, for example by a lever driven by a wind-up timer, could cut the thrust motor after a set time. Be careful with any shut-off scheme: a craft that stops moving for 3 seconds before the finish line makes the run incomplete, and the incomplete run loses its whole Time Score.
The run: from launch to finish
Knowing the sequence lets you plan the 8 minutes. The Event Supervisor checks the vehicle against the specifications before your competition time. If anything is out of spec, you are told as soon as possible and may fix it during your time. Then you receive the Target Time, and the 8-minute clock starts. Practice runs are not allowed.
- Prepare the track. You may dry-sweep the track and measure it and its surface. You may not wet it, put anything on it, or ask for it to be moved or re-leveled.
- Load and place. Put the vehicle, with its nickel load already on it, anywhere fully behind the start line. The Event Supervisor holds a wood block against the front of the craft. Switch on the motor or motors, then take your hands off the vehicle.
- Launch. Count down "3, 2, 1, launch". The Event Supervisor removes the block. Timing starts when the dowel crosses the start line and stops when it crosses the finish line.
- Hands off. From the moment your hands leave the vehicle at the start, you may not touch it or interfere with it in any way until the Event Supervisor says so. A touch or interference turns the run into a complete run with Distance, Time and Mass Scores of zero.
- Incomplete runs. A run is incomplete if the craft stops moving for 3 seconds before the finish line, or if the dowel has not crossed the finish within twice the Target Time. You cannot declare a run incomplete yourself. The Event Supervisor blocks the craft where the run was declared incomplete, you switch it off without moving it, and the distance from the finish line to the dowel is measured. Your clock pauses during the measurement.
- Not a run. If the dowel does not reach the start line within 3 seconds of launch, the attempt does not count as a run at all.
- Late starts. A run that begins before the 8 minutes are up is allowed to finish and is scored.
- Run limit. Competition time ends after two complete runs or two incomplete runs, or at 8 minutes, whichever comes first.
- Afterwards. The Event Supervisor reviews your scoresheet with you. To appeal, you must tell the Event Supervisor and leave the vehicle in impound.
Using the ramp is optional and may be decided run by run. The Event Supervisor places it in the same position for every team, and setting it up comes out of your 8 minutes. A ramp run has its Distance Score halved and its Mass Score set to zero, so the ramp is now a last resort for a craft that cannot start on the flat.
The track
The Event Supervisor supplies the track, so you build and calibrate against its stated dimensions. Build a faithful copy for practice.
| Feature | 2027 specification (Section 6) | Why it matters to you |
|---|---|---|
| Width | 45.0 ± 0.5 cm between rails | Your craft is at most 40 cm wide, so drift room is only a few centimeters |
| Length | At least 240 cm overall; timed section 185.0 ± 0.5 cm | The start line is at least 45 cm from the back end, which is your room for a running start |
| Rails | At least 30.0 mm tall (2x4 studs or steel studs suggested), fixed to the floor, base or each other | Brushing the inner face is legal; riding up onto the rail top is not |
| Base | A built-in base, a table or the room's floor, cleaned and made as level as possible; small imperfections do not disqualify it | Design for a slightly uneven surface, and ask in advance what surface the tournament will use |
| End barrier | Cushioned, at least 5.0 cm past the finish line, blocking the channel | Stops the craft; see the impulse example |
| Timing | Photogates recommended, beams 17.0 ± 2.0 cm high, with a manual backup; otherwise three timekeepers and the median time | Device precision with photogates, 0.1 s by hand |
| Ramp | Removable, 5.0 ± 0.5 cm high, 41.0 ± 0.5 cm long surface, exit edge 4.0 ± 0.5 cm behind the start line, drop to the track no more than 4.0 mm | Costs half the Distance Score and all the Mass Score |
The beams sit about 17 cm above the track and the top of your dowel must be at least 20 cm up, so the dowel always reaches beam height. What you must check is that nothing else on the craft, such as a propeller guard or a tall payload cover, reaches the beam before the dowel does. The tournament may run several tracks at once to keep teams moving.
Scoring
Scoring is the part teams most often misread, so this section works each formula with numbers. The formulas below are written in the manual's terms; check the scoring spreadsheet at soinc.org as well.
Formula #7Final Score and Run Score
High score wins. A team with no runs scores 0, and ties are possible.
Formula #8Distance Score and Time Score
is the distance from the finish line in cm for an incomplete run, the run time in s, and the Target Time in s. cannot go below 0. A ramp run multiplies by 0.5.
Formula #9Mass Score
is the number of nickel rolls carried, with the half roll counting as 0.5; is the number of loose nickels. For a complete run and the fraction is 1. The maximum is . Only rolls and nickels that stay aboard for the whole run count, and for any ramp run.
Notice what the Mass Score formula implies. A full roll of 40 nickels earns 4 points, which is 0.1 point per nickel, exactly the value of a loose nickel. So every nickel is worth 0.1 point however it is packaged, which is 0.02 point per gram, or 20 points per kilogram. Rolls are not worth more; they are simply far easier to hold securely than twenty loose coins.
The Time Score is symmetric: finishing 0.5 s early costs the same as 0.5 s late. Its sensitivity depends on the Target Time. At a 6.0 s target each 0.1 s of error costs point. At 18.0 s it costs 0.22 point, and at 26.0 s only 0.15 point. Short targets are harsh and long targets forgiving, but long targets carry a greater risk of a stall.
Worked example 1A complete run with the full load
Target Time 10.0 s. The craft carries 4 rolls, the half roll and 20 loose nickels, so and . It finishes in 10.4 s with every nickel aboard, no ramp.
.
.
.
.
Worked example 2An incomplete run with a load
The craft carries 4 rolls (, ) and stalls with its dowel 46.25 cm short of the finish.
Distance factor: .
. . .
.
The stall cost the whole Time Score, a quarter of the Distance Score and a quarter of the Mass Score.
Worked example 3Loose nickels that fall off
The craft carries 4 rolls and 20 loose nickels and finishes in 9.7 s against a 10.0 s target, but 6 loose nickels bounce out at the barrier before the Event Supervisor says to switch off.
. . .
One construction penalty for the dropped items (one per run, not per nickel): .
Had the team left the loose nickels behind, the same run would score . Twenty loose nickels are worth only 2 points, but losing even one costs about a fifth of the run.
Worked example 4A ramp run
A craft that will not start on the flat uses the ramp and finishes in 10.2 s against a 10.0 s target.
. . whatever it carries.
. No ramp run can score more than 60, so carrying nickels on a ramp run only adds risk.
Worked example 5Stacking penalties
A complete run would score 95.0 but has two construction violations and one competition violation during that run.
Multiplier: , applied to DS, TS and MS alike.
Penalized Run Score: . Missing impound adds a further multiplier of 0.7 on every run.
Ties are broken in this order: the best Time Score from any run; then the fewest construction violations in the team's run that had the most of them (for a team with no runs, the count from the construction check); then the best Mass Score; then the second-best Run Score. The first tiebreaker means a precise Time Score matters even in a run that is not your best overall, and the third rewards carrying the load in every run.
Design principles for a repeatable loaded run
The design goal is a predictable average speed with the load you choose, using the power you can legally carry. Four principles drive most good designs.
Decide your load first. The full supply is worth 20 points, half a Distance Score. Because one dropped coin costs a 0.8 multiplier, the safest high-value loads are the ones you can hold mechanically. Four full rolls (16 points) plus the half roll (2 more) in fitted cradles is 18 points of low-risk mass. The last 2 points need twenty loose coins held in a closed tray or stacked slots. Design the vehicle around the load you will actually carry, then size the fan for it.
Keep the structure light and the cushion efficient. Lift pressure scales with total mass, and lift power with pressure to the 3/2 power. Every gram of frame you save is a gram of nickels you can carry for the same fan, or a larger lift margin for the same load. Use the largest cushion the 40 cm cube allows and place the load over its center.
Make thrust controllable, not large. The score rewards hitting a target average speed, so a stronger motor is not better. Excess thrust reaches speed early and makes the run harder to repeat. Pick a propeller, motor and battery combination whose output you can set repeatably with the legal controls (battery count, series resistance, propeller choice, thrust deflection), and calibrate it for each load.
Design the dowel and the payload cover together. The dowel must be within 3.0 cm of the front edge and lead the craft through the timing beam, and the payload holder must not stick up in front of it. A dowel that wobbles changes the timing, so make it a structural part of the frame. Make sure the propeller shields, which must stop a 3/8 inch dowel from reaching any blade, do not choke the airflow.
Testing logs and calibration
Practice runs are not allowed during competition time, and you may get as few as two runs, so all calibration happens before the tournament. Keep one row per practice run and compute the Run Score as you go. The table below is a sample log for a 10.0 s Target Time.
| Run | Load | Run time (s) | Status | Ramp | Run Score |
|---|---|---|---|---|---|
| 1 | 4 rolls | stopped 37 cm short | Incomplete | No | 40 × 0.8 + 0 + 16 × 0.8 = 44.8 |
| 2 | 4 rolls + half roll | 10.6 | Complete | No | 40 + 40 × (1 − 0.6/10) + 18 = 95.6 |
| 3 | 4.5 rolls + 20 loose | 9.8 | Complete | No | 40 + 39.2 + 20 = 99.2 |
| 4 | 4.5 rolls + 20 loose, 3 lost | 9.9 | Complete | No | (40 + 39.6 + 19.7) × 0.8 = 79.4 |
In run 1 the distance factor is , applied to both the Distance and Mass Scores. Runs 3 and 4 show the loose-coin gamble: the best run of the day and a 20-point loss with the same configuration. A log like this tells you whether your holder is reliable enough to risk the last 2 points.
Record four things on every practice run: the load, the start position behind the line, the run time, and where any incomplete run stopped. Measure the lift margin at the start of each session. Repeatability is the real skill. If your complete runs with a given load are 9.2, 10.8 and 9.7 s, the average is close, but the spread is far too large to hit a half-second target at States.
Your impounded notes should include a calibration table for every Target Time your level can produce, for each load you might carry: the target average speed (1.85 m divided by the Target Time), the thrust setting, and the start position that gave that speed on your test track.
TipBuild the lookup table before the event
Compute for every possible Target Time. At Regionals that is 6.0, 7.0, 8.0 s and so on up to your division's maximum (18.0 s for B, 26.0 s for C); at States and Nationals add every half-second. Next to each, record the thrust setting that produced it with your planned load.
Strategy
Split the work by role. Both partners must be able to answer questions about the vehicle. A practical split is one student who loads, places and launches the craft and talks to the Event Supervisor, and one who keeps the run log, computes the score and checks the payload after each run. Swap roles in practice.
Plan for two runs. Competition time ends after two complete runs or two incomplete runs, so assume you will get two. Make the first run your safest scoring run: your best-calibrated load at the Target Time. Use the second either to repeat it or to add the riskier loose nickels if the first went cleanly.
Use the start position deliberately. A running start from 25 to 30 cm behind the line (for the loaded craft in the example above) removes launch lag from the timed section. Measure your own 3-second limit for each load and stay well inside it.
Check the track before your first run. Dry-sweep the lane, measure its width, and look for slopes or seams. You cannot ask for re-leveling, so if the surface slopes, adjust your thrust setting rather than the track.
Protect the impound and the safety check. A missed impound multiplies every run by 0.7, and a safety failure means participation points only. Before check-in, run a checklist from Section 3: the 40 cm cube with the load aboard, the dowel position and height, shielding on every propeller and impeller, original labels and no more than 12.0 V by label, no lithium or lead, no lasers, no integrated circuits outside a commercial motor, and an accessible manual switch on every motor. Impound your spare parts with the vehicle, and the batteries separately.
Know the appeal rule. To appeal you must tell the Event Supervisor and leave the vehicle in impound, so decide what you would dispute and how you would show it.
For the experimental discipline behind the logs, see the Experimental Design guide, which covers controls, repeated trials and variation. The Electric Vehicle guide covers another build event where the whole game is calibrating a run to a target, with the same logging and repeatability habits.
Units, vectors and measurement
Key factsUnits and vectors in one minute
- Every answer needs a number and a unit. SI mechanics runs on three base units: meter (m), kilogram (kg), second (s).
- Derived units: N = kg·m/s², J = N·m, W = J/s, Pa = N/m².
- km/h ÷ 3.6 = m/s. m/s × 3.6 = km/h. For m/s² → km/h², multiply by 12,960.
- A scalar has size only (speed, distance, mass, energy, work, power, time, pressure). A vector has size and direction (velocity, displacement, acceleration, force, weight, momentum, impulse).
- Add vectors tip to tail. For perpendicular vectors, magnitude = and direction = .
Hovercraft tests mix units on purpose: a mass in grams, a track in centimeters, a speed in km/h and a force in pounds can all appear in one question. Convert everything to SI before you substitute, and the formulas in the rest of this guide will give answers in SI units automatically.
SI units for mechanics quantities
The SI has seven base units. Mechanics needs only three: the meter, the kilogram and the second. The other four are the ampere (current), kelvin (temperature), mole (amount of substance) and candela (luminous intensity). Every other mechanics unit is a derived unit built from m, kg and s. Write the derived unit out in base units when you want to check that an equation is dimensionally consistent: both sides must reduce to the same combination.
| Quantity | Symbol | SI unit | In base units | Scalar or vector |
|---|---|---|---|---|
| Distance (path length) | m | m | Scalar | |
| Displacement | , | m | m | Vector |
| Time | s | s | Scalar | |
| Mass | kg | kg | Scalar | |
| Speed | m/s | m·s⁻¹ | Scalar | |
| Velocity | m/s | m·s⁻¹ | Vector | |
| Acceleration | m/s² | m·s⁻² | Vector | |
| Force (including weight, friction, tension, thrust) | newton (N) | kg·m·s⁻² | Vector | |
| Momentum | kg·m/s | kg·m·s⁻¹ | Vector | |
| Impulse | N·s | kg·m·s⁻¹ | Vector | |
| Work and energy | , | joule (J) = N·m | kg·m²·s⁻² | Scalar |
| Power | watt (W) = J/s | kg·m²·s⁻³ | Scalar | |
| Pressure | pascal (Pa) = N/m² | kg·m⁻¹·s⁻² | Scalar | |
| Density | kg/m³ | kg·m⁻³ | Scalar | |
| Torque | N·m (never written J) | kg·m²·s⁻² | Vector | |
| Frequency | hertz (Hz) = 1/s | s⁻¹ | Scalar | |
| Period | s | s | Scalar | |
| Spring constant | N/m | kg·s⁻² | Scalar | |
| Coefficient of friction | none (a ratio of two forces) | dimensionless | Scalar |
Notice that impulse and momentum have the same base units, so N·s and kg·m/s are both correct units for either. Torque and work also share base units, but by convention torque is written N·m and work J, because they are different kinds of quantity.
TipCheck an answer with units
If you solve for a speed and your units come out as m²/s², you forgot a square root. If an energy comes out in kg·m/s, you computed a momentum instead. Carrying units through every line catches most algebra slips.
Metric prefixes
| Prefix | Symbol | Factor | Example |
|---|---|---|---|
| giga | G | 10⁹ | 1 GJ = 1,000,000,000 J |
| mega | M | 10⁶ | 1 MW = 1,000,000 W |
| kilo | k | 10³ | 1 km = 1000 m |
| centi | c | 10⁻² | 1 cm = 0.01 m |
| milli | m | 10⁻³ | 1 mm = 0.001 m; 1 mL = 1 cm³ |
| micro | μ | 10⁻⁶ | 1 μm = 0.000001 m |
| nano | n | 10⁻⁹ | 1 ns = 0.000000001 s |
The kilogram is the odd base unit: it already carries a prefix. A mass given in grams must be divided by 1000 before you use it in or . A 973 g block is 0.973 kg.
Converting units with the factor-label method
Multiply by fractions equal to 1, arranged so that the unwanted unit cancels. Squared and cubed units need the conversion factor squared or cubed: 1 m = 100 cm, so 1 m² = 10,000 cm² and 1 m³ = 1,000,000 cm³.
Formula #10Common conversion factors
1 mile = 1609 m; 1 mph = 0.447 m/s; 1 inch = 2.54 cm; 1 foot = 0.3048 m.
1 pound of mass = 0.4536 kg; 1 pound of force (lbf) = 4.448 N; 1 slug = 14.59 kg.
1 horsepower = 746 W; 1 kWh = 3.6 × 10⁶ J; 1 calorie = 4.184 J; 1 food Calorie (kcal) = 4184 J; 1 BTU ≈ 1055 J.
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Worked exampleSpeed and acceleration conversions
A hovercraft cruises at 72 km/h. In m/s: .
A dragster accelerates at 15.0 m/s². In km/h²: .
Sanity check: the hour is squared, so the factor is , not 3.6.
Worked exampleA weight given in pounds
A test gives a 100 lb mass. Mass: . Weight: .
If instead a question says "a force of 10 lb acts on a 2.0 kg object", convert the force: , so .
Read carefully: "pounds" can mean a mass (lb) or a force (lbf). A slug is the imperial mass unit that pairs with lbf; convert slugs to kg (×14.59) before using newtons.
Significant figures and scientific notation
Scientific notation writes a number as with : 0.000 452 m = 4.52 × 10⁻⁴ m, and 1,109,000,000 J = 1.109 × 10⁹ J.
Significant figures show how precise a measurement is.
- All nonzero digits count: 4.52 has three.
- Zeros between nonzero digits count: 1002 has four.
- Leading zeros never count: 0.0045 has two.
- Trailing zeros count only if there is a decimal point: 2.50 has three, 2500 is ambiguous (write 2.50 × 10³ to show three), and "1000." with a decimal point has four.
- Multiplying or dividing: round the answer to the fewest significant figures among the inputs. 3.2 m ÷ 1.457 s = 2.2 m/s.
- Adding or subtracting: round to the fewest decimal places. 12.11 m + 3.4 m = 15.5 m.
- Exact counts and defined constants (2 in , 1000 m in a km) do not limit precision.
Keep extra digits during a multi-step calculation and round only the final answer. Many tests accept an answer within a small tolerance (often a few percent) of the key, but a key written as "1.109 × 10⁹ J" is signalling that sig figs or notation may be graded.
Scalars and vectors
A vector is a quantity with both a magnitude (size) and a direction; it is drawn as an arrow whose length is the magnitude. A scalar has magnitude only. Scalars add like ordinary numbers; vectors add by geometry, so 3 N + 4 N can be anything from 1 N to 7 N depending on the angle between them.
| Scalar | Matching vector | How they differ |
|---|---|---|
| Distance (total path, never negative) | Displacement (straight line, start to finish) | A full lap of a 400 m track has distance 400 m, displacement 0 |
| Speed | Velocity | Constant speed around a curve is changing velocity |
| Mass (kg, same everywhere) | Weight (N, a force pointing down) | Mass on the Moon is unchanged; weight drops to about 1/6 |
| Kinetic energy | Momentum | Both depend on mass and speed, but only momentum has a direction |
| Work, energy, power | Force | Work is a scalar even though it is made from two vectors |
| Pressure | Force | Pressure acts equally in all directions at a point in a fluid |
| Time, temperature, density | Acceleration, impulse, torque | Torque's direction is along the rotation axis |
Common pitfall"Speed, distance, energy and momentum are all scalars"
False: momentum is a vector. Work and energy are scalars even though work is calculated from force and displacement, which are vectors. Acceleration is a vector, which is why an object moving in a circle at constant speed is accelerating.
Adding vectors
Tip to tail. Draw the first vector, start the second at the tip of the first, and the resultant (the vector sum) runs from the tail of the first to the tip of the last. The order does not matter. The parallelogram method gives the same answer.
Special cases.
- Same direction: add the magnitudes. 30 N east + 20 N east = 50 N east.
- Opposite directions: subtract, and the resultant points the way of the larger one. 50 N west + 25 N east = 25 N west.
- Perpendicular: use Pythagoras for the magnitude and the inverse tangent for the angle.
Components. Any vector of magnitude at angle above the +x axis splits into perpendicular parts. Add all the x-components, add all the y-components, then rebuild the resultant.
Formula #11Vector components and the resultant
is measured from the +x axis. If the angle is given from the vertical, swap sine and cosine. Check the quadrant: alone cannot tell (+, +) from (−, −).
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Worked exampleComponents of an angled pull
A rope pulls a hovercraft with 80 N at 25° above the horizontal.
(forward).
(upward).
Sanity check: , and the horizontal part is the larger one because 25° is a shallow angle.
Worked exampleThree people push one crate
Pushes: 90 N east, 40 N west, 120 N north.
East–west: east. North–south: 120 N north.
, at north of east.
Sanity check: the resultant is bigger than either perpendicular part and smaller than their sum (170 N).
Worked exampleA force written with unit vectors
A 2.0 kg puck has acceleration .
; magnitude .
Multiplying a vector by a scalar (the mass) scales each component.
Relative velocity: boats, planes and currents
A velocity is always measured relative to something. A boat's velocity relative to the ground is its velocity relative to the water plus the water's velocity relative to the ground: . The same rule handles a plane in wind, a person walking on a train, and two cars on a highway.
- A tailwind adds to airspeed; a headwind subtracts. A plane with airspeed 220 km/h has ground speed 260 km/h in a 40 km/h tailwind and 180 km/h in a 40 km/h headwind.
- A crosswind adds at right angles: , drifting off course.
- Two objects moving in the same direction close at the difference of their speeds; moving toward each other, at the sum.
Worked exampleCrossing a river
A boat moves at 2.4 m/s relative to the water, pointed straight across a 60 m river. The current is 1.0 m/s.
Crossing time uses only the across-river velocity: . The current does not change this.
Drift downstream: . Speed over ground: . The landing point is from the start.
To land directly opposite, aim upstream at from straight across. The across-river speed then drops to , so the trip takes .
Kinematics
Key factsKinematics in one minute
- Distance and speed are scalars; displacement and velocity are vectors. Average velocity = displacement ÷ time; average speed = distance ÷ time.
- Acceleration = change in velocity ÷ time. Slowing down means acceleration opposite to velocity, which can be a positive number if the velocity is negative.
- Constant acceleration: , , , .
- Free fall: downward the whole time, including at the top, for any mass (no air resistance). From rest: , , .
- Graphs: slope of x–t is velocity; slope of v–t is acceleration; area under v–t is displacement.
- Projectiles: horizontal velocity is constant, vertical motion is free fall, and the two are independent. Level-ground range , maximum at 45°.
Kinematics describes motion (where, how fast, how quickly speeding up) without asking what causes it. Causes are forces, covered under Newton's laws below. Kinematics questions make up the largest calculation block in the Hovercraft bank, and nearly every one reduces to choosing the right equation.
Distance, displacement, speed and velocity
Distance is the total length of the path traveled, a scalar that never decreases. Displacement is the straight-line change in position from start to finish, a vector. Speed is how fast something moves (a scalar); velocity is speed with a direction (a vector).
Formula #12Average speed and average velocity
m/s. Average velocity has the direction of the displacement. Both use the total elapsed time, including stops.
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Worked exampleWalking a three-leg path
You walk 50 m north, 20 m east, then 80 m south in 150 s.
Distance: ; average speed .
Displacement: north–south south, east 20 m. Magnitude at east of south.
Average velocity: in that direction. A round trip back to the start would make both displacement and average velocity zero.
Worked exampleA hovercraft that turns a corner
A hovercraft goes due east at 40 km/h for 30 min, then due north at 40 km/h for 15 min.
Legs: east and north. Total time 0.75 h.
Distance 30 km, so average speed .
Displacement at north of east, so average velocity .
Sanity check: average velocity is never larger than average speed; they are equal only for straight-line motion in one direction.
Instantaneous velocity is the velocity at one moment: what a speedometer (plus a compass) reads. It equals the slope of the position–time graph at that instant. For motion at constant velocity, the instantaneous velocity at any moment equals the average velocity, so a craft that covers 60 miles at constant velocity between 2 p.m. and 4 p.m. is going 30 mph at 3 p.m.
The simplest equation, at constant speed, also handles echo and signal problems. Sound or light makes a round trip, so the distance is doubled: a shout reflected from a cliff 170 m away returns after (343 m/s is the speed of sound in air at about 20 °C).
The average-of-speeds trap
The average speed for a multi-leg trip is total distance over total time. It is not the average of the leg speeds unless the legs take equal times.
Formula #13Two legs of equal distance
This harmonic mean is always below the simple average , because the trip spends more time at the slower speed. For two legs of equal time, the simple average is correct.
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Worked exampleOut and back across a lake
A hovercraft crosses a 12 km lake at 30 km/h and returns at 60 km/h.
Times: and . Average speed , not 45 km/h.
A rival that goes 45 km/h both ways (0.533 h in total) wins, even though "30 and 60" sounds like it averages 45.
Average velocity for the round trip is zero: the displacement is zero.
Worked exampleMaking up time on the second half
A 60 km race. The first 30 km took 40 min (an average of 45 km/h). What speed is needed on the last 30 km to average 60 km/h overall?
Required total time: . Time left: .
Needed speed: .
The extreme case: if the first half already took the whole time budget (say, half the target average speed), no finite speed can fix it. Driving one lap at 30 mph and needing a two-lap average of 60 mph requires infinite speed on lap two.
Acceleration and sign conventions
Acceleration is the rate of change of velocity: , in m/s² (meters per second, per second). Because velocity is a vector, an object accelerates if it speeds up, slows down or changes direction.
Choose a positive direction at the start of every problem and keep it. Then:
| Velocity sign | Acceleration sign | What happens |
|---|---|---|
| + | + | Speeds up moving in + direction |
| + | − | Slows down moving in + direction (braking) |
| − | − | Speeds up moving in − direction |
| − | + | Slows down moving in − direction: a slowing object with positive acceleration |
| 0 (momentarily) | nonzero | Turning around, e.g. a ball at the top of its flight |
| nonzero | 0 | Constant velocity |
So "negative acceleration" does not always mean "slowing down", and "deceleration" means only that the acceleration points opposite the velocity. A car moving east and slowing has its acceleration pointing west. The velocity can be negative while the acceleration is positive, and the velocity can be zero while the acceleration is not.
Worked exampleBraking from highway speed
A truck at 108 km/h stops in 4.0 s. Convert first: .
.
The minus sign means the acceleration points opposite the motion. The magnitude, 7.5 m/s², is about 0.76 g, which is a hard stop on dry pavement.
The four constant-acceleration equations
These equations hold only when the acceleration is constant during the interval. Each one leaves out one of the five variables (, , , , ). List the three you know and the one you want, and pick the equation that skips the fifth.
Formula #14Constant-acceleration (kinematic) equations
in m, velocities in m/s, in m/s², in s. Signs follow your chosen positive direction.
| Equation | Missing variable | Use it when |
|---|---|---|
| Distance is neither given nor asked | ||
| Final speed is not involved | ||
| No time given or asked (stopping distances, runway length) | ||
| Start and end speeds and time are known |
Worked exampleOne problem for each equation
Speed after a time. A hovercraft at 0.80 m/s accelerates at 0.15 m/s² for 6.0 s: .
Distance from rest. A car accelerates from rest at 2.5 m/s² for 8.0 s: .
No time. A plane must reach 70 m/s on a 1.4 km runway from rest: .
No acceleration. A car skids from 25 m/s to rest in 3.0 s: .
Worked exampleWhat acceleration does a run need?
A craft starts from rest and must cover 1.85 m in 9.0 s with constant acceleration.
.
Final speed , which is twice the average speed .
For any start from rest with constant acceleration, the final speed is twice the average speed and the average speed is .
Worked exampleA sign change mid-problem
A cart at has velocity +8.0 cm/s. Three seconds later it is at . Find its (constant) acceleration.
. Using : .
.
The cart moved forward, stopped, and came back past its start. Velocity at 3.0 s: .
Two shortcut patterns appear often:
- Halfway through a braking distance, the speed is , not half. Example: a boat at 24 m/s that stops in 90 m is still doing at the 45 m mark, because falls linearly with distance.
- From rest with constant acceleration, distances covered in successive equal time intervals are in the ratio 1 : 3 : 5 : 7 …, and total distance grows as . An object that covers 1 m in the first 2 s has covered 4 m after 4 s and 9 m after 6 s.
Reaction time and stopping distance
A driver's total stopping distance has two parts. During the reaction time the vehicle keeps its original speed; then it brakes with roughly constant deceleration.
Formula #15Stopping distance
Reaction distance grows in proportion to speed; braking distance grows with speed squared. Double the speed and the braking distance quadruples.
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Worked exampleStopping from 90 km/h
, reaction time 0.80 s, braking deceleration 6.5 m/s².
Reaction distance . Braking distance . Total 68 m.
At 50 m/s the braking part becomes and the reaction part doubles to 40 m.
Meeting and chase problems
Write a position equation for each object using the same origin and clock, then set the positions equal.
Worked exampleTwo hovercraft approach each other
Two craft start 300 m apart and head toward each other at 4.0 m/s and 6.0 m/s.
Closing speed , so they meet after , at from the slower craft's start.
Worked exampleA car catches a truck
A truck passes a stopped car at a steady 15 m/s. At that instant the car starts with constant acceleration 3.0 m/s².
Car: . Truck: . Set equal: .
They are from the start. The car is then going , twice the truck's speed: it had to make up the early gap.
Watch the trap "if car A passes car B, A must be accelerating": false. A only needs a higher speed at that moment.
Free fall under gravity
An object in free fall moves under gravity alone. Near Earth's surface, with air resistance neglected, every object in free fall has the same downward acceleration (tests may use 9.8 or 10). A feather and a coin dropped in an evacuated tube land together, and a 1 kg binder and a 2 kg broken hovercraft dropped in a vacuum fall side by side. Heavier objects feel a larger gravitational force, but they have proportionally more inertia, so is the same for all.
In air, drag changes this: a feather and a sheet of paper fall far slower than a bowling ball, so "two objects dropped from the same height in air always land together" is false. Drag and terminal velocity are covered in the Friction and drag chapter.
Formula #16Free fall from rest (down taken as positive)
on Earth, about 1.62 m/s² on the Moon (roughly 1/6 of Earth's). Height in m, time in s, speed in m/s.
| Time falling from rest | Speed | Total distance fallen | Distance in that second |
|---|---|---|---|
| 1 s | 9.81 m/s | 4.9 m | 4.9 m |
| 2 s | 19.6 m/s | 19.6 m | 14.7 m |
| 3 s | 29.4 m/s | 44.1 m | 24.5 m |
| 4 s | 39.2 m/s | 78.5 m | 34.3 m |
Worked exampleA stone down a well
A stone dropped into a well hits the water after 2.5 s (ignore the time for the sound to come back).
; impact speed .
Reverse question: something hits the ground at 12 m/s; it fell .
Reaction-time ruler: if you catch a dropped ruler after 0.20 s, it has fallen , about 20 cm.
Worked examplePassing a window, then the ground
A ball dropped from a roof passes a window 6.0 m above the ground at 18.0 m/s.
Speed at the ground: , so .
Height of the roof: the ball started from rest, so .
Halfway down. An object dropped from height has, at height , a speed of and half its final kinetic energy. Halfway through the time, it has fallen only one quarter of the height.
Thrown straight up
For an object thrown upward, gravity is still the only force. Take up as positive; then for the entire flight, on the way up, at the top, and on the way down.
- At the top, the velocity is zero but the acceleration is still 9.81 m/s² downward. If the acceleration were zero there, the ball would hover.
- The motion is symmetric (no air resistance): the time up equals the time down, and the ball passes every height with the same speed going up and coming down. It returns to the launch point at its launch speed.
- Maximum height depends on launch speed squared: double the speed, four times the height.
Formula #17Vertical launch with speed
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Worked exampleA ball thrown up at 15 m/s
Time to the top: . Maximum height: . Back in the hand after at 15 m/s downward.
Displacement for the whole flight: 0. Distance traveled: 22.9 m.
From a launch speed alone you can also find the height of a jump: a kangaroo leaving the ground at 7.0 m/s rises .
Worked exampleThrown up from a rooftop
A ball is thrown up at 10 m/s from the edge of a 25 m roof and falls past the edge to the ground. Up is positive, so the ground is at .
(discard the negative root).
Impact speed: , so .
Thrown down at 10 m/s from the same roof, it lands sooner (1.46 s) but at the same 24.3 m/s: on the way back past the roof, the upward-thrown ball is moving down at 10 m/s anyway.
Motion graphs
Tests ask you to read a graph or to match a motion to its graph. Three rules cover almost everything:
- The slope of a position–time (x–t) graph is the velocity. A curved x–t graph means changing velocity.
- The slope of a velocity–time (v–t) graph is the acceleration; the area between the v–t line and the time axis is the displacement (area below the axis counts as negative).
- The area under an acceleration–time (a–t) graph is the change in velocity.
| Motion | x–t graph | v–t graph | a–t graph |
|---|---|---|---|
| At rest | Horizontal line | On the axis (v = 0) | On the axis |
| Constant velocity (+) | Straight line sloping up | Horizontal line above the axis | On the axis |
| Constant velocity (−) | Straight line sloping down | Horizontal line below the axis | On the axis |
| Speeding up in + direction | Curve getting steeper (concave up) | Straight line sloping up, away from the axis | Horizontal line above the axis |
| Slowing down in + direction | Curve flattening out (concave down) | Straight line sloping down toward the axis | Horizontal line below the axis |
| Thrown up, then falling (up +) | Upside-down parabola | Straight line sloping down, crossing the axis at the top | Horizontal line at −g |
| Hovercraft run: launch then cruise | Curve, then straight line | Rising line, then flat | Positive constant, then zero |
Worked exampleReading a v–t graph
A hovercraft's v–t graph is a straight line from 5 m/s at t = 0 to 15 m/s at t = 10 s.
Acceleration (slope): .
Displacement from t = 2 s to t = 6 s: speeds there are 7 and 11 m/s, so the trapezoid area is .
Total displacement over 10 s: .
Common pitfallHeight on a graph is not slope
On an x–t graph the object is fastest where the line is steepest, not where it is highest. Where two x–t lines cross, the objects are at the same place, not moving at the same speed. Where two v–t lines cross, the objects have the same velocity, not the same position.
Projectile motion in two dimensions
A projectile is any object moving under gravity alone after launch (air resistance neglected). Its path is a parabola. The key idea is that horizontal and vertical motions are independent:
- Horizontally there is no force, so the horizontal velocity is constant and the horizontal acceleration is zero.
- Vertically the object is in free fall with acceleration downward.
- Time is the only quantity the two directions share. Solve the vertical motion for the time, then use it horizontally.
A bullet fired horizontally and a bullet dropped from the same height at the same moment hit level ground at the same time. A projectile has one force on it in flight (gravity), so its acceleration is constant even though its velocity changes direction.

Horizontal launch from a height
Formula #18Launched horizontally at speed
from height
The fall time depends only on the height, not on .
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Worked exampleA craft drives off a table
A hovercraft leaves a 1.25 m high table horizontally at 3.0 m/s.
Fall time: . Horizontal distance: .
Velocity at impact: , downward; speed at below horizontal.
Worked exampleLaunch speed from a landing spot
A stunt car leaves a 45 m cliff horizontally and lands 60 m from its base. How fast was it going?
; (about 71 km/h).
Same method for a dart thrown horizontally at 12 m/s at a board 4.0 m away: , and it drops below its aim point.
Angled launch on level ground
Split the launch velocity into components: and , with above the horizontal.
Formula #19Projectile landing at launch height
= time of flight (s), = maximum height (m), = range (m). Valid only when the landing height equals the launch height.
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Worked exampleA ball kicked at 40°
, . Components: , .
Time to the top ; time of flight .
Maximum height .
Range . Check: .
At the top: velocity 19.2 m/s horizontal (the minimum speed of the flight), acceleration 9.81 m/s² straight down.
Facts tests test directly:
- 45° gives the maximum range on level ground, because peaks at 90°.
- Complementary angles give equal ranges. 30° and 60° (or 20° and 70°) land in the same place; the steeper one goes higher and stays up longer.
- 90° gives the maximum height for a given speed (and zero range).
- Height, range and time all scale with launch speed: and go as , as . Four times the launch speed means sixteen times the maximum height.
- The time in the air is set entirely by the vertical motion.
Common pitfallAngle measured from the vertical
"Launched at 30° from the vertical" means 60° above the horizontal. Use and , or convert the angle first. At 18 m/s the range happens to be the same either way (28.6 m, because 30° and 60° are complementary), but the maximum height is 12.4 m for 60° and only 4.1 m for 30°.
Worked exampleWhich angles hit a target?
A ball launched at 20 m/s must land 30 m away on level ground.
or .
So or , a complementary pair. If , no angle can reach the target.
Worked exampleRange equal to twice the height
Dividing the formulas gives .
For : , so . (For , .)
Worked exampleLaunch speed from height or flight time
A cat leaps 2.5 m high at 45°. Vertical launch speed , so .
A ball launched at 50° stays in the air 3.0 s on level ground. , so .
Launching from a cliff at an angle
When the landing point is lower than the launch point, the level-ground formulas fail. Write the vertical equation and solve the quadratic for time.
Worked exampleA ball thrown upward off a cliff
Thrown at 20 m/s, 30° above horizontal, from the top of a 30 m cliff. Up is positive.
, .
Vertical: .
Horizontal distance .
Impact speed by energy: . This is the same for any launch angle from that cliff at 20 m/s, because the launch speed and drop set the kinetic energy at impact.
What stays constant during flight
| Quantity | Constant during flight? | Notes |
|---|---|---|
| Horizontal velocity | Yes | No horizontal force |
| Horizontal acceleration | Yes, zero | |
| Vertical velocity | No | Decreases by 9.81 m/s each second; zero at the top |
| Acceleration | Yes, 9.81 m/s² down | Same at launch, top and landing |
| Speed | No | Smallest at the top (equals ); largest just before landing below the launch point |
| Mechanical energy | Yes | KE converts to PE and back |
At the top of the path the velocity (horizontal) and the acceleration (vertical) are perpendicular; that is the only point where this happens. Asking "where is the acceleration greatest?" is a trap: it is the same everywhere.
Dropping from a moving vehicle and the monkey-and-hunter
A package released from a plane flying level keeps the plane's horizontal velocity. With no air resistance it stays directly below the plane as it falls: the pilot sees it drop straight down, while a person on the ground sees a parabola. A crate falling from a plane above a car therefore lands where the plane is at impact, not on the car below the release point. The same idea applies to a ball tossed straight up inside a train moving at constant velocity: the passenger sees it go straight up and down, and an observer on the platform sees a parabola.
Worked exampleWhen to release a supply package
A plane flies level at 80 m/s, 245 m above a target.
Fall time . In that time the package moves forward.
Release it about 566 m before the plane is directly over the target.
Monkey and hunter. A hunter aims directly at a monkey hanging from a branch; the monkey lets go the instant the gun fires. Both the bullet and the monkey fall the same below their gravity-free paths, so the bullet hits the monkey (if it reaches the monkey's horizontal position before hitting the ground). The lesson: aim straight at a target that starts falling at launch.
Hitting a target moving overhead. A projectile fired at the instant a target flying horizontally at constant speed passes directly overhead stays directly under the target only if its horizontal velocity equals the target's. So aim ahead, tilted from vertical by where . Gravity changes only the vertical motion, so the projectile hits as long as its vertical launch speed can carry it up to the target's height , that is, . It meets the target on the way up.
Worked exampleAiming at a bird flying overhead
A bird flies level at 20 m/s directly above a launcher whose projectile leaves at 400 m/s.
, so from vertical, tilted in the bird's direction of travel.
Vertical launch speed , enough to rise , so it reaches any bird. Sanity check: a stationary target () gives , straight up.
Newton's laws of motion
Key factsNewton's laws in one minute
- First law (inertia): with zero net force, an object at rest stays at rest and a moving object keeps a constant velocity. No force is needed to keep something moving.
- Second law: . The acceleration is in the direction of the net force, proportional to it, and inversely proportional to the mass.
- Third law: if A pushes on B, B pushes on A with an equal and opposite force. The two forces act on different objects, so they never cancel each other.
- Weight is a force (N); mass is the amount of inertia (kg) and does not change with location.
- Apparent weight (scale reading) is the normal force: with up positive.
Dynamics connects motion to its cause, which is force. A force is a push or a pull, measured in newtons (N); one newton accelerates 1 kg at 1 m/s². Isaac Newton published the three laws in 1687 (Principia), and they still describe everything a hovercraft does on the track.
First law: inertia
Inertia is the tendency of an object to resist any change in its motion. Mass is the measure of inertia: a school bus at rest has far more inertia than a fast compact car, because inertia depends on mass, not on speed.
The first law says that if the net force (the vector sum of all forces) on an object is zero, its velocity does not change: it stays at rest, or it keeps moving in a straight line at constant speed. An object with zero net force is in equilibrium: static equilibrium if at rest, dynamic equilibrium if moving at constant velocity.
Everyday first-law examples:
- A car stops suddenly and loose objects in the back seat fly forward. Nothing pushes them forward; they keep moving while the car stops. Seat belts supply the backward force that stops your body with the car.
- Standing in a bus, you lurch forward when the bus brakes and backward when it starts.
- A ball in a wagon rolls toward the back when the wagon is jerked forward. Relative to the ground, the ball stays nearly where it was; the wagon moves under it.
- A tablecloth yanked quickly leaves the dishes behind.
- A rocket in deep space with its engine off coasts at constant velocity forever.
- A skydiver at terminal velocity has drag equal to weight, so net force is zero and the speed is constant.
- A hovercraft keeps gliding after its thrust fan stops, because the cushion leaves very little friction to slow it down.
NoteThe piñata (or hanging-weight) demonstration
A mass hangs from a top string, with an identical string tied below it. Pull the bottom string slowly and the top string breaks: it carries the mass's weight plus your pull. Jerk the bottom string and the bottom string breaks: the mass's inertia means it barely moves during the short jerk, so the top string never feels the extra force. Some archive keys state this the other way round; the physics here is the standard textbook result.
Second law: net force and acceleration
Formula #20Newton's second law
in N, in kg, in m/s². Apply it separately along x and y: , . The acceleration always points the same way as the net force, which need not be the direction of motion.
Proportional reasoning appears in many questions. Doubling the net force doubles ; doubling the mass halves it. Doubling both the forces and the mass leaves the acceleration unchanged. A net force on a mass gives ; a net force on gives .
Worked exampleTwo opposite pushes
A 5.0 kg box is pushed right with 30 N and left with 12 N on a frictionless floor.
Net force to the right; to the right.
Worked exampleTwo perpendicular forces
A 3.0 kg puck feels 12 N east and 9.0 N north.
Net force at north of east.
in that same direction.
Worked exampleThrust against drag
A 1.20 kg hovercraft has 0.90 N of thrust and 0.30 N of combined drag and skirt friction.
forward.
If the drag grows with speed until it reaches 0.90 N, the net force becomes zero and the craft cruises at constant speed.
Worked exampleForce from a speed change
A 1500 kg car reaches 20 m/s from rest in 8.0 s. , so .
A 70 kg cyclist (with bike) at 15 m/s must stop within 12 m. , so the braking force is .
Worked exampleHow much payload can the thrust carry?
An empty 1.20 kg craft must cover 1.85 m from rest in 6.0 s with constant thrust 0.150 N (friction neglected).
Needed acceleration: .
Largest total mass: , so the payload can be at most .
Any real friction lowers this, so measure rather than rely on the ideal figure.
Mass and weight
Mass is the amount of matter in an object and the measure of its inertia; it is a scalar in kilograms and is the same on Earth, on the Moon and in orbit. Weight is the gravitational force on the object, a vector in newtons pointing toward the planet's center. Saying "the amount of matter in an object is its weight" is false; that is mass.
Formula #21Weight
in N, in kg, = local gravitational field strength in N/kg (equal to m/s²).
| Body | Surface (m/s²) | Weight of a 70 kg astronaut |
|---|---|---|
| Earth | 9.81 | 687 N |
| Moon | 1.62 (about 1/6 of Earth) | 113 N |
| Mars | 3.71 (about 0.38 of Earth) | 260 N |
| Jupiter (cloud tops) | 24.8 | 1740 N |
The astronaut's mass is 70 kg in every row. A bowling ball with mass 10 kg on Earth has mass 10 kg on any planet. Bathroom scales that read in kilograms actually measure force and divide by 9.81, so they read wrong on the Moon.
Weightlessness in orbit is free fall, not zero gravity. At the altitude of the International Space Station, gravity is still about 90% as strong as at the surface. Astronauts feel weightless because they and the station fall around Earth together with the same acceleration, so nothing pushes on them. A satellite in a circular orbit at constant speed therefore has a nonzero net force on it: gravity, pointing toward Earth's center, supplies its centripetal acceleration.
Free-body diagrams and the normal force
A free-body diagram (FBD) shows one object as a dot or box with an arrow for every force on that object, each drawn from the object and labeled. Leave out forces the object exerts on other things, and never draw "ma" or "the force of motion" as a force. Then choose axes (along and perpendicular to the motion, or along an incline) and apply along each.
The normal force is the push of a surface on an object, perpendicular to the surface. It is whatever size is needed to stop the object from sinking into the surface, so it is not always equal to mg:
- On a level floor with only vertical forces and no vertical acceleration: .
- Pushing down on a box at an angle: (bigger).
- Pulling up on a box at an angle: (smaller).
- On an incline: .
- In an accelerating elevator: .
A person sitting still on a chair has two forces, weight down and the chair's normal force up, and the resultant force on them is zero. Lifting one foot while standing on a scale changes nothing: the scale still supports the whole weight.
Apparent weight in elevators and rockets
A scale measures the normal force it pushes up with, which tests call your apparent weight. Take up as positive. Two forces act on you: up and down, so .
Formula #22Apparent weight
is your vertical acceleration, positive if upward. The scale reading depends on acceleration, not on velocity.
| Elevator situation | Acceleration | Scale reading |
|---|---|---|
| At rest | 0 | (true weight) |
| Moving up or down at constant speed | 0 | |
| Speeding up going up, or slowing down going down | Upward | More than |
| Speeding up going down, or slowing down going up | Downward | Less than |
| Free fall (cable cut) | downward | Zero: apparent weightlessness |
Worked exampleA 60 kg student on an elevator scale
At rest or at constant speed: .
Accelerating upward at 2.0 m/s²: .
Accelerating downward at 2.0 m/s²: .
Reverse: a 58 kg person reads 650 N, so upward. That could be speeding up while rising or slowing while descending; the reading alone cannot tell you the velocity.
Worked exampleAn astronaut at launch
A rocket accelerates upward at 3g. For a 75 kg astronaut, , four times her normal weight.
By the third law, she pushes on her seat with the same 2940 N. In general, an upward acceleration of g gives an apparent weight of times the true weight.
Third law: action and reaction
Forces always come in pairs. If object A exerts a force on object B, then B exerts a force on A that is equal in size and opposite in direction. The two forces of a third-law pair:
- act on different objects;
- are the same type of force (both contact, both gravitational, and so on);
- appear and disappear together;
- are equal in size even when the masses are very different.
When a hammer hits a feather, a truck hits a mosquito, or a heavy football player collides with a light one, each pair of forces is equal. The effects differ because the same force produces a large acceleration in a small mass and a small acceleration in a large mass (). A meteor pulls on Earth exactly as hard as Earth pulls on the meteor; Earth's acceleration is just immeasurably small.
Worked exampleTwo skaters push apart
A 60 kg skater and a 45 kg skater push on each other with 180 N for 0.50 s.
Each feels 180 N. Accelerations: and .
Speeds after the push: and , in opposite directions. The lighter skater moves faster, and the momenta are equal and opposite (90 kg·m/s each).
Why don't the pair forces cancel? Forces cancel only when they act on the same object. The action force acts on one body and the reaction on another, so each body's motion is decided by the forces on it alone.
Horse and cart. A horse argues it cannot pull the cart, because the cart pulls back with an equal force. The flaw: the cart's backward pull acts on the horse, while the horse's forward pull acts on the cart. The cart accelerates if the horse's pull exceeds the friction on the cart. The horse accelerates because the ground pushes it forward (friction on its hooves, the reaction to its hooves pushing backward on the ground) harder than the cart pulls it back.
Book on a table. Two forces act on the book: Earth's gravity down () and the table's normal force up (). They are equal and opposite, but they are not a third-law pair, because both act on the book; they are equal because of the first law (no acceleration). The true pairs are: Earth pulls the book down ↔ the book pulls Earth up; the table pushes the book up ↔ the book pushes the table down.
| Action | Reaction |
|---|---|
| Propeller pushes air backward | Air pushes propeller (and hovercraft) forward |
| Runner's foot pushes ground backward | Ground pushes runner forward (friction) |
| Car tires push road backward | Road pushes car forward |
| Gun pushes bullet forward | Bullet pushes gun backward (recoil) |
| Rocket pushes exhaust gas down | Gas pushes rocket up |
| Fist pushes on a cinder block | Block pushes back on the fist with equal force, hence the pain |
| You push a wall with 20 N | Wall pushes you with 20 N |
| Lift fan pushes air down into the cushion | Air pushes the fan, and the cushion pushes the deck, upward |
A rocket does not need air to push against. It pushes its own exhaust backward, and the exhaust pushes it forward, which is why rockets work in space.
Formula #23Thrust from a stream of expelled mass
Mass flow rate in kg/s times the exhaust speed relative to the rocket in m/s gives the force in N. The same idea gives a propeller's thrust from the air it accelerates.
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Worked exampleRocket thrust
A rocket expels 900 kg of gas per second at 3000 m/s. Thrust .
To lift off, this must exceed the rocket's weight; a 200,000 kg rocket (weight N) would rise with .
Contact and non-contact forces
Contact forces act only when surfaces touch: normal force, friction, tension, air resistance (drag), the buoyant force, the push of a cushion of air, and applied pushes and pulls. Non-contact forces act at a distance through a field: gravity, the electric force and the magnetic force. "Which is not a contact force?" almost always has gravity as the answer.
At the atomic level every contact force is electromagnetic: atoms in the two surfaces repel each other when pushed close. All forces in nature reduce to four fundamental forces:
| Fundamental force | Acts on | Relative strength and range | Everyday role |
|---|---|---|---|
| Strong nuclear | Quarks; holds protons and neutrons together | Strongest; range about the size of a nucleus | Holds nuclei together |
| Electromagnetic | Electric charges | About 1/137 of the strong force; infinite range | All contact forces, chemistry, electric motors |
| Weak nuclear | All matter particles | Much weaker; extremely short range | Some radioactive decay |
| Gravity | Everything with mass or energy | Weakest by far; infinite range, always attractive | Weight, orbits, tides |
Gravity is the weakest force between two particles but dominates at large scales because masses do not cancel the way positive and negative charges do.
Newton's laws conceptual traps
| Statement | True or false | Why |
|---|---|---|
| An object moving at constant velocity needs a net force to keep moving | False | First law: zero net force means constant velocity |
| A force is required to keep an object in motion | False | Only a change in motion needs a net force |
| An object can move when no force acts on it | True | It coasts at constant velocity |
| An object with a nonzero net force can be momentarily at rest | True | A ball at the top of its flight: , net force |
| An object with only one force on it can have zero acceleration | False | One force cannot be balanced |
| If an object accelerates, a net force acts on it | True | Second law |
| A net force always changes an object's speed | False | A net force perpendicular to the motion changes only the direction (circular motion) |
| An object moving at constant speed has no forces on it | False | Forces may be balanced; or it may be turning, which needs a net force |
| Heavier objects fall faster (no air resistance) | False | All fall with |
| Doubling all forces and the mass leaves the acceleration unchanged | True | |
| If car A passes car B, A must be accelerating | False | A just has a higher speed at that moment |
| Of two hovercraft cruising at 3 m/s and 7 m/s, the faster has the bigger net force | False | Both have zero net force |
| Acceleration is inversely proportional to net force | False | Directly proportional to force, inversely proportional to mass |
| Action and reaction forces cancel | False | They act on different objects |
| A light object hit by a heavy one feels a bigger force | False | Third-law forces are equal; the light object's acceleration is bigger |
| Weight and normal force on a resting book are a third-law pair | False | Both act on the book |
| Mass changes on the Moon | False | Weight changes; mass does not |
| Astronauts in orbit are weightless because there is no gravity | False | They are in free fall |
| Balanced forces cause no acceleration | True | Equilibrium |
| Two unequal pushes along one line (400 N and 450 N) give a balanced force | False | Net 50 N, unbalanced |
| A satellite circling Earth at constant speed has zero net force | False | Gravity is the centripetal force |
Which law explains it?
| Scenario | Law | Reason |
|---|---|---|
| Seat belts and airbags are needed | First | Your body keeps moving when the car stops |
| Passengers lean outward in a turn | First | The body tends to go straight; the car turns under it |
| A rocket coasting in space keeps its velocity | First | No net force |
| A skydiver at terminal velocity | First | Drag balances weight; net force zero |
| A hovercraft cruising when thrust equals drag | First | Net force zero |
| A rocket firing its engine in space speeds up | Second | Net force produces acceleration |
| An empty cart is easier to accelerate than a full one | Second | Same force, smaller mass, bigger acceleration |
| A rocket lifts off; a gun recoils; a swimmer pushes the water back | Third | Equal and opposite forces on the two bodies |
| A hovercraft moves forward by blowing air backward | Third (with second for the resulting acceleration) | The air pushes the craft forward |
Newton's laws on a hovercraft
Lift and thrust. A hovercraft uses two forces from air: lift from cushion pressure under the deck, which balances the weight, and thrust from air pushed backward. Both are third-law reactions to the fans pushing air. With lift equal to weight, the vertical net force is zero and the craft floats; the horizontal motion is then set by thrust minus drag and residual friction.
Why it keeps gliding. Because the cushion removes almost all contact friction, very little force opposes the motion. When the thrust stops, the first law says the craft keeps going, slowing only gradually under air drag and skirt friction. This is also why stopping and steering are hard: a car turns because the road pushes sideways on its tires, but a hovercraft has almost no sideways grip, so it slides in the direction it was already going (more on turning under the circular-motion section below).
Why it veers or spins.
- Off-center thrust: if the thrust line does not pass through the center of mass, the thrust also produces a turning effect (torque) and the craft yaws.
- Weight imbalance: if the load sits to one side, that side presses harder, its skirt gap closes and it drags on the track, while the light side lifts and leaks air. The extra friction on one side turns the craft toward the heavy side. Fix it by moving the load or ballast toward the center.
- Propeller torque reaction: a spinning propeller or fan pushes the air around one way, and by the third law the air twists the craft the other way. Counter-rotating fans or guide vanes cancel this.
Pitching when it starts. When thrust first accelerates the craft, the thrust acts along the propeller axis while the craft's inertia effectively acts at its center of mass. If the two lines are at different heights, the pair makes a turning effect that tips the craft. A thrust line below the center of mass raises the nose and lowers the back, the way a car squats when its tyres push it forward at road level. Skirt friction pulling backward at the bottom has the opposite effect and tends to tip the nose down. Once the craft reaches constant velocity, thrust balances drag and a well-balanced craft rides level.
NoteUncertain: pitch direction depends on the build
An archive question expects "lower in back than in front" during the initial acceleration. Physically, the direction of pitch depends on where the thrust line sits relative to the center of mass: a thrust line well above the center of mass tends to push the nose down instead. Answer the way the test expects (rear lowers, nose rises), but on your own craft, check it by watching a launch.
Forces in two dimensions
Key factsForces in two dimensions in one minute
- On an incline of angle θ: weight splits into down the slope and into it. . Frictionless slide: .
- An object just begins to slide when .
- An ideal string has the same tension throughout. Atwood machine: , .
- A pull at angle θ above the horizontal gives forward and reduces the normal force by .
- Circular motion: toward the center, , . The centripetal force is always supplied by a real force (friction, tension, gravity, normal force). "Centrifugal force" is fictitious.
Inclined planes
On a slope, choose axes along the incline and perpendicular to it. Then the normal force and any friction lie along axes, and only the weight needs splitting. The angle between the weight vector and the perpendicular to the slope equals the incline angle θ.
Formula #24Forces on an incline of angle θ
Check the limits: at θ = 0 the slope force is zero and ; at θ = 90° the block is in free fall.
If a test gives the incline as a right triangle with a 4 m base and 3 m height, the slope is 5 m long and , ; you do not need the angle itself (36.9°).
Worked exampleSliding down a frictionless ramp
A block starts from rest at the top of a 4.0 m frictionless ramp tilted at 25°.
. Speed at the bottom: .
Check by energy: the drop is , and . The speed at the bottom of a frictionless ramp depends only on the height.
Worked exampleCoasting up a slope
A block slides up a frictionless 15° incline starting at 6.0 m/s. Its acceleration is .
Distance along the slope before stopping: (a rise of , matching ).
Worked exampleSliding with friction
A box slides down a 35° ramp with .
.
Friction depends on , not . Friction itself is covered in the Friction and drag chapter.
Worked exampleA hovercraft climbs a ramp under thrust
A 2.0 kg hovercraft with 6.0 N of thrust climbs a 10° ramp; the cushion makes friction negligible.
Net force along the slope: , so up the ramp.
Steepest ramp it can climb at all: , so .
Worked examplePulling up a rough ramp at constant speed
Pull an 8.0 kg crate up a 30° ramp at constant speed with , the pull parallel to the ramp.
Constant speed means zero net force: .
When does a resting object start to slide? Raise one end of a plank slowly. The slope force grows and the maximum static friction shrinks. Sliding begins when they are equal, at , whatever the mass: gives . The formula and a second example are in The angle of repose.
Tension, strings and pulleys
Tension is the pulling force a string, rope or cable exerts along its length. Problems assume an ideal string: massless and unstretchable. Then the tension is the same at every point along it, and everything tied to it moves with the same speed and acceleration magnitude. An ideal pulley is massless and frictionless; it changes the direction of the tension without changing its size.
In a tug-of-war where each team pulls with 100 N and nobody moves, the tension in the rope is 100 N, not 200 N: each end of the rope is pulled with 100 N, just as a rope tied to a wall and pulled with 100 N has 100 N of tension.
Worked exampleTwo blocks pulled in a line
A 15 N pull acts on a 3.0 kg block, which tows a 2.0 kg block by a string. The table is frictionless.
Treat both as one system: .
The string is the only horizontal force on the 2.0 kg block: .
Check on the 3.0 kg block: . Correct.
Atwood machine. Two masses hang on either side of a pulley. The heavier side falls and the lighter rises with the same acceleration magnitude. The driving force is the difference in weights, and it must accelerate both masses.
Formula #25Atwood machine (
)
The tension lies between the two weights: . Equal masses give and .
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Worked exampleA 2.0 kg and a 3.0 kg mass
; .
Check on the light mass: . Correct.
Block on a table with a hanging mass. A block on a horizontal table is tied over a pulley at the edge to a hanging mass . Only the hanging weight drives the system (minus any friction on the table block).
Formula #26Table block and hanging mass
Set for a frictionless table.
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Worked exampleA 4.0 kg cart pulled by a 1.0 kg hanger
Frictionless: ; , less than the hanger's 9.81 N weight because the hanger is accelerating down.
With : .
Strings at angles holding a weight. For an object hanging at rest from two strings, the vertical components of the tensions add to the weight, and the horizontal components cancel.
Worked exampleA sign hung from two cables
A 10 kg sign (weight 98.1 N) hangs from two symmetric cables, each at angle θ above the horizontal: .
At θ = 60°: . At θ = 30°: .
The flatter the cables, the larger the tension. A perfectly horizontal cable could never hold up any weight, which is why washing lines and power cables always sag.
Forces applied at an angle
A pull at angle θ above the horizontal does two jobs: moves the object forward, and lifts on it, which reduces the normal force and therefore the friction. A push at angle θ below the horizontal does the opposite: it presses the object into the floor and increases friction.
Worked examplePulling a sled with an angled rope
A 20 kg sled is pulled with 100 N at 30° above the horizontal; .
Vertical: . Friction .
Horizontal: . Acceleration .
Pushing down at 30° with the same force would make , friction 36.9 N and .
Uniform circular motion
Uniform circular motion is motion in a circle at constant speed. The speed is constant but the velocity is not, because its direction keeps changing. So the object is accelerating, and the acceleration points toward the center of the circle: the centripetal ("center-seeking") acceleration. The velocity at every instant is tangent to the circle, at right angles to the acceleration.
Formula #27Centripetal acceleration and force
= radius (m), = period, the time for one revolution (s), = frequency in revolutions per second (Hz). Convert rev/min to rev/s by dividing by 60.
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Worked exampleA ball whirled on a string
A ball moves in a horizontal circle of radius 0.60 m at 2.0 revolutions per second.
Period ; speed .
Centripetal acceleration , nearly 10 g.
The centripetal force is not a new kind of force. It is the name for whichever real force, or combination, points toward the center: tension in a whirled string, friction for a car on a flat curve, gravity for a satellite, the normal force for a rider pressed against a spinning wall. Never add "centripetal force" as an extra arrow on a free-body diagram.
Centrifugal force is fictitious. When a car turns sharply, you feel pushed toward the outside of the turn. No outward force acts on you: your body tends to keep going straight (first law) while the car turns inward beneath you, until the door or seat pushes you inward. "Centrifugal force" only appears if you describe the motion from inside the rotating car.
When the string breaks, the centripetal force disappears and the object moves off in a straight line along the tangent at the point of release, with the speed it had at that instant. It does not fly outward along the radius. After release it becomes an ordinary projectile.
Tension in a horizontal whirl does no work, because it is always perpendicular to the velocity: it changes the direction of motion, not the speed (see Work, energy and power below).
Flat and banked curves
On a flat road, static friction between the tires and road provides the centripetal force. The fastest safe speed is when the needed force equals the maximum static friction, .
Formula #28Maximum speed on a flat curve, and the ideal banking angle
Both are independent of the mass. On a banked curve at the design speed, the horizontal part of the normal force alone supplies the centripetal force, so no friction is needed.
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Worked exampleCars and hovercraft on curves
Flat curve, , : (62 km/h).
A hovercraft riding on air has close to zero, so is close to zero: it cannot hold a turn by sideways grip at all and slides outward along its original direction. Real hovercraft steer with air rudders in the propeller slipstream or by redirecting thrust, so the sideways push comes from air rather than from the ground, and they need wide turns.
Banked curve for 25 m/s on a 120 m radius: , so .
The same angle appears when a cyclist or motorcyclist leans into a turn. Friction on the tires supplies the centripetal force and the road pushes up with . For the rider not to topple, the total road force must point through the center of mass, so the lean angle from vertical satisfies , the same formula as the ideal banking angle, and it needs a friction coefficient of at least .
Worked exampleHow far does a cyclist lean?
A cyclist rounds a 30 m radius curve at 12 m/s.
, so from vertical.
The tires need . Sanity check: faster or tighter turns need more lean, and mass cancels out.
Vertical circles, hills and loops
In a vertical circle the centripetal force is the net inward force, combining weight with tension or normal force.
- Bottom of a vertical circle: , so . The string is most likely to break here.
- Top of a vertical circle: . The minimum speed to stay on the circle is when : . The same result holds for a loop-the-loop track.
- Crest of a hill: , so , less than the weight; the car feels light. At the normal force reaches zero and the car leaves the road.
- Bottom of a dip: , more than the weight.
Worked exampleTension, loops and hills
A 0.50 kg ball on a 0.80 m string moves at 4.0 m/s in a vertical circle. .
At the bottom: . At the top (same speed): .
Minimum speed at the top of a 0.40 m radius loop: .
A 1200 kg car at 12 m/s over a hill crest of radius 40 m: , about 63% of its weight.
Conical pendulum and the rotor ride
A conical pendulum is a mass on a string of length swinging in a horizontal circle, with the string at angle θ from the vertical. The vertical part of the tension holds up the weight () and the horizontal part supplies the centripetal force (), with . Dividing: .
Worked exampleA conical pendulum
, θ = 30°. Radius .
; period .
In a rotor ride, riders stand against the wall of a spinning cylinder and the floor drops away. The wall's normal force points inward and supplies the centripetal force, ; static friction on the wall holds up the weight, so . The minimum coefficient is , independent of the rider's mass.
Worked exampleA rotor ride
Radius 3.0 m, one revolution every 2.0 s. , .
. Spinning faster lowers the friction needed.
Work, energy and power
Key factsWork, energy and power in one minute
- Work (J). Zero if the force is perpendicular to the motion or there is no displacement; negative if the force opposes the motion (friction, braking).
- Kinetic energy ; double the speed, four times the KE. Net work = change in KE.
- Gravitational PE (weight × height); elastic PE , with Hooke's law .
- With only conservative forces, is constant. A frictionless drop from height gives , whatever the mass or path.
- Power (W); 1 hp = 746 W; 1 kWh = 3.6 MJ. Efficiency = useful output ÷ input.
- Getting from 10 to 20 m/s takes three times the energy of getting from 0 to 10 m/s.
Energy is the capacity to do work; it is a scalar, measured in joules, and it is never created or destroyed, only transferred or transformed (the law of conservation of energy). Energy and momentum are the two great bookkeeping tools of mechanics; momentum and impulse are covered in the Momentum, impulse and collisions chapter.
Work done by a force
Work is the energy transferred to or from an object by a force acting through a displacement. Only the part of the force along the displacement does work.
Formula #29Work done by a constant force
in joules (1 J = 1 N·m), in N, = displacement in m, θ = angle between the force and the displacement. Work is a scalar.
| Situation | θ | Work |
|---|---|---|
| Force along the motion (a push forward) | 0° | Positive, |
| Force perpendicular to the motion | 90° | Zero |
| Force opposing the motion (friction, brakes) | 180° | Negative, |
Zero-work cases. Holding a heavy box still (no displacement), pushing on a wall that does not move, carrying a box horizontally at constant velocity (your upward force is perpendicular to the motion), the normal force on a block sliding along a floor, and the centripetal force in uniform circular motion (always perpendicular to the velocity, so the speed never changes). Your muscles tire while holding a box, but that is chemical energy turned to heat inside you, not work on the box.
Negative work removes energy. Kinetic friction does negative work on a sliding object, turning its kinetic energy into thermal energy. Gravity does negative work on a ball rising and positive work on it falling.
Worked exampleWork with an angled rope
A rope pulls a cart 12 m along level ground with 60 N at 35° above the horizontal. .
Ratio problem: the same force and distance at 65° instead of 25° gives .
Work by gravity depends only on the height change, not the path. Two cyclists climbing the same mountain, one straight up a steep road and one on a long winding road, do the same work against gravity (, for equal masses). The steep route needs more force over a shorter distance; if it is climbed in less time, it needs more power.
Machines do not save work. A ramp, lever or pulley system lets you use a smaller force over a longer distance. In the ideal case the work is the same as lifting directly; with friction, a machine needs more work, never less.
Kinetic energy and how it scales
Kinetic energy is the energy of motion.
Formula #30Kinetic energy
in J, in kg, in m/s. KE is a scalar and can never be negative.
Because speed is squared, speed has the greater influence: doubling the speed quadruples the KE, while doubling the mass only doubles it. Tests love ratio problems. Multiply the mass factor by the square of the speed factor:
| Change | KE factor |
|---|---|
| 2 × mass, same speed | 2 |
| Same mass, 2 × speed | 4 |
| Same mass, ½ speed | 1/4 |
| 3 × mass, ½ speed | 3 × 1/4 = 3/4 |
| 2 × mass, ½ speed | 2 × 1/4 = 1/2 |
| ¼ mass, 3 × speed | 1/4 × 9 = 9/4 |
| ½ mass, 4 × speed | 1/2 × 16 = 8 |
Worked exampleKinetic energy of a test craft
A 1.4 kg hovercraft at 0.25 m/s: . Its height above the floor does not matter for KE.
A 1.0 kg mass with 1.0 J of KE moves at . A 1.0 N weight has mass , so with 1.0 J it moves at .
A speed in km/h must be converted first: a 900 kg car at 72 km/h (20 m/s) has .
Two objects with equal KE have equal momenta only if their masses are equal (and they move the same way). With equal KE, the lighter object is the faster one: a nail with half a hammer's KE but a hundredth of its mass still moves faster.
The work-energy theorem
Formula #31Work-energy theorem
The total work by all forces (the net force) equals the change in kinetic energy. Positive net work speeds an object up; negative net work slows it.
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Worked example0 to 10 versus 10 to 20 m/s
For a 1000 kg car: 0 → 10 m/s needs . 10 → 20 m/s needs , three times as much.
The same speed gain costs more energy at higher speed because KE grows with .
Worked exampleAverage force from a speed change
A 900 kg car speeds up from 15 m/s to 25 m/s over 200 m.
; average net force .
Worked exampleBraking distance by energy
A 1000 kg car at 20 m/s brakes with a steady 8000 N friction force. Friction's work removes all the KE: , so .
At 40 m/s the KE is four times larger, so the braking distance is 100 m. Stopping distance scales with speed squared.
Gravitational potential energy
Potential energy is stored energy due to position or configuration. Gravitational potential energy near Earth's surface is the weight times the height above a chosen reference level.
Formula #32Gravitational potential energy
in m, measured from any reference level you choose (the floor, a table top, the bottom of a hill). Only changes in PE matter physically, so the choice of zero never changes an answer.
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Worked examplePE on Earth and on the Moon
A 2.5 kg box on a shelf 1.8 m above the floor: relative to the floor (zero relative to the shelf).
On the Moon the same box at the same height has , about 1/6 as much.
Climbing 1000 m, a 75 kg hiker gains .
Elastic potential energy and springs
An ideal spring obeys Hooke's law: the force it exerts is proportional to how far it is stretched or compressed from its natural length, and points back toward that length (a restoring force).
Formula #33Hooke's law and spring energy
= spring constant (N/m; a stiffer spring has larger ), = stretch or compression (m). The minus sign means the force opposes the displacement. Doubling doubles the force but quadruples the stored energy.
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Worked exampleMeasuring k and launching a cart
A 0.30 kg mass hung from a spring stretches it 6.0 cm. At rest the spring force equals the weight: .
A launcher spring with is compressed 0.050 m: .
All of it becomes KE of a 0.20 kg cart on a frictionless track: .
A falling bungee jumper is fastest not when the cord first goes taut but a little later, where the cord's upward force has grown to equal the weight . Beyond that point the net force points up and the jumper slows.
Conservation of mechanical energy
Mechanical energy is . When only conservative forces (gravity, ideal springs) do work, mechanical energy stays constant: what one form loses, the other gains.
Formula #34Conservation of mechanical energy
Mass cancels, so the speed does not depend on mass. On a frictionless track it also does not depend on the shape or steepness of the path, only on the height drop.
Pendulum. At the highest points of the swing the bob is momentarily at rest: PE is maximum and KE is zero. At the lowest point PE is minimum and KE (and speed) is maximum. Halfway down in height, the energy is half PE and half KE.
Worked examplePendulums, coasters and vaulters
Pendulum. A bob is released 0.35 m above its lowest point. Speed at the bottom: .
Roller coaster with a running start. A cart moves at 3.0 m/s at the top of a 20 m drop. at the bottom.
Pole vault. A vaulter running at 9.0 m/s who converts all KE to PE rises (the center of mass rises this much).
Hovercraft on a ramp. A craft coasting at 4.0 m/s onto a frictionless ramp rises before sliding back.
Worked exampleTwo rocks of different mass
Rock A (mass m) and rock B (mass 2m) are dropped from the same height.
Both hit the ground with the same speed, . Rock A has half the kinetic energy of rock B, because KE is proportional to mass at the same speed.
Energy lost to friction
When friction or air resistance acts, mechanical energy is not conserved: some becomes thermal energy (and some sound). Total energy is still conserved.
Formula #35Energy with non-conservative forces
The energy turned into heat equals the friction force times the distance slid.
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Worked exampleA playground slide
A 40 kg child starts from rest at the top of a slide 3.0 m high and leaves the bottom at 5.0 m/s.
PE at the top: . KE at the bottom: .
Energy turned to heat by friction: . Without friction the child would leave at .
Conservative and non-conservative forces
| Property | Conservative force | Non-conservative force |
|---|---|---|
| Examples | Gravity, ideal spring force, electric force | Kinetic friction, air drag, applied pushes, tension in a rope you pull |
| Work around a closed loop | Zero | Not zero (friction always takes energy) |
| Work depends on path? | No, only on start and end points | Yes, a longer path means more friction work |
| Has a potential energy? | Yes (, ) | No |
| Effect on mechanical energy | Conserves it | Changes it (usually turns it into heat) |
Power and horsepower
Power is the rate of doing work or transferring energy.
Formula #36Power
in watts (1 W = 1 J/s), in N, in m/s. 1 horsepower (hp) = 746 W. Power is a scalar.
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Worked exampleClimbing stairs
A 65 kg student climbs 4.0 m of stairs in 5.0 s. Work against gravity .
Power , or . Running up in 2.5 s doubles the power; the work is unchanged.
Worked examplePower at cruising speed
A car cruises at a steady 30 m/s against 600 N of total road and air resistance. At constant velocity the driving force equals the resistance, so (24 hp).
Reverse: an engine delivering 40.0 hp ( W) at 25 m/s overcomes a resistance of .
Pushing a block up a ramp at constant speed 4.0 m/s with a 900 N force takes .
At constant power, the available force falls as speed rises: . A motor with fixed power output that runs three times as fast can push with only one third of the force, so it produces one third of the acceleration on the same mass.
Energy from power. Energy = power × time. A 1.5 kW heater running 3.0 h uses , which is . The kilowatt-hour is an energy unit, not a power unit.
Worked examplePower stored, then released
A person cranks a catapult at an average 90 W for 60 s, storing at most .
If all of it launches a 12 kg stone straight up, the stone rises at most .
Efficiency of machines and motors
No real machine turns all its input energy into useful output; the rest becomes heat, sound or vibration.
Formula #37Efficiency
Always below 100% for a real device. Input needed = useful output ÷ efficiency.
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Worked exampleA winch and a launcher
A winch motor draws 500 W and lifts a 40 kg load at a steady 1.0 m/s. Useful power ; efficiency .
A launcher that is 85% efficient must take in to fire a 0.60 kg ball at 12 m/s.
On a hovercraft, the chain is battery (chemical energy) → electrical energy → motor (losses as heat) → fan or propeller (kinetic energy of air, with more losses) → thrust and cushion. Every stage is less than 100% efficient, which is why a measured run uses far more battery energy than the craft's small kinetic energy suggests.
Units of energy
| Unit | Equal to | Where you meet it |
|---|---|---|
| joule (J) | 1 N·m = 1 kg·m²/s² | All SI work and energy |
| kilowatt-hour (kWh) | 3.6 × 10⁶ J | Electricity bills |
| calorie (cal) | 4.184 J | Chemistry and heat |
| food Calorie (Cal, kcal) | 4184 J | Nutrition labels |
| British thermal unit (BTU) | about 1055 J | Furnaces and air conditioners |
| electronvolt (eV) | 1.602 × 10⁻¹⁹ J | Atoms and particles |
Work and energy traps
| Statement | True or false | Why |
|---|---|---|
| Work is a vector | False | Work and energy are scalars |
| Kinetic energy can be neither created nor destroyed | False | Total energy is conserved; KE alone changes into other forms |
| Doubling speed doubles KE | False | It quadruples KE |
| A person with twice a child's mass running at half the child's speed has half the child's KE | True | |
| Tension in a string whirling a mass in a circle does positive work | False | It is perpendicular to the velocity, so it does zero work |
| Two people climbing the same height by different paths do the same work against gravity | True | Gravity's work depends only on height change |
| Using a machine reduces the work needed | False | It reduces the force; work stays the same or rises |
| In a pendulum, KE is greatest at the bottom | True | PE is lowest there |
| A heavier object slides down a frictionless ramp faster | False | for any mass |
| When a car brakes to a stop its KE disappears | False | It is transferred to heat in the brakes, tires and road |
| A ball rolling over the top of a hill at constant speed has the same KE everywhere on the hill | True | Constant speed, constant KE; PE changes with height |
Friction and drag
Key factsFriction and drag in one minute
- Static friction holds an object still and adjusts to the push, up to a maximum: . Kinetic friction on a sliding object is roughly constant: . Usually .
- Friction depends on the normal force and the surfaces, not (to a first approximation) on contact area or sliding speed. It opposes relative motion, or the tendency to move.
- Fluid drag grows with the square of speed: . Double the speed and drag quadruples.
- Terminal velocity is reached when drag equals weight; the acceleration shrinks to zero on the way there.
- Viscosity is a fluid's internal friction. The Reynolds number compares inertial to viscous forces: low means laminar flow, high means turbulent flow.
- A hovercraft replaces solid contact with an air cushion, which removes almost all contact friction and leaves air drag (and any skirt rubbing) as the main resistance.
Friction and drag are both resistive forces: they act against the motion of an object relative to whatever it touches. Friction comes from two solid surfaces in contact. Drag comes from a fluid (a gas or a liquid) flowing past an object. Tests ask about both, often in the same hovercraft story, because a hovercraft's whole purpose is to trade the first for the second.
Static and kinetic friction
Real surfaces are rough on a microscopic scale. Where two surfaces touch, the high points press together and partly bond, so it takes a force to shear them apart. Friction is the contact force parallel to the surfaces that results.
- Static friction acts when the surfaces are not sliding relative to each other. It is a "responsive" force: it takes whatever value is needed to stop sliding, from zero up to a maximum. Push a heavy crate gently and it does not move, because static friction exactly matches your push. Push harder and static friction grows to match, until it reaches its limit .
- Kinetic friction acts once the surfaces slide. For ordinary speeds it is close to constant, , whatever the push.
Here is the normal force, the perpendicular push between the surfaces, and (mu) is the coefficient of friction, a dimensionless number that depends on the two materials. Because the bonds have time to form while the surfaces sit still, is usually larger than , which is why it is harder to start a crate sliding than to keep it sliding.
Formula #38Static and kinetic friction
and in newtons; and have no units. On a level surface with only vertical forces besides the push, .
Four facts about friction are tested again and again:
- Direction. Friction always opposes the relative motion (kinetic) or the tendency of relative motion (static) between the two surfaces. That is not always opposite to the object's motion. When you walk, your foot pushes backward on the ground and static friction pushes you forward. A box on the floor of a truck that speeds up is carried forward by static friction.
- Area. To a first approximation, friction does not depend on the area of contact. A brick slides with the same friction on its face or on its edge: a larger area spreads the same normal force more thinly.
- Speed. Kinetic friction is roughly independent of sliding speed at everyday speeds.
- Normal force, not weight. Friction is proportional to , which equals only on a level surface with no vertical push or pull. On the Moon, where is about one sixth of Earth's, the same box has one sixth the normal force and one sixth the friction.
The coefficients below are typical values. Values vary between sources and between samples, because surface finish, cleanliness and moisture matter a great deal, so treat them as guides, not constants.
| Surfaces | ||
|---|---|---|
| Rubber on dry concrete | about 1.0 | about 0.7 |
| Rubber on wet concrete | about 0.7 | about 0.5 |
| Wood on wood | about 0.5 | about 0.3 |
| Steel on steel, dry | about 0.6 | about 0.3 |
| Steel on steel, oiled | about 0.05 | about 0.03 |
| Waxed wood on wet snow | about 0.14 | about 0.1 |
| Shoes on ice | about 0.1 | about 0.05 |
| Steel on ice | about 0.04 | about 0.02 |
| Teflon on steel | about 0.04 | about 0.04 |
| Lubricated joint (bone on bone) | about 0.016 | about 0.015 |
Values from the OpenStax physics tables (see References); other sources differ by tens of percent.
Worked exampleForce to keep a crate moving
A 12.0 kg crate slides across a level floor with . What horizontal push keeps it moving at constant velocity?
Constant velocity means zero net force, so the push equals kinetic friction.
Sanity check: about a quarter of the weight, as suggests.
Worked exampleDoes it move, and what is the friction?
A 20.0 kg box rests on a floor with and . You push horizontally with 75 N.
Maximum static friction: .
Your 75 N push is less than 88.3 N, so the box stays put.
The friction force is 75 N, not 88.3 N: static friction only matches the push.
Sanity check: if friction were 88.3 N against a 75 N push, the box would accelerate backward, which is absurd.
Common pitfallStatic friction is not always
is the largest static friction can be. Below that limit, static friction equals whatever force it is balancing. Use only to find the threshold of slipping.
Pushing or pulling at an angle
A pull at an angle above the horizontal does two things: its horizontal part drives the object forward, and its vertical part lifts a little, which reduces the normal force and so reduces friction. A push angled downward does the opposite, pressing the object into the floor and increasing friction. (Resolving a force into components is covered in "Forces in two dimensions".)
Formula #39Normal force with an angled pull or push
Then and the forward force is .
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Worked exampleA sled pulled by a rope
A 15.0 kg sled is pulled by a rope at 30.0° above horizontal with a 60.0 N force. .
Net forward force:
Sanity check: less than the frictionless value .
The angle of repose
Tilt a board with a block on it, slowly. The block starts to slide at the angle where the downhill component of gravity, , just equals the maximum static friction, . The mass cancels:
Formula #40Angle of repose (the angle at which sliding starts)
Once sliding, the block moves at constant velocity on a slope where .
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Worked exampleWhen does the block slip?
A book rests on a board with . At what angle does it start to slide?
Sanity check: the angle does not depend on the book's mass, and a grippier surface (bigger ) gives a steeper angle.
Rolling versus sliding
A wheel that rolls without slipping has no sliding at the contact point, so the friction there is static, and it does no work to slow the wheel. What slows a rolling wheel is rolling resistance, mostly energy lost as the tire or the surface deforms. Rolling-resistance coefficients are small, roughly 0.001 to 0.002 for steel train wheels on rails and about 0.01 for car tires on pavement, far below sliding values. That is why wheels were invented, and why a skidding (sliding) car stops in a different distance than one braking just short of a skid: static friction (no skid) can exceed kinetic friction (skid), which is the idea behind anti-lock brakes.
Why hovercraft cut friction
A hovercraft does not slide on its hull. The cushion pressure carries the weight, so the normal force between hull and ground is almost zero, and so is contact friction. What remains is air drag, the drag of any skirt that brushes the surface, and, over water, the drag of the spray and the shallow depression the cushion pushes into the water. The flip side of almost no friction is almost no grip: a hovercraft cannot use friction to steer or brake, so it drifts sideways in a turn and stops slowly. "How real hovercraft work: history and design" covers how real craft deal with this.
Stopping distance with friction
When only kinetic friction slows an object on a level surface, the deceleration is (the mass cancels). Combining with gives the stopping distance.
Formula #41Stopping (or sliding) distance on a level surface
in m, in m/s. The distance scales with the square of the starting speed: twice the speed, four times the distance.
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Worked exampleBraking distance
A car at 90 km/h (25.0 m/s) skids to a stop on dry concrete with .
At 45 km/h the distance is a quarter of that, about 12.3 m.
Sanity check: deceleration , about two thirds of , which is typical for hard braking.
Worked exampleFinding
from a coast-down
A craft with its lift fan off is shoved at 8.0 m/s and slides 40 m on a smooth surface before stopping.
Sanity check: a small coefficient for a long slide, as expected on a slick surface.
Block on block
When one block sits on another, friction between them is what drags the top block along. The top block can only accelerate as fast as the maximum static friction allows: . If you push the bottom block harder than that, the top block slips.
Worked exampleHow hard can you push before the top block slips?
A 2.0 kg block sits on a 5.0 kg block on a frictionless floor. Between the blocks . You push the bottom block horizontally.
Top block's largest acceleration: .
Both blocks move together, so .
Sanity check: the same idea tells you how hard a hovercraft can brake before loose nickels slide (see "Impulse, the barrier, and keeping the nickels aboard").
When the push is larger than that limit, the blocks slide relative to each other and kinetic friction acts at the interface. Treat each block separately. The friction on the top block points forward (it is dragged along); the same-sized friction on the bottom block points backward (Newton's third law). If the floor also has friction, the floor's normal force on the bottom block is the weight of both blocks, because the bottom block carries the top one.
Worked examplePulling the bottom block out from under the top one
A 2.0 kg block sits on a 5.0 kg block. Between the blocks and ; between the bottom block and the floor . A 50 N horizontal pull acts on the bottom block.
Do they slip? Moving together they would need , more than the top block's limit . So the top block slips.
Interface friction: . Floor friction: .
Top block: forward.
Bottom block: .
Sanity check: the bottom block out-accelerates the top one, which is what slipping means. The common error is using only the bottom block's weight for the floor's normal force.
| Statement | True or false | Why |
|---|---|---|
| Friction always acts opposite to the direction an object moves | False | It opposes relative sliding; walking and a box riding in an accelerating truck are pushed forward by friction |
| Doubling the contact area doubles the friction | False | To first order friction depends on and , not area |
| Static friction is always equal to | False | That is only its maximum |
| A heavier box on the same floor has more friction | True | is larger, so is larger |
| The coefficient of friction has units of newtons | False | It is a ratio of two forces, so it has no units |
| A box on the Moon has less friction than on Earth (same surfaces) | True | Smaller means smaller |
Air resistance and the drag equation
When an object moves through a fluid, it has to push fluid out of its way and drag fluid along its surface. The fluid pushes back with a drag force that points opposite to the object's velocity relative to the fluid. For most everyday objects (a ball, a car, a person, a hovercraft) moving at ordinary speeds, drag is described by the drag equation.
Formula #42The drag equation
in N; the fluid density in kg/m³ (air at sea level about 1.2); the speed relative to the fluid in m/s; the dimensionless drag coefficient, set by shape; the frontal (cross-sectional) area in m².
Read the equation as a list of what drag depends on: the fluid's density, the speed squared, the shape, and the frontal area. It does not depend on mass. That leads to the scaling questions tests love:
- Double the speed → drag × 4. Triple → × 9.
- Double the radius of a sphere or circular disk → area × 4 → drag × 4.
- Move from air to water (about 830 times denser) → drag × 830 at the same speed and shape.
- The power needed to push through drag is , so doubling a vehicle's cruising speed needs about eight times the power.
Worked exampleDrag on a car and the power it costs
A car with and frontal area 2.2 m² travels at 30 m/s in air of density 1.2 kg/m³.
Power to overcome it:
At 60 m/s the drag would be N and the power kW.
The drag coefficient captures everything about shape. Typical values (from the OpenStax table; real values depend on the exact shape and the Reynolds number, defined below):
| Object | Typical |
|---|---|
| Airfoil (wing section) | 0.05 |
| Streamlined family car | 0.28 to 0.36 |
| Pickup truck | about 0.43 |
| Sphere (ball) | about 0.45 |
| Large SUV | about 0.64 |
| Skydiver, feet first | about 0.70 |
| Bicycle and rider | about 0.90 |
| Skydiver, horizontal (belly down) | about 1.0 |
| Flat circular plate facing the flow | about 1.1 |
Skin friction, pressure drag and streamlining
Drag has two main parts.
- Skin friction drag comes from the fluid shearing along the surface, the viscous "rubbing" in the thin layer next to the surface (the boundary layer, below). It grows with the wetted surface area.
- Pressure drag (also called form drag) comes from the flow separating from the back of a blunt body, leaving a low-pressure, turbulent wake. High pressure on the front and low pressure behind push the object backward. For a blunt object it is by far the larger part.
Streamlining means shaping a body (rounded nose, long gently tapering tail, like a teardrop) so the flow stays attached and the wake stays small. It slashes pressure drag at the cost of a little more surface. A third kind, induced drag, is the drag that comes with producing lift on a wing: tilting the airflow downward to make lift also tilts the force backward, and wingtip vortices carry that energy away. It matters for aircraft and wing-in-ground-effect craft, not for a hovercraft on a track.
Terminal velocity and falling with drag
Drop an object from rest. At first it is slow, drag is negligible, and it accelerates at nearly . As it speeds up, drag grows with , so the net force shrinks, and the acceleration shrinks with it. Eventually drag equals weight, the net force is zero, and the object falls at a constant speed, the terminal velocity . By Newton's first law, nothing more changes after that.
Formula #43Terminal velocity
At any speed below terminal, the acceleration is , which falls from at the start to 0 at .
Worked exampleA skydiver's terminal velocity
An 80 kg skydiver falls belly down: , , .
(about 155 km/h).
At half that speed, drag is a quarter of the weight, so .
Sanity check: real belly-down terminal speeds are commonly quoted near 50 to 55 m/s (about 120 mph); the exact value depends on body position and air density.
The phases of a skydive follow from the same balance:
| Phase | Forces | Motion |
|---|---|---|
| Just after jumping | Weight ≫ drag | Accelerates at nearly |
| Speeding up | Weight > drag, drag growing | Acceleration decreasing, speed increasing |
| Terminal velocity | Weight = drag | Constant speed, zero acceleration |
| Parachute opens | Drag ≫ weight (larger and ) | Decelerates (net force upward) while still moving down |
| New terminal velocity | Weight = drag at a much lower speed | Constant, slow descent (about 5 m/s) |
Several conceptual results come straight from the formula:
- Heavier falls faster in air, for the same shape and size. , so a steel ball outruns a same-size plastic ball in air. A heavier object must go faster before drag can balance its larger weight.
- In a vacuum, everything falls together. With no air, a feather and a coin, or a bowling ball and a sheet of paper, have the same acceleration and land together. In air, the feather's tiny mass and large area give it a very low terminal velocity.
- At terminal velocity the velocity is not zero. The acceleration is zero.
- Thrown upward with air resistance, an object takes longer to come down than to go up and lands slower than it was thrown, because drag acts against the motion on both legs.
The same balance governs a hovercraft at cruise: thrust plays the role of weight and drag plus friction grow until they match it, so the craft settles at a "terminal" cruise speed.
Viscosity: a fluid's internal friction
Viscosity is a fluid's internal friction: its resistance to flowing, or to one layer sliding over another. Honey is more viscous than water, and water more viscous than air. A fluid with zero viscosity is called inviscid; the "ideal fluid" of Bernoulli's equation is inviscid.
Picture a thin layer of fluid of thickness between two plates. Hold the bottom plate still and drag the top plate (area ) at speed . The fluid touching each plate moves with that plate, and the layers in between shear past one another. The force needed is:
Formula #44Viscous shear force (Newtonian fluid)
(eta, sometimes written ) is the dynamic viscosity in pascal-seconds (Pa·s = N·s/m² = kg/(m·s)). in m², in m/s, in m. The older cgs unit is the poise: 1 P = 0.1 Pa·s, so 1 centipoise (cP) = 1 mPa·s, about the viscosity of water at 20 °C.
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Worked exampleDragging a plate over oil
A plate of area 0.50 m² slides at 0.20 m/s over a 1.0 mm layer of oil with .
Sanity check: halve the gap and the force doubles; viscosity resists shear more strongly in thin layers.
| Fluid (about 20 °C unless noted) | Viscosity (Pa·s) |
|---|---|
| Air | about |
| Water | about |
| Water at 80 °C | about |
| Blood, 37 °C | about to |
| Olive oil | about |
| Glycerin | about |
| Honey | roughly 2 to 10 |
Temperature. The viscosity of a liquid falls as it warms (warm syrup pours easily), because the molecules escape each other's attraction more easily. The viscosity of a gas rises as it warms, because gas viscosity comes from molecules carrying momentum between layers, and hotter molecules move faster. Pressure. Very high pressure increases the viscosity of liquids (strongly for oils); for gases the effect is small over ordinary ranges.
Viscous flow in a pipe (Division C). Viscosity makes the fluid at a pipe wall stand still and the fluid in the center move fastest. Poiseuille's law gives the volume flow rate of smooth (laminar) flow through a pipe of radius and length under a pressure difference : . The fourth power is the headline: double the pipe's diameter and, at the same pressure difference, the flow rate rises 16 times. Equivalently, to keep the same flow through a narrower pipe takes a much larger pressure difference. In very narrow tubes viscosity dominates, which is why Bernoulli's equation (which ignores viscosity) works poorly there.
Newtonian and non-Newtonian fluids
A Newtonian fluid has a viscosity that stays the same however fast it is stirred or sheared: water, air, gasoline and most thin oils behave this way, and every viscosity formula in this chapter assumes it. A non-Newtonian fluid has a viscosity that changes with the shear rate (how hard or fast it is deformed).
| Type | What happens when you shear it harder | Everyday examples |
|---|---|---|
| Shear-thickening (dilatant) | Gets thicker, can act almost solid under a sudden hit | Cornstarch in water ("oobleck"), wet sand |
| Shear-thinning (pseudoplastic) | Gets runnier | Ketchup, paint, blood, many polymer solutions |
| Bingham plastic (yield-stress fluid) | Does not flow at all until a minimum stress is applied, then flows | Toothpaste, mayonnaise |
The classic test question: you can run across a pool of cornstarch suspension but sink if you stand still, because the sudden impacts make it shear-thicken.
Stokes' law for small spheres
For a small sphere moving slowly through a viscous fluid (very low Reynolds number), drag is proportional to speed, not speed squared.
Formula #45Stokes' law and settling speed
the sphere's radius in m, and the densities of sphere and fluid. Valid only when : tiny particles, slow speeds or very viscous fluids (dust settling, fog droplets, a bead in glycerin).
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Worked exampleA bead sinking in glycerin
A glass bead of radius 0.50 mm and density 2500 kg/m³ sinks in glycerin (, ).
, about half a millimeter per second.
Check , far below 1, so Stokes' law applies.
Reynolds number, laminar and turbulent flow
Fluid flow comes in two broad types.
- Laminar flow is smooth and orderly: the fluid moves in parallel layers (streamlines) that do not cross or mix. Each particle follows a steady path.
- Turbulent flow is irregular and chaotic, full of swirling eddies; layers mix and the velocity at a point fluctuates.
Which one you get depends on the competition between the fluid's inertia (its tendency to keep going, which breaks the flow into eddies) and its viscosity (which damps disturbances and keeps layers orderly). The Reynolds number is the ratio of the two.
Formula #46Reynolds number
density in kg/m³, flow speed in m/s, a characteristic length in m (the inside diameter for a pipe, the length or diameter of an object), dynamic viscosity in Pa·s. has no units.
For flow in a round pipe, flow is usually laminar below to and turbulent above about to , with an unsteady transition range in between. Sources quote slightly different cut-offs, so read the numbers a test gives. When , viscous forces dominate and inertia can be ignored: bacteria swimming, dust settling, pollen in air, slow flow through porous soil, and Stokes' law. When is huge (aircraft, ships, wind on buildings), inertia dominates and flow is mostly turbulent except in thin layers near surfaces.
Worked exampleLaminar or turbulent?
Water (, ) flows at 0.050 m/s in a 2.0 cm pipe.
, laminar.
At 0.50 m/s, : turbulent.
Air under a model hovercraft: , , , : .
Boundary layer. Right at a solid surface the fluid does not slip; its speed is zero relative to the surface. Speed rises to the free-stream value across a thin boundary layer. Skin-friction drag happens in this layer. The boundary layer usually starts laminar near the front of a body and becomes turbulent farther back. A turbulent boundary layer clings to a curved surface longer before separating, which is why the dimples on a golf ball, by triggering turbulence in the boundary layer, shrink the wake and reduce total drag.
In a hovercraft, the same ideas explain why designers round the corners of a cushion and skirt: sharp corners and sudden changes in a duct cause separation and turbulence, which waste the fan's energy. A smooth, rounded plenum and duct keep losses down and spread the pressure evenly.
| Statement | True or false | Why |
|---|---|---|
| Drag is proportional to speed for a skydiver | False | For everyday objects drag ∝ ; only tiny, slow spheres (Stokes) have drag ∝ |
| At terminal velocity the object stops accelerating | True | Drag = weight, so net force and acceleration are zero |
| At terminal velocity the velocity is zero | False | The velocity is at its constant maximum |
| Warming a liquid makes it more viscous | False | Liquid viscosity falls with temperature; gas viscosity rises |
| The Reynolds number has units of kg/(m·s) | False | It is dimensionless |
| A high Reynolds number favors laminar flow | False | High favors turbulence |
Momentum, impulse and collisions
Key factsMomentum in one minute
- Momentum is a vector, in kg·m/s (= N·s). Kinetic energy is a scalar.
- Impulse , the area under a force-time graph. Same over a longer time means a smaller force.
- In an isolated system (no net external force), total momentum is conserved in every collision and explosion.
- Elastic: momentum and kinetic energy conserved. Inelastic: momentum conserved, KE lost. Perfectly inelastic: objects stick together, maximum KE loss.
- In any collision, the two bodies push on each other with equal and opposite forces for the same time, so they receive equal and opposite impulses and equal and opposite momentum changes, even if one is a truck and the other a bug.
Momentum as a vector quantity
Momentum is mass times velocity, . It is a vector: it has the direction of the velocity. Its SI unit is the kg·m/s, which is the same as a newton-second (N·s), since 1 N = 1 kg·m/s². Momentum is what Newton called the "quantity of motion": a slow truck and a fast bullet can have the same momentum.
Formula #47Momentum and Newton's second law in momentum form
in kg·m/s, in kg, in m/s, in N, in s. When mass is constant, , the familiar form of the second law.
Scaling questions are common: momentum is proportional to both mass and speed. Twice the mass at the same speed doubles . Three times the mass at half the speed gives 1.5 times . One third the mass at four times the speed gives 4/3 times . Compare kinetic energy, : doubling the speed doubles but quadruples .
Worked exampleMomentum with unit conversion
A 1200 kg hovercraft cruises at 54 km/h. Find its momentum.
Sanity check: always convert km/h to m/s (divide by 3.6) before using SI formulas.
At the top of a vertical throw the velocity, and so the momentum, is momentarily zero. A ball moving in a circle at constant speed has constant-size momentum whose direction keeps changing, so its momentum is not constant.
Impulse and the impulse-momentum theorem
A force acting over a time changes momentum. The product of the average force and the time is the impulse.
Formula #48Impulse-momentum theorem
in N·s (= kg·m/s). Impulse is a vector in the direction of the force. For a force that varies, the impulse is the area under the force-time graph (in calculus terms, the integral of force with respect to time).
The theorem is Newton's second law multiplied through by , so anything that obeys obeys it too.
Worked exampleImpulse from a force-time graph
A bat's force on a 0.15 kg ball rises from 0 to a peak of 9000 N and falls back to 0 in a triangular pulse lasting 0.0020 s. The ball arrives at 30 m/s. How fast does it leave?
Impulse = area of the triangle: , directed back toward the pitcher.
Take that direction as positive: , so .
Average force: , half the peak, as expected for a triangle.
Sanity check: reversing direction at the same speed needs an impulse of , which is why it is 9.0 N·s and not 4.5.
Bouncing gives a larger impulse than stopping
If an object stops, its momentum changes by . If it bounces back, its momentum changes by to stop plus to come back: . A bounce therefore needs a bigger impulse, and for the same contact time a bigger force. That is why a rubber ball knocks over a block that a clay ball of the same mass and speed does not, and why a turbine blade that turns water right around (a Pelton wheel) gets more push than a flat paddle.
Worked exampleBounce versus stick
A 0.060 kg ball hits a wall at 20 m/s and rebounds at 15 m/s. Contact lasts 0.010 s.
Taking the rebound direction as positive: .
Average force on the ball: , directed away from the wall.
A clay ball that stuck would have , and 120 N over the same time.
Making the stopping time longer
For a fixed change in momentum (you are going to stop either way), , so stretching the stopping time lowers the force. This one idea explains:
- Airbags and seat belts, which spread the occupant's stop over a longer time (and a larger area).
- Crumple zones, which make the front of a car collapse in a controlled way so the passenger compartment stops more gradually. A car designed for safety should have as long a collision time as possible.
- Catching an egg or a water balloon by moving your hands back with it, landing with bent knees, rolling when you fall, padded gym mats and the cushioned barrier on a Hovercraft track.
- Follow-through in a golf or tennis swing, which keeps the club in contact longer and so delivers a larger impulse for the same force, sending the ball off faster.
Worked exampleAirbag versus dashboard
A 70 kg occupant moving at 15 m/s is brought to rest.
, the same whatever stops the person.
Hitting a hard dashboard in 0.010 s: .
Airbag, 0.10 s: , ten times smaller.
Common pitfallA shorter time does not change the momentum or energy change
If the same impulse is delivered in a third of the time, the average force triples, but the change in momentum is unchanged (that is what "same impulse" means), and so is the change in kinetic energy, which depends only on the starting and ending velocities.
A sudden jerk can also be used on purpose: the hanging-weight demonstration in First law: inertia works because a very short pull delivers too small an impulse to move the heavy mass, so the lower thread breaks before the extra tension reaches the upper one.
Thrust from a stream of fluid
A fan, propeller or rocket gets its push by changing the momentum of a stream of air or exhaust each second. The thrust equals the momentum carried away per second. This is the rocket-thrust formula from Third law: action and reaction, now read as impulse per second.
Formula #49Thrust from a jet
is the mass flow in kg/s, the jet speed in m/s, the jet area in m². For a rocket, is the exhaust speed relative to the rocket.
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Worked exampleThrust of a small ducted fan
A fan of diameter 10.0 cm drives air () backward at 8.0 m/s from still air.
Sanity check: a fraction of a newton is the right size for a model hovercraft's thrust; doubling the jet speed would give four times the thrust.
Conservation of momentum
When two objects interact, Newton's third law says they push on each other with equal and opposite forces, for exactly the same time. So they receive equal and opposite impulses, and whatever momentum one gains the other loses. Add them up and the total does not change.
Formula #50Conservation of linear momentum
Holds for an isolated system: one with no net external force. Choose a positive direction and give every velocity its sign.
Momentum is conserved in every collision and explosion of an isolated system, elastic or not; kinetic energy is not. In practice "isolated" means the external forces (friction, gravity balanced by normal forces) are small compared with the large internal forces during a brief collision. Gravity acting on a falling object is an external force, so a falling ball's momentum is not conserved; the ball plus Earth together conserve it.
Conservation applies to each direction separately. A clump of snow falling straight down into a moving sled adds mass but brings no horizontal momentum, so the sled slows: . The same is true of rain filling an open cart rolling along a level track. (The vertical momentum of the snow is absorbed by the ground through the normal force, so total momentum of sled and snow is not conserved in the vertical direction.)
Explosions and recoil
If a system starts at rest, its total momentum is zero, and stays zero. After an "explosion" (a gun firing, two skaters pushing apart, a compressed spring released between two carts, a person jumping off a cart), the pieces fly apart with equal and opposite momenta: . The lighter piece moves faster. The kinetic energy comes from chemical energy, muscles or the spring, so KE increases in an explosion while momentum stays zero.
Worked exampleRifle recoil
A 4.0 kg rifle fires a 10 g bullet at 900 m/s. Find the recoil speed.
(backward).
Sanity check: bullet and gun have equal and opposite momenta (9.0 kg·m/s each), but the bullet has J of KE while the gun has only J.
Worked exampleSkaters push apart
A 60 kg skater and a 40 kg skater stand still on ice and push off each other. The 40 kg skater moves off at 3.0 m/s.
The heavier skater moves at 2.0 m/s in the opposite direction.
Energy from their muscles: .
When you jump, you push Earth the other way. Its momentum change is exactly equal and opposite to yours, but its mass is about kg, so its velocity change is immeasurably tiny. Even if every person on Earth jumped at once, Earth's speed would change by far less than the width of an atom per second.
Center of mass
The center of mass of a system is the mass-weighted average position of its parts.
Formula #51Center of mass and its velocity
Positions in m, velocities in m/s. Because total momentum is fixed in an isolated system, the center of mass moves at constant velocity no matter how the parts collide, explode or push on each other.
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Worked exampleWhere is the center of mass?
A 3.0 kg mass sits at and a 5.0 kg mass at .
Sanity check: closer to the heavier mass, as it must be.
So a rocket in deep space accelerates, but the center of mass of the rocket plus all the exhaust it has ejected does not. An exploding firework's fragments scatter, but their center of mass continues along the original parabola (until fragments hit the ground). This is also why the center of mass of a hovercraft and its load matters for balance (see "Where to put the load").
Collisions: elastic, inelastic and perfectly inelastic
In every collision of an isolated system, momentum is conserved. Collisions are classified by what happens to kinetic energy.
| Type | Momentum | Kinetic energy | What it looks like | Coefficient of restitution |
|---|---|---|---|---|
| Elastic | Conserved | Conserved | Bounce apart, no permanent deformation, no heat or sound | |
| Inelastic | Conserved | Partly lost (to heat, sound, deformation) | Bounce apart, some damage or warming | |
| Perfectly (completely) inelastic | Conserved | Maximum possible loss | Objects stick together and move as one |
Total energy is always conserved; "inelastic" means kinetic energy is converted into other forms. Real collisions between steel balls, billiard balls or air-track gliders with spring bumpers come close to elastic. Collisions between atoms or molecules in a gas are treated as elastic in the kinetic theory of gases. A bullet lodging in a block, two train cars coupling, and clay hitting the floor are perfectly inelastic.
Perfectly inelastic collisions
When the objects stick, they share one final velocity, so one equation solves the problem.
Formula #52Perfectly inelastic collision
Give each velocity its sign. If object 2 starts at rest, the fraction of kinetic energy lost is .
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Worked exampleHead-on, opposite directions, stick together
A 6.0 kg cart moving right at 4.0 m/s meets a 9.0 kg cart moving left at 3.0 m/s, and they couple.
Right is positive: .
: 0.20 m/s to the left.
KE before: . After: . Almost all of it is lost.
Sanity check: the pair moves in the direction of the larger initial momentum (the 9.0 kg cart's 27 kg·m/s).
Worked exampleRear-end, one at rest
A car of mass at speed hits a stationary truck of mass in neutral, and they lock together.
Fraction of KE lost: .
Elastic collisions in one dimension
For an elastic head-on collision, solving momentum and kinetic-energy conservation together gives:
Formula #53One-dimensional elastic collision
A shortcut that replaces the energy equation: the relative velocity reverses, . Use it together with momentum conservation.
The special cases are worth memorizing:
| Situation (object 1 moving into object 2) | Result |
|---|---|
| Equal masses, object 2 at rest | Object 1 stops; object 2 leaves with object 1's velocity (pool ball, Newton's cradle) |
| Equal masses, both moving | They exchange velocities |
| Heavy hits light at rest () | Heavy one barely slows; light one leaves at almost |
| Light hits heavy at rest () | Light one bounces back at almost its original speed; heavy one barely moves |
| Light hits heavier at rest (any ratio) | Light one rebounds () |
Worked exampleLight hits heavier at rest
A 2.0 kg glider at 6.0 m/s hits a 4.0 kg glider at rest, elastically.
(bounces back)
Check momentum: ✓. Check KE: ✓.
Worked exampleEqual masses moving toward each other
Two equal billiard balls collide head-on elastically: ball A at +1.5 m/s, ball B at −2.5 m/s.
Equal masses exchange velocities: A leaves at −2.5 m/s and B at +1.5 m/s.
Check: momentum per unit mass before and after ✓.
Worked exampleUnequal masses, both moving
A 3.0 kg puck at +5.0 m/s collides elastically head-on with a 2.0 kg puck at −4.0 m/s.
Check momentum: ; after ✓. Relative velocity: before, after ✓.
Worked exampleWas it elastic?
A 30 kg hovercraft at 4.0 m/s bumps a 20 kg one at rest. Afterward the 30 kg craft moves at 1.0 m/s and the 20 kg craft at 4.5 m/s, both forward.
Momentum: before; after ✓ (consistent).
KE: before; after.
KE dropped, so the collision was inelastic (but not perfectly inelastic, since they did not stick).
Coefficient of restitution
The coefficient of restitution measures bounciness as the ratio of the speed of separation to the speed of approach.
Formula #54Coefficient of restitution
elastic, perfectly inelastic. The bounce form follows from for the fall and the rise.
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Worked exampleBounce heights
A ball dropped from 2.00 m rebounds to 1.28 m.
Each bounce reaches of the previous height, so the next bounce reaches .
Collisions in two dimensions
In two dimensions, momentum is conserved separately in and in . Resolve every velocity into components, write two conservation equations, and solve. Total momentum before is a vector; after the collision, the vector sum of the pieces' momenta must equal it. A useful special case: when two equal masses collide elastically, off-center, and one starts at rest, they leave at 90° to each other.
Worked exampleA glancing collision on an air table
Puck A (0.50 kg) moving east at 4.0 m/s strikes identical puck B at rest. A leaves at 2.0 m/s, 60° north of east. Find B's velocity.
:
:
at south of east.
KE check: before; after, so it was elastic, and the pucks separate at as expected.
When two objects collide at an angle and stick, the same component method gives the final velocity; then the KE lost is .
Tests also run this backwards: they give the speeds before and after a sticking collision and ask for the angle between the two original paths. Square the momentum vectors. For masses with speeds at angle to each other, . For two equal masses with equal speeds , this simplifies to .
Worked exampleFinding the angle between two paths
Two equal 1.0 kg pucks, each moving at 6.0 m/s, collide and stick. The pair moves off at 3.0 m/s. What angle was between their paths?
.
Check with the general formula: left side ; right side ✓.
Unequal speeds, equal 1.0 kg masses, 4.0 m/s and 3.0 m/s, combined speed 2.5 m/s: , so and the paths were at 90°.
Sanity check: head-on () equal pucks stop dead (), and parallel paths () keep the full speed.
The ballistic pendulum
A classic two-stage problem. A bullet embeds in a hanging block (stage 1, perfectly inelastic: conserve momentum only). The block and bullet then swing up to height (stage 2: conserve mechanical energy). Never use energy conservation across stage 1.
Formula #55Ballistic pendulum
bullet mass, block mass, the speed of block plus bullet just after impact, the rise in height.
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Worked exampleBallistic pendulum
A 10.0 g bullet embeds in a 2.00 kg block, which rises 12.0 cm.
Sanity check: only of the bullet's KE survives the collision; the rest becomes heat and deformation.
Forces in a collision: the truck and the bug
A bug splatters on a truck's windshield. Which feels the larger force? Neither: Newton's third law makes the forces equal and opposite. Since they act for the same time, the impulses and the momentum changes are also equal in size. What differs is the acceleration and the change in velocity: the bug's tiny mass means a huge ; the truck's large mass means an imperceptible one. The same applies to a heavy and a light football player, a hammer and a nail, or your fist and a cinder block: the block pushes back on your hand as hard as you push on it, which is why it hurts.
| Statement (truck hits a small rock) | True or false |
|---|---|
| The force on the rock and on the truck have the same magnitude | True |
| The impulse on each has the same magnitude | True |
| The change in momentum of each has the same magnitude | True |
| The change in velocity of each is the same | False: the rock's is far larger |
| The acceleration of each is the same | False: |
| The lighter object experiences more force | False |
| Momentum is conserved in elastic and in inelastic collisions | True |
| Kinetic energy is conserved in every collision | False: only in elastic ones |
| Momentum and kinetic energy are both vectors | False: momentum is a vector, KE a scalar |
Fluid statics: pressure, Pascal and Archimedes
Key factsFluid statics in one minute
- A fluid is any substance that flows: liquids, gases and plasmas. At rest it cannot resist a shear (sideways) force.
- Density (kg/m³); specific gravity = . Water is 1000 kg/m³ (1.00 g/cm³).
- Pressure in pascals (1 Pa = 1 N/m²). 1 atm = 101,325 Pa = 760 mmHg = 14.7 psi. Fluid pressure acts perpendicular to every surface and equally in all directions at a point.
- Pressure grows with depth: , independent of the container's shape. Gauge pressure = absolute − atmospheric.
- Pascal: pressure applied to a confined fluid is transmitted undiminished everywhere, so in a hydraulic lift.
- Archimedes: buoyant force = weight of fluid displaced = . Floating fraction submerged = .
What a fluid is
A fluid is a substance that flows and takes the shape of its container: liquids, gases and plasmas. The defining property is that a fluid at rest cannot sustain a shear stress. Push sideways on the top of a block of rubber and it bends and pushes back; push sideways on the surface of water and it simply flows. Liquids have a fixed volume and are nearly incompressible; gases expand to fill their container and are easily compressed.
Density and specific gravity
Density is mass per unit volume, , in kg/m³ (or g/cm³; 1 g/cm³ = 1000 kg/m³). Specific gravity (relative density) is the ratio of a substance's density to that of water, so it has no units: ice has a specific gravity of about 0.92, mercury about 13.6.
Formula #56Density and specific gravity
1 L = 1000 cm³ = 0.001 m³; 1 mL = 1 cm³.
| Substance | Density (kg/m³), approximate |
|---|---|
| Air, sea level, about 20 °C | 1.2 |
| Helium, room conditions | about 0.16 to 0.18 |
| Balsa wood | about 100 to 200 |
| Cork | about 200 to 250 |
| Pine (dry) | about 350 to 550 |
| Oak (dry) | about 600 to 900 |
| Gasoline | about 700 to 750 |
| Ethanol (alcohol) | 789 |
| Olive oil | about 910 to 920 |
| Ice | 917 |
| Fresh water, 4 °C | 1000 |
| Seawater | about 1025 (1020 to 1030) |
| Glycerin | about 1260 |
| Concrete | about 2300 to 2400 |
| Aluminum | 2700 |
| Iron and steel | about 7800 to 7900 |
| Brass | about 8400 to 8700 |
| Copper | 8960 |
| Lead | 11,340 |
| Mercury | about 13,600 |
| Gold | 19,300 |
Densities of liquids and gases change with temperature. Water is densest at about 4 °C (1000 kg/m³) and slightly less dense when warmer (998 kg/m³ at 20 °C). Because warm water is less dense, it gives a slightly smaller buoyant force on a fully submerged object. Ice is less dense than liquid water, which is why it floats.
Worked exampleDensity from a measured mass and volume
A 100.0 cm³ flask has a mass of 25.00 g empty and 116.0 g full of an unknown liquid.
, consistent with a vegetable oil.
Pressure and its units
Pressure is force per unit area, acting perpendicular to a surface.
Formula #57Pressure
in pascals (Pa = N/m²), the perpendicular force in N, in m². Pressure is a scalar.
| Unit | Equal to 1 atm | Notes |
|---|---|---|
| Pascal (Pa) | 101,325 Pa | SI unit, 1 N/m² |
| Kilopascal (kPa) | 101.325 kPa | |
| Bar | 1.01325 bar | 1 bar = 100,000 Pa; 1 mbar = 100 Pa = 1 hPa |
| Millimeter of mercury (mmHg) or torr | 760 mmHg | Height of a mercury column |
| Pounds per square inch (psi) | 14.7 psi | 1 psi ≈ 6895 Pa |
| Inches of mercury (inHg) | 29.92 inHg | Weather reports in the US |
The same force on a smaller area gives a larger pressure: a knife edge, a stiletto heel, a nail point. A larger area lowers the pressure: snowshoes, wide tank treads, and a hovercraft's cushion, which spreads the craft's weight over its whole footprint so its ground pressure is tiny (often less than a footprint's).
Two properties of pressure in a fluid at rest are tested directly:
- It acts perpendicular to every surface it touches. A fluid at rest cannot push sideways along a surface (that would be a shear), so the force from pressure is always normal to the surface.
- At a point, it is the same in all directions. A tiny cube anywhere in the fluid feels the same pressure on every face.
Worked exampleForce from pressure
A cylinder with a piston of area 40.0 cm² holds gas at an absolute pressure of 600 kPa. What force is needed to hold the piston, if the outside is at 101 kPa?
Net pressure , so .
Ignoring the outside air, the full 600 kPa would need 2.4 kN.
Pressure and depth
The fluid below any level holds up the weight of all the fluid above it. Take a column of liquid of height and area : its weight is , so the extra pressure at its base is . The result is the hydrostatic equation.
Formula #58Hydrostatic pressure
the pressure at the surface (usually atmospheric) in Pa, the fluid density, the depth below the surface in m. Water adds about 9.81 kPa per meter, so about 1 atm for every 10.3 m.
Gauge pressure is the pressure above atmospheric, . Tire gauges and blood-pressure cuffs read gauge pressure. Absolute pressure includes the atmosphere. A flat tire has a gauge pressure of zero but an absolute pressure of 1 atm.
Worked examplePressure on a diver
A diver is 12.0 m below the surface of the sea ().
Gauge: .
Absolute: , about 2.2 atm.
Worked exampleForce on a deep-sea window
A submersible's round window, 20.0 cm across, is 500 m down in seawater. Find the force of the water (gauge pressure, since air inside balances the atmosphere).
, roughly the weight of 16 tonnes.
The pressure depends only on depth, density and , not on the shape of the container or the total amount of fluid. Vessels of very different shapes filled to the same depth have the same pressure at the bottom: the hydrostatic paradox. Connected vessels fill to the same level. A dam must be built to withstand the depth of the reservoir, not its length.
On a submerged cube, pressure is greatest on the bottom face (the deepest), least on the top, and in between on the sides. That pressure difference is the cause of the buoyant force (below).
Barometers and manometers
A barometer measures atmospheric pressure. Torricelli's mercury barometer is a tube closed at the top, filled with mercury and inverted in a dish. The mercury falls until the column's weight per area equals the atmosphere's push on the dish: , with a near-vacuum above the column. At sea level mm. Any liquid works in principle; less dense liquids need taller columns.
Formula #59Barometer column height
Mercury: 0.760 m. Water: about 10.3 m. A liquid of specific gravity : m.
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Worked exampleA water barometer and an oil barometer
Water: .
Oil with : .
Sanity check: a liquid 13.6 times less dense than mercury needs a column 13.6 times taller.
The same reasoning explains why water stays in a straw when you cover the top with your finger and lift it out. Atmospheric pressure pushes up on the bottom of the column. The air trapped above expands very slightly, so its pressure drops a little below atmospheric, by exactly of the column, and the pressure difference holds the water up. A 10 cm water column needs the trapped air to sit only about 0.98 kPa (about 0.01 atm) below atmospheric. It is also why a suction pump cannot lift water more than about 10 m: the atmosphere can only push a water column that high.
A manometer is a U-shaped tube of liquid. One side connects to the gas being measured, and the other is open to the air. The difference in the liquid levels gives the gauge pressure: . If the liquid is higher on the open side, the gas is above atmospheric pressure.
Worked exampleMercury manometer
The mercury in the open arm of a manometer stands 15.0 cm higher than in the arm connected to a tank.
.
With the atmosphere at 101.3 kPa, .
Worked exampleTwo liquids in a U-tube
A U-tube holds water. Oil of specific gravity 0.85 is poured into one arm until the oil column is 12.0 cm tall.
At the level of the oil-water boundary, pressures in both arms are equal: .
of water above that level on the other side.
The oil surface stands above the water surface.
Air pressure and altitude
Air is a fluid too, so pressure falls as you climb. Over modest heights, where density barely changes, works: about 12 Pa per meter near sea level. Over kilometers, air thins as pressure drops, so pressure falls roughly exponentially, to about half its sea-level value near 5.5 km.
Worked examplePressure difference up a tall building
Air of density 1.20 kg/m³; the top of a building is 120 m above the street.
, about 1.4% of an atmosphere.
Pascal's principle and hydraulics
Pascal's principle: a change in pressure applied to an enclosed fluid is transmitted undiminished to every part of the fluid and to the walls of its container. A hydraulic lift uses it to multiply force. Push on a small piston of area with force ; the pressure reaches a large piston of area , which pushes up with . The pressure is the same on both pistons; the forces are not.
Formula #60Hydraulic lift
The ideal mechanical advantage is . The fluid is incompressible, so the volume pushed out of the small cylinder fills the large one: the small piston moves farther, . Work in equals work out () for an ideal lift; you trade distance for force, never getting energy for free.
Worked exampleA hydraulic jack
The small piston is 2.0 cm in diameter and the large one 20 cm. You push the small piston down 50 cm with 150 N.
Area ratio: . Output force: .
Large piston rises .
Work in: . Work out: ✓.
Common pitfallRadius versus area
If a test gives radii or diameters, square their ratio. A radius 6 times larger is an area, and a force, 36 times larger. And remember the pressure on the two pistons is equal: only the forces differ.
Car brakes, excavators, barber chairs and aircraft controls all use hydraulics. A hovercraft plenum is a loose cousin: the fan raises the pressure of the air in the plenum, and that pressure acts on the whole underside of the deck.
Archimedes' principle and buoyancy
Archimedes' principle: an object wholly or partly immersed in a fluid feels an upward buoyant force equal to the weight of the fluid it displaces.
Formula #61Buoyant force
the density of the fluid (not the object) in kg/m³, the submerged volume of the object in m³, in N.
Why it happens. Pressure increases with depth, so the fluid pushes up on the bottom of an object harder than it pushes down on the top. The sideways pushes cancel. The net upward push from that pressure difference is the buoyant force. Picture replacing the object with fluid of the same shape: that "fluid object" would float in balance, so the net pressure force must equal its weight. That is why the buoyant force depends on the volume displaced, not on what the object is made of. (Ultimately the pressure gradient exists because of gravity, so there is no buoyancy in free fall.)
Once an object is completely submerged, it displaces its full volume no matter how deep it goes, so (for a liquid of constant density) the buoyant force stays the same as it sinks deeper. The pressure on it grows; the difference between top and bottom does not.
Sink or float: compare densities
Whether a solid object sinks or floats depends on its average density compared with the fluid's, not on its weight alone. A fully submerged object has and , so:
| Densities | Fully submerged forces | Result |
|---|---|---|
| Sinks (accelerates down until it reaches the bottom) | ||
| Neutrally buoyant: stays at any depth | ||
| Rises, then floats partly submerged with |
A steel ship floats because its average density, steel plus all the air inside the hull, is less than water's. Load it with cargo of any kind (even light foam) and its weight rises, so it must displace more water and rides lower. A submarine changes its average density by flooding or emptying ballast tanks. "Heavy things sink and light things float" is wrong because volume matters: a 10-tonne log floats while a 1-gram pebble sinks.
Floating objects: the fraction submerged
A floating object is in equilibrium, so buoyant force equals weight: . The fraction under the surface is simply the density ratio.
Formula #62Flotation
Works for any floating object of uniform average density in any liquid. For a block of height floating upright, the submerged depth is .
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Worked exampleHow much of an iceberg shows?
Ice (917 kg/m³) floats in seawater (1025 kg/m³).
Fraction submerged: , so about 89.5% is under water and 10.5% shows.
In fresh water, would be submerged.
Worked exampleDensity of a floating board
A board 8.0 cm thick floats flat in water with 5.2 cm submerged.
.
Sanity check: in alcohol (789 kg/m³) the same board would sit deeper: .
The same ratio runs backward: if a sphere floats with 50% submerged in water and 40% in another liquid, the liquid's density is kg/m³.
Apparent weight, and finding density by weighing
Hang an object from a spring scale and lower it into water. The scale reads less, because the buoyant force carries part of the weight. The reading is the apparent weight.
Formula #63Apparent weight and density from weighing
The loss of weight in water equals the weight of water displaced, which gives the object's volume: . Dividing the weight by that loss gives the specific gravity directly.
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Worked exampleApparent weight of an aluminum block
A 2.00 kg aluminum block () hangs fully under water.
, so the scale reads .
Worked exampleIs the crown gold?
A crown weighs 9.65 N in air and 9.15 N when submerged in water.
, so (51 cm³).
: the density of pure gold. A crown alloyed with silver or lead would show a smaller ratio.
The volume can also be measured directly by displacement: the rise in a graduated cylinder (in mL) is the volume in cm³. For a two-metal alloy of known total mass and volume, set up and and solve for the mass fractions.
Forces on a submerged object: normal force and tension
For an object resting on the bottom of a tank, three forces balance: weight down, buoyant force up, and the normal force from the floor up. So , which is the apparent weight. For a floating object held fully under water by a string tied to the bottom, the string pulls down: . For an object pushed under by a hand, the push is .
Worked exampleA cork tied underwater
A 1.00 L cork float () is held fully under water by a string to the bottom.
; .
.
Sanity check: a float with roughly a quarter of water's density needs a tension of about three times its own weight ().
Worked exampleHow much can a foam raft carry?
A foam slab 2.0 m × 1.0 m × 0.10 m () floats in fresh water. What load can it hold with its top just at the waterline?
Fully submerged: , so total mass supported is 200 kg.
Slab mass: . Load: .
Three classic puzzles
- Ice melting in a glass of water. A floating ice cube displaces exactly its own weight of water. When it melts, it becomes exactly that much water, which fills the hole it was displacing. The water level stays the same. (Floating sea ice melting does not raise sea level much; land ice sliding into the sea does.)
- A rock thrown overboard from a boat in a pool. In the boat, the rock displaces its weight of water (it is floating, via the boat), which is a large volume because rock is denser than water. On the bottom of the pool, it displaces only its own volume. The water level in the pool falls.
- A balloon in air. Air is a fluid, so it buoys up everything. A balloon rises when its total weight (gas plus skin plus load) is less than the weight of the air it displaces. Hot air and helium are less dense than the surrounding air. The net lift of a helium balloon is minus the weight of the balloon and payload. You also weigh slightly less on a scale in air than you would in a vacuum.
Worked exampleLift of a helium balloon
A 0.50 m³ balloon of helium () is in air (). Ignore the rubber.
Net upward force: , enough to lift about 510 g.
| Statement | True or false | Why |
|---|---|---|
| The buoyant force equals the weight of the object | Only if it floats | For a sunk object is less than the weight |
| The buoyant force equals the weight of the displaced fluid | True | Archimedes' principle |
| The buoyant force on a sinking stone increases as it sinks deeper | False | Fully submerged volume is constant |
| A cargo of foam makes a ship ride lower | True | Any added weight must be matched by more displaced water |
| The buoyant force depends on the object's density | False | It depends on the fluid's density and the submerged volume |
| An object sinks if it is heavier than water | Misleading | Compare densities, not weights |
How a hovercraft differs from a boat
A boat floats by buoyancy: it sinks into the water until it displaces its own weight of water. A hovercraft is held up by cushion pressure: the fan keeps the air under the craft at a gauge pressure such that . Over water, the cushion does push a shallow dent into the surface, and the weight of water pushed aside by that dent equals the craft's weight, so the two ideas meet; but the hull itself stays out of the water, and over land or ice there is no buoyancy at all. The cushion pressure is small (a few hundred pascals for a model, a few kilopascals for a full-size craft) because the cushion area is large. The calculation and its consequences for the 2027 nickel payload are in Vehicle physics: floating on an air cushion.
Fluid dynamics: continuity and Bernoulli
Key factsFluid flow in one minute
- Ideal fluid: incompressible, non-viscous, steady, irrotational flow.
- Volume flow rate (m³/s); mass flow rate (kg/s).
- Continuity: . A pipe with 1/3 the radius has 1/9 the area, so fluid moves 9 times faster there.
- Bernoulli: is constant along a streamline. It is conservation of energy per unit volume, derived from the work-energy theorem (Newton's second law).
- Faster flow → lower pressure (at the same height). Applications: venturi meter, pitot tube, Torricelli's law , roofs lifted in storms, part of how wings make lift.
The ideal fluid
The simple equations of fluid flow assume an ideal fluid:
- Incompressible: constant density (excellent for liquids; fine for air at speeds well below the speed of sound).
- Non-viscous (inviscid): no internal friction, so no energy is lost to heat.
- Steady: the velocity at each point does not change with time (laminar, not turbulent).
- Irrotational: fluid parcels do not spin about their own axes.
Real fluids break these assumptions; viscosity in narrow pipes and turbulence in fast flows are the usual culprits. One difference between an ideal fluid and a real one is simply that the ideal one has zero viscosity.
Flow rate and the continuity equation
The volume flow rate is the volume passing a point per second. For flow at average speed through a cross-section of area , . The mass flow rate is .
Because an incompressible fluid cannot pile up or vanish inside a pipe, whatever flows in one end must flow out the other at the same rate. That is the continuity equation, a statement of conservation of mass.
Formula #64Continuity
in m³/s (1 L/s = 0.001 m³/s), in m², in m/s. For a compressible gas, the mass flow is what stays constant.
Where the pipe narrows, the fluid speeds up; where it widens, it slows down. Because area goes as radius squared, the speed changes with the square of the radius ratio: one third the radius means nine times the speed; going from the narrow end to the wide end, one ninth of the speed. Putting your thumb over a garden hose, or fitting a nozzle, works the same way.
Worked exampleA hose nozzle
Water flows at 1.5 m/s in a hose of inside diameter 2.0 cm and leaves through a nozzle of diameter 0.50 cm.
, about 0.47 L/s or 28 L/min.
Worked exampleSpeed from a mass flow rate
Air () flows at 2.0 kg/s through a duct 20 cm in diameter.
Bernoulli's equation
Follow a small parcel of fluid along a streamline. If it speeds up, something must be pushing it forward: the pressure behind it must be higher than the pressure ahead. So in a speeding-up flow, pressure falls in the direction of flow. Bernoulli's equation makes this exact.
Formula #65Bernoulli's equation
the static pressure in Pa, the kinetic energy per unit volume (the dynamic pressure) in Pa (= J/m³), the gravitational potential energy per unit volume. Valid along a streamline for an ideal fluid.
Derivation from the work-energy theorem. Consider a small volume of fluid moving from point 1 to point 2. The surrounding fluid does net work on it by pressure: . By the work-energy theorem (itself a consequence of Newton's second law), that work equals the change in the parcel's kinetic plus gravitational potential energy: . Divide by and rearrange, and you have Bernoulli's equation. So Bernoulli's equation is conservation of energy for a flowing fluid, applied per unit volume; its three terms are pressure (pressure energy), kinetic energy and potential energy.
Two special cases cover most problems:
- Same height: . Where the fluid moves faster, its pressure is lower. This is Bernoulli's principle.
- Fluid at rest: , which is the hydrostatic equation again.
Worked examplePressure in a hose and nozzle speed
Water moves at 1.5 m/s in a horizontal hose at a pressure of 180 kPa, and leaves the nozzle into air at 101.3 kPa.
Sanity check: the 78.7 kPa pressure drop is turned into kinetic energy; ignoring the 1.5 m/s inside the hose changes the answer by less than 1%.
Worked exampleWater pressure upstairs
City water enters a house at ground level at 300 kPa. What is the pressure in a pipe of the same diameter 8.0 m higher?
Same diameter means the same speed, so the terms cancel.
Going down by the same height would raise the pressure by the same 78 kPa.
Applications of Bernoulli's equation
Venturi meter
A venturi meter is a pipe with a smooth narrowing (the throat). By continuity the fluid speeds up in the throat, and by Bernoulli its pressure there drops. Measuring the pressure difference between the wide part and the throat gives the flow speed. The figure in Vehicle physics: floating on an air cushion shows one.
Formula #66Venturi meter
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Worked exampleVenturi pressure drop
Water at 1.0 m/s enters a venturi whose throat has a quarter of the pipe's area.
Throat speed: .
lower in the throat.
The same pressure drop drives carburetors, aspirators and perfume atomizers: fast air across the top of a tube lowers the pressure there, and the atmosphere pushes liquid up the tube.
Pitot tube and dynamic pressure
A pitot tube points into the flow. Fluid entering its open end is brought to rest (the stagnation point), so the pressure there is the static pressure plus the full dynamic pressure . Comparing it with the static pressure measured by side holes gives the speed. Aircraft airspeed indicators work this way.
Formula #67Dynamic pressure and the pitot tube
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Worked exampleAirspeed
A pitot tube on a drone reads 600 Pa above static pressure in air of density 1.20 kg/m³.
(about 114 km/h).
Torricelli's law: a hole in a tank
Water leaking from a hole a depth below the surface of a large open tank: at the surface, and ; at the hole, too. Bernoulli leaves only kinetic and potential energy, which gives exactly the free-fall result.
Formula #68Torricelli's law
is the depth of the hole below the water surface, not its height above the ground. If the hole is at height above the ground, the jet is a horizontal projectile and lands a distance from the tank. For a tank standing on the ground, the range is greatest for a hole halfway down the water column.
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Worked exampleA leaking tank
A tank holds water 3.0 m deep. A small hole is punched 1.0 m above the ground.
Depth below the surface: , so .
Time to fall 1.0 m: .
Range: , matching .
A drain at the bottom of a full 100 m dam would, ideally, discharge at , and the gauge pressure there is Pa. Bernoulli also tells you how high a hose or fountain can throw water: a jet leaving at speed straight up rises to , the same as a ball.
Power carried by a flowing fluid
Pressure times volume is energy (Pa × m³ = J), so a pump that raises the pressure of a flow by delivers power . This is the same formula the guide uses for lift-fan power.
Formula #69Hydraulic power
Power in W, in Pa, in m³/s.
Show worked exampleHide worked example
Worked examplePower of a lift fan
A lift fan supplies 0.030 m³/s of air into a plenum at 150 Pa gauge.
Power delivered to the air: .
The battery must supply more, because real fans and motors are far from 100% efficient.
Lift, wings and other pressure effects
How a wing makes lift
A wing (airfoil) is shaped and tilted so that it turns the airflow downward. Two equivalent descriptions explain the lift:
- Newton's laws: the wing pushes air down, so the air pushes the wing up (third law). The rate of change of the air's downward momentum equals the lift.
- Bernoulli: the flow over the top of the wing is faster than the flow underneath, so the pressure on top is lower; the pressure difference times the wing area is the lift.
Both are correct and describe the same flow; neither is the "real" one. What is wrong is the popular equal transit time explanation, which claims air over the longer top surface must "catch up" with the air underneath at the trailing edge, and so must go faster. Nothing requires the two parcels to meet; in fact the air over the top arrives at the trailing edge well before the air underneath, and the speed difference is much larger than the path-length difference would predict. Flat or symmetric wings, and planes flying upside down, make lift too, which equal transit time cannot explain. (NASA Glenn's pages on incorrect lift theories discuss this.)
Angle of attack is the angle between the wing's chord line and the oncoming air. Lift increases roughly in proportion to the angle of attack, up to a critical angle, typically around 15° for a common airfoil (the exact value depends on the airfoil shape). Beyond it, the flow separates from the upper surface, lift drops sharply and drag rises: the wing stalls. A test asking which angle gives the most lift wants the largest angle that is still below the stall.
Worked exampleLift from a speed difference
Air () flows over the top of a 16 m² wing at 70 m/s and under it at 60 m/s.
Lift , enough to hold up about 1270 kg.
Roofs, curtains and spinning balls
- Roofs in a storm. Wind blowing fast over a roof lowers the pressure above it, while the air inside the house is nearly still at normal pressure. The net force pushes the roof up. The size of the effect is about times the roof area. Opening windows on the downwind side helps equalize the pressure.
- The shower curtain that bulges inward is often explained by Bernoulli (moving air and water inside); the full explanation also involves the swirling air the spray sets up and warm air rising, so treat it as a qualitative example.
- Curveballs and the Magnus effect. A spinning ball drags air around with it, which deflects the flow behind the ball to one side; the air pushes the ball the other way. Topspin makes a tennis ball dip; backspin lifts a golf ball; sidespin curves a baseball or soccer ball.
- Two ships or trucks passing close together are pushed toward each other by the faster, lower-pressure flow between them.
Worked exampleForce on a roof in a hurricane
Wind at 40 m/s blows across a 200 m² flat roof; air inside is still. Air density 1.20 kg/m³.
Upward force , comparable to the weight of 20 tonnes.
Bernoulli and the hovercraft
Under a hovercraft, the plenum air is nearly still at the cushion pressure; at the skirt gap it accelerates out to the surrounding air. Bernoulli converts the cushion's gauge pressure into exit speed, , which sets how much air the fan must supply. That calculation is in "How much harder the fan works with a full load". Bernoulli is also why the pressure in a fast-moving stream (the fan's outflow) is not the same as the pressure in the slowed, trapped cushion beneath the deck.
| Statement | True or false | Why |
|---|---|---|
| Fluid flowing into a narrower pipe slows down | False | Continuity: smaller area, faster flow |
| Where a horizontal stream speeds up, its pressure drops | True | Bernoulli's principle |
| Bernoulli's equation expresses conservation of energy | True | Pressure, kinetic and potential energy per unit volume |
| Bernoulli's equation works well for honey in a thin straw | False | Viscosity dominates; the ideal-fluid assumption fails |
| Halving a pipe's diameter halves the fluid speed | False | Area falls by 4, so speed rises 4 times |
| Air over a wing speeds up because it must meet the air below at the trailing edge | False | The equal transit time idea is a myth |
How real hovercraft work: history and design
Key factsReal hovercraft in one minute
- A hovercraft (air cushion vehicle, ACV) rides on a cushion of slightly pressurized air contained under the hull, so it can cross water, mud, ice, sand and land with very little friction.
- Three ways to hold the cushion: an open plenum chamber, Cockerell's momentum curtain (peripheral jet), and the flexible skirt, which almost every modern craft uses.
- Christopher Cockerell is credited as the inventor: tin-can experiments and his first patent in 1955, the SR.N1 in 1959 (first hover 11 June, English Channel crossing 25 July 1959), knighted in 1969.
- Large military craft: the US Navy LCAC landing craft and the Soviet/Russian Zubr class, the largest hovercraft built.
- Strengths: amphibious, low ground pressure, fast over flat surfaces. Weaknesses: noisy, thirsty, hard to steer and stop, pushed around by wind.
Ways to hold up a cushion
Every air cushion vehicle solves the same problem: keep a volume of air under the hull at a pressure a little above atmospheric, while that air constantly leaks out around the edges. The three classic designs differ in how they slow the leak.
- Plenum chamber craft. The simplest design: a fan blows air into a box that is open at the bottom (the plenum). Pressure builds until it lifts the craft; air then leaks out under the edges. It works, but with no seal the leak is large, so it needs a lot of fan power for a small hover height. Thornycroft's and most early ideas were of this kind, and many simple model hovercraft are too.
- Momentum curtain (peripheral jet) craft. Cockerell's insight. Instead of filling the whole underside, air is blown down and inward through a narrow slot running around the edge of the hull. This high-speed sheet of air (the air curtain) has momentum that resists being pushed outward by the cushion, so it acts as a moving wall that traps a higher-pressure cushion inside for the same air supply. The SR.N1 used this principle and had no skirt at first.
- Skirted craft. A flexible skirt of rubberized fabric hangs below the hull and holds the cushion in. Because the skirt can deflect over waves and obstacles and spring back, the hull can ride high above the surface while the actual leak gap under the skirt (the hover gap) stays small. This multiplies the obstacle clearance for the same fan power, and it is the design almost all modern hovercraft use, from rescue craft to the LCAC.

A related family, the sidewall hovercraft or surface effect ship, has rigid side hulls that dip into the water and flexible seals only at bow and stern.
Compared with a fully skirted hovercraft, a surface effect ship trades amphibious ability for performance on open water. Its rigid side hulls seal the cushion along both sides, so far less air leaks out and the lift fans need less power. The hulls also sit in the water, so it can be driven by water propellers or waterjets, which push more efficiently on water than air propellers push on air, and the hulls resist the sideways wind drift that makes a hovercraft hard to hold on course. The result is generally better seakeeping and higher sustained speed in rough water. The price: it cannot cross beaches, mud, ice or land, which is the main reason to build a hovercraft at all.
Skirt types
| Skirt | How it works | Notes |
|---|---|---|
| Bag skirt | A continuous inflated tube (loop) around the hull | Simple and durable; stiff, so the ride is bumpy over waves |
| Finger (segmented) skirt | Many separate, open-backed "fingers" around the edge, each inflated by the cushion | Each segment flexes independently over waves and obstacles; a damaged finger can be replaced alone |
| Bag-and-finger skirt | A bag at the top with fingers hung beneath it | The most common arrangement on larger craft; combines the bag's stability with the fingers' flexibility |
| Multiple skirts (Bertin) | Several smaller separate cushions, each with its own skirt | Jean Bertin's approach in France, used on his "Naviplane" and "Terraplane" craft in the 1960s |
The early history of the skirt runs through Britain. C. H. Latimer-Needham suggested a flexible skirt in 1958, building on an idea from his business partner Arthur Ord-Hume, and sold his skirt patents to Westland in 1961. At Hovercraft Development Ltd, Denys Bliss improved the design by replacing two separate sheets with a single sheet bent into a U shape, with slots cut in the bottom to form the vents. (Some older test keys attribute this U-shaped slotted skirt to Charles Fletcher; the sources found for this guide credit Bliss, so check the key's source if you meet that question.) Skirts are made of tough, flexible fabric, usually nylon coated with rubber or neoprene. Skirt wear is a major running cost for full-size craft.
An even air supply around the skirt matters as much as its shape: if one side gets less air, that side sinks, rubs and drags, and the craft veers toward it. In a model hovercraft, smooth rounded corners and a plenum that distributes air evenly reduce turbulence and losses.
Lift, thrust and steering
Lift and thrust. Small craft often use one engine or fan for lift and another for thrust (two engines; extra engines add thrust or redundancy). An integrated design uses a single fan and splits its output: part goes down into the cushion, part goes back through a thrust duct. The 2027 event allows either, since all lift and thrust must come from air.
Steering. With almost no friction against the ground, a hovercraft cannot steer the way a car does, by pushing sideways on the road. Instead it redirects air:
- Rudders in the propeller slipstream deflect the thrust air sideways.
- Swivelling propellers or pylons point the thrust (the SR.N4's four propellers were mounted on pylons that turned).
- Puff ports (bow thrusters) let out jets of cushion air sideways to push the bow around at low speed.
- Differential thrust from two propellers, and on small racing craft, shifting the driver's weight, which tilts the cushion and lets air escape more on one side.
Why hovercraft are hard to control. Low friction is the whole point, but it cuts both ways. A hovercraft keeps sliding in its old direction when it turns (inertia, Newton's first law), so it drifts sideways through a curve. It cannot brake against the ground; it must reverse its thrust, swing its propellers, or settle onto the surface to stop. A crosswind or a slope pushes it sideways with nothing to resist. That is why hovercraft are said to be harder to control than cars: they lack friction with the surface.
Ground effect is not air cushion. A wing-in-ground-effect (WIG) craft, such as the Soviet ekranoplans developed by Rostislav Alekseyev (the huge "KM", nicknamed the "Caspian Sea Monster", first flew in 1966), flies on wings just above the water and gets extra lift from the air squeezed between wing and surface at speed. It needs forward speed to stay up. A hovercraft's cushion is made by fans and works even when the craft is standing still.
History of the hovercraft
The air cushion idea is old; making it practical needed light, powerful engines and a way to hold the cushion in.
| Date | Person or craft | What happened |
|---|---|---|
| 1716 | Emanuel Swedenborg (Sweden) | Earliest recorded design for an air cushion vehicle: a boat-like hull with oar-like scoops the operator would work by hand to force air underneath. Never built; human muscle could not supply enough power |
| 1870s (patents in 1877) | John Isaac Thornycroft (Britain) | Shipbuilder who patented air-lubricated hull ideas: a hull with a concave bottom holding air between hull and water to cut drag. Often cited as the first patent for an air cushion vessel; engines of the day were not up to it |
| 1915 | Dagobert Müller von Thomamühl (Austria-Hungary) | Built an experimental air-cushion torpedo boat: aero engines drove underwater propellers, and another engine blew air under the front of the hull to raise the pressure and lift it. It reached more than 32 knots |
| 1929 onward | Andrew Kucher (Ford, US) | Experimented with the "Levapad": metal disks with pressurized air blown through a hole in the center, used in groups; Ford later showed the "Glide-air" model (1958) and "Levacar" concept (1959) |
| 1930s | Toivo J. Kaario (Finland) | Designed and built early ground-effect/air-cushion craft, including the "Pintaliitäjä" ("surface glider") prototype, often dated 1937 |
| 1930s | Vladimir Levkov (Soviet Union) | Designed a series of air-cushion boats, including fast attack boats tested in the 1930s; work ended with World War II |
| World War II era | Charles Fletcher (US) | Invented a walled air cushion vehicle, the "Glidemobile". The project was classified, so he could not patent it |
| 1955 | Christopher Cockerell (Britain) | Using two concentric tin cans (one from coffee, one from cat food), a hairdryer and kitchen scales, showed that air blown down through the ring between the cans lifted far more than air blown into a single can: the momentum curtain. Filed his first hovercraft patent in December 1955 |
| 1958 | National Research Development Corporation (NRDC) | The British government agency funded Cockerell's work and contracted Saunders-Roe on the Isle of Wight to build a full-size craft |
| 11 June 1959 | Saunders-Roe SR.N1 | First hover of the first practical hovercraft ("SR.N" stands for Saunders-Roe Nautical). It used a peripheral jet with no skirt |
| 25 July 1959 | SR.N1 crosses the English Channel | Calais to Dover in about two hours, 50 years to the day after Blériot's Channel flight. Aboard: pilot Peter Lamb, navigator John Chaplin and Christopher Cockerell, who reportedly moved about the craft as ballast to help trim it |
| Early 1960s | Skirts | Latimer-Needham's flexible skirt and Denys Bliss's improved U-shaped skirt make hovercraft practical over waves |
| 14 March 1964 | First hovercraft race | Held on the new Lake Burley Griffin in Canberra, Australia, with home-built craft in front of a large crowd |
| 24 July 1965 | Hovertravel | Begins a passenger service across the Solent between the Isle of Wight and Portsmouth/Southsea, which has run ever since |
| 1966 | US Navy in Vietnam | PACV patrol hovercraft (US-built versions of the British SR.N5) used on rivers and marshes |
| 1968 to 1 October 2000 | SR.N4 Mountbatten class | Giant car-and-passenger hovercraft cross the English Channel for 32 years; the stretched Mk III carried up to about 418 passengers and 60 cars |
| 1969 | Cockerell knighted | Ten years after the Channel crossing |
| About 1970 onward | Soviet Aist class (Project 1232.1) | First large Soviet assault hovercraft |
| 1984 (first delivered) | US Navy LCAC | Landing Craft Air Cushion enters service; initial operational capability in 1986 |
| 1986 (first in service) | Soviet Zubr class (Project 1232.2) | The largest hovercraft ever built: 57 m long, about 555 tonnes at full load, up to 63 knots |

NoteUncertain: early dates
Sources disagree on several early details: the exact years of Kaario's and Levkov's craft, the exact equipment in Cockerell's tin-can experiment (most accounts say a coffee tin, a cat-food tin and a hairdryer; one says a vacuum cleaner), and whether Swedenborg's design should be called the first "design" or the first "mention". The dates in the table are the ones most sources agree on.
Common pitfallTrivia traps in old test keys
- The first hovercraft race was in Canberra, Australia (14 March 1964), not Wisconsin.
- The Levapad, "metal disks with air blown through a hole in the center", was Andrew Kucher's (Ford), not Toivo Kaario's.
- "Hooverball" is a medicine-ball game invented for U.S. President Herbert Hoover's morning exercise sessions (1929 to 1933). It has nothing to do with hovercraft or Christopher Cockerell.
- Cockerell is credited as the inventor of the practical hovercraft and the discoverer of the momentum curtain; Thornycroft and Swedenborg are the "first patent" and "first design" answers.
Hovercraft at work
Military. The first air cushion craft built for a military purpose was Müller von Thomamühl's 1915 torpedo boat. Since the 1960s, militaries have used hovercraft mainly as amphibious landing craft and patrol craft, because they can cross beaches, mud flats, marshes, ice and shallows that stop conventional boats. The US Navy's LCAC (Landing Craft Air Cushion) carries about 60 short tons (75 overloaded) at more than 40 knots from a ship's well deck straight onto the beach, crewed by five sailors. It is being replaced by the Ship-to-Shore Connector (LCAC 100 class), whose first craft were delivered around 2020. The Soviet Union built the largest hovercraft fleet, including the Aist and the giant Zubr class, which can carry three main battle tanks or several hundred troops.

Civilian. Passenger ferries (the SR.N4 across the Channel, Hovertravel across the Solent), search and rescue over ice, mud flats and floodwater where boats ground and people cannot walk, coast guard work on frozen rivers and lakes, survey and exploration in marshes and the Arctic, and recreation and racing. Records include the French N500 Naviplane's reported 74-knot (137 km/h) average on a Boulogne–Dover run and the British experimental tracked hovercraft RTV 31, which reached about 167 km/h (104 mph) on a guideway on 7 February 1973.
Advantages and disadvantages
| Advantages | Disadvantages |
|---|---|
| Amphibious: crosses water, land, ice, mud, sand, marsh and shallows | Noisy (propellers and fans) |
| Very low ground pressure, often less than a person's footprint, so it crosses soft ground and thin ice and does little damage to it | High fuel use, because fans must supply air continuously |
| Very little friction, so high speed for its power over flat surfaces | Hard to steer and stop; drifts in turns |
| No hull in the water, so it is not slowed by water drag or limited by draft | Easily pushed by wind and slopes; poor in rough seas |
| Can come straight up onto a beach or ramp; needs no harbor | Throws up spray and dust |
| Little damage from floating debris or shallow obstacles | Expensive to build and maintain (skirt wear, engines) |
What the 2027 event rules mean for steering
The 2027 event has no written test, but students are judged on questions about their vehicle's design and operation. Two rules shape what a model craft can do. Electronics are limited to simple parts with no integrated circuits (other than those built into a commercial motor), and once your hands leave the vehicle at the start you may not touch or interfere with it until the Event Supervisor says so. Together, these mean that nothing can steer the craft during a run: there is no radio link, and no one may guide it by hand. It must run straight on its own, with the track's side rails as the only guide. That puts all the weight on the ideas in this chapter: an even air supply around the skirt, a centered load, and symmetric thrust, so the craft does not yaw into a rail. See "Construction rules and why they exist" for the exact rule summary.
Common pitfalls
Taping the nickels
Tape or glue on the rolls or coins is not allowed, and a vehicle that needs it loses the right to carry any masses for its whole competition time. Hold the load with the vehicle's own shape, clips or covers.
Thinking a dropped nickel only costs 0.1 point
A coin that falls off is subtracted from the Mass Score and also triggers a construction penalty that multiplies the whole run by 0.8. One lost nickel can cost about 20 points.
Using the ramp with a load
A ramp run halves the Distance Score and zeroes the Mass Score. Its maximum is 60. Fix the start on the flat instead.
Calibrating empty and running loaded
A kilogram of nickels changes the cushion pressure, the lift margin, the launch acceleration and the run time. Calibrate each load you plan to carry.
A Target Time is an average speed, not a top speed
The Time Score compares the time across the full 185 cm with the TT. Measure the average speed over the timed section, and remember that a running start changes it.
Early and late cost the same
The formula uses an absolute difference, so a 9.5 s run and a 10.5 s run score the same against a 10.0 s target.
Touching or interfering after the start
Once your hands leave the vehicle at the start, any touch or interference before the Event Supervisor allows it makes the run complete with all three scores at zero, and it uses up one of your runs.
Assuming last season's scoring
There is no bonus run in 2027, the Distance and Time Scores are 40 each, and the run limit is two complete or two incomplete runs. Old score sheets and practice logs need updating.
Banned parts that slip in
Lithium and lead batteries, laser modules (on the vehicle or as tools), speed-controller chips and any non-air propulsion all fail the 2027 rules. Several of these are safety parameters, which stop the vehicle from running at all.
How tournaments test this
Hovercraft in 2027 has no written test. Your score comes entirely from your runs: the Distance, Time and Mass Scores of your best run, adjusted by penalty multipliers. The Event Supervisor also checks the vehicle against the construction and safety rules before your competition time and may ask either partner questions about how the vehicle was designed, built and operated. Being unable to explain your own vehicle is a problem under the building policy, so both partners should be able to describe the lift system, the thrust and speed control, the payload holder and the calibration method.
The scio.ly question bank still holds the written Hovercraft tests from seasons when the event had one. Of the 951 questions tagged to this event, about 87% come from the 2016-17 and 2017-18 seasons and about two thirds from Division C tests; 35% are multiple choice and the rest are short free-response or calculation items. They are a full introductory mechanics and fluids test with a hovercraft in many of the stories, which is why this guide teaches that physics in full. The share of questions on each area, and where this guide answers it:
| Area | Share of bank questions | Where it is taught |
|---|---|---|
| Newton's laws, inertia, weight, normal force, third-law pairs | about 23% | Newton's laws of motion |
| Kinematics, free fall, motion graphs, projectiles, vectors and units | about 20% | Units, vectors and measurement, Kinematics |
| Momentum, impulse and collisions | about 11% | Momentum, impulse and collisions |
| Friction, drag, terminal velocity, viscosity and Reynolds number | about 12% | Friction and drag |
| Work, energy, springs and power | about 8% | Work, energy and power |
| Pressure, Pascal, buoyancy and density | about 9% | Fluid statics: pressure, Pascal and Archimedes |
| Continuity, Bernoulli and lift | about 5% | Fluid dynamics: continuity and Bernoulli |
| Inclines, pulleys, tension and circular motion | about 4% | Forces in two dimensions |
| Air cushion, propulsion, hovercraft history and design | about 7% | Vehicle physics: floating on an air cushion, How real hovercraft work: history and design |
| The event's own rules and scoring | about 2% | Scoring, Construction rules and why they exist |
Roughly four questions in ten need a calculation, so work every example in the physics chapters with a calculator in hand. The rest are definitions, true/false misconceptions and "which law explains this" items; the trap tables at the end of each chapter target exactly those. A few archive keys are wrong, especially in history trivia; where a key disagrees with the sources, the history chapter says so.
Test yourself
These archived tournament questions cover the physics behind a loaded hovercraft. They come from seasons with a written test and are practice for understanding and explaining your vehicle, not a preview of a 2027 test. Answer each before you open the link, and check the official key against the explanation.
- 1
The “Renegade IQ Hovercraft” has a mass of 161 kg. How much downward thrust in kN is required to make it hover when there are two 75.0 kg passengers on board?

1 question from this set is no longer available.
- 1
A 750 kg hovercraft is traveling at a constant speed while its fan generates a continual thrust of 1500 Newtons. What is the sum of all the drag forces on the craft.
2 questions from this set are no longer available.
The sets below are drawn from the same archive and cover the full physics test: forces, motion, energy and momentum, fluids, and hovercraft design and history. Each line links to its source test; the explanation shows the method.
- 1
If two people are pushing against each other, along the same line with a force of 400 N and 450 N, there is a/an:
From: Westlake Invitational 2018, Division B
- 1
A hovercraft has the initial velocity of 20m/s. How long must it accelerate at a constant rate of 5 m/s² before its average velocity is equal to twice its initial velocity?
From: Sylvania Northview Invitational 2016, Division C
- 1
A 1-kg mass has a kinetic energy of 1 Joule when its speed is
From: Mentor Science Olympiad 2018, Division B
- 1
Forces exerted by a static fluid on an object are always perpendicular to the surfaces of the given object
From: Yale Invitational 2017-18, Division C
- 1
The first recorded design for an air-cushioned vehicle was designed in 1716. Who designed it?
From: Troy Invitational 2017, Division C
Condensed facts
A condensed sheet of the formulas, constants and facts from this guide, for printing and for your impounded notes. Every symbol is defined in the chapter it comes from.
Key factsConstants and conversions
- on Earth (tests also use 9.8 or 10); Moon ≈ 1.62 m/s² (about g/6)
- 1 atm = 101,325 Pa = 760 mmHg ≈ 14.7 psi; 1 kPa = 1000 Pa; 1 bar = 100,000 Pa
- Density: water 1000 kg/m³, seawater ≈ 1025 kg/m³, ice ≈ 917 kg/m³, air ≈ 1.2 kg/m³ at sea level
- 1 m/s = 3.6 km/h ≈ 2.24 mi/h; 1 hp ≈ 746 W; 1 kWh = 3.6 × 10⁶ J
- U.S. nickel 5.000 g; a full roll of 40 is about 200 g
| Topic | Formulas |
|---|---|
| Kinematics (constant a) | ; ; ; |
| Average speed and velocity | speed = total distance / time; velocity = displacement / time |
| Free fall from rest | ; ; |
| Projectile (level ground) | , ; ; ; |
| Horizontal launch from height | ; |
| Newton's laws | ; ; third-law pairs act on different objects |
| Apparent weight | accelerating up; accelerating down; 0 in free fall |
| Incline (angle θ) | parallel ; perpendicular ; frictionless ; slides when |
| Atwood machine | ; |
| Circular motion | ; ; ; flat curve |
| Topic | Formulas |
|---|---|
| Friction | ; |
| Drag | ; terminal speed ; Stokes |
| Reynolds number | (inertial ÷ viscous); pipe flow laminar below ≈ 2300 |
| Momentum and impulse | ; |
| Collisions | ; stick together: |
| Elastic, 1D, target at rest | ; |
| Restitution | ; bounce |
| Work and energy | ; ; ; |
| Springs | ; |
| Power and efficiency | ; efficiency = useful output ÷ input |
| Pressure | ; ; gauge = absolute − atmospheric |
| Pascal (hydraulics) | ; |
| Archimedes | ; floating fraction submerged |
| Continuity | ; |
| Bernoulli | ; Torricelli |
| Cushion and lift | ; leak speed ; ideal lift power |
| Run targets | average speed ; TT range B 6.0 to 18.0 s, C 6.0 to 26.0 s (1.0 s steps at Regionals, 0.5 s at States and Nationals) |
| Scoring | , best run counts; (complete) or ; , never below 0, and 0 for an incomplete run; , max 20 |
| Ramp and penalties | ramp run: , ; each construction violation × 0.8 (items falling off count once per run); competition violation × 0.9; missed impound × 0.7 on every run |
| Run limits | not a run if the dowel misses the start line within 3 s of launch; incomplete if stopped 3 s or not finished by 2 × TT; competition ends after 2 complete or 2 incomplete runs, or 8 min |
| Vectors and thrust | , , ; jet thrust |
| Viscosity | ; Poiseuille |
References and further reading
- Science Olympiad: the 2027 rules manual (Hovercraft B, pages B31 to B34; Hovercraft C, pages C37 to C40), the building policy, example track and ramp setups, and the scoring spreadsheet. The manual is the authority; this guide paraphrases it.
- U.S. Mint, coin specifications: mass, diameter and thickness of the nickel.
- SciOly Wiki: Hovercraft: the community page for the event. Link only; this guide does not reproduce its content.
- OpenStax, University Physics Volume 1: Newton's laws, impulse, kinetic energy, friction and fluid pressure.
- NASA Glenn Research Center, Bernoulli's principle: pressure and speed in a moving fluid.
- OpenStax, College Physics 2e: algebra-based kinematics, projectile motion, Newton's laws, momentum, energy, friction and drag, and fluid statics and dynamics at the level of the archived tests.
- HyperPhysics (Georgia State University): concise concept maps for mechanics and fluids, useful for checking a formula quickly.
- NASA Glenn Research Center, Beginner's Guide to Aeronautics: lift, drag, the drag equation and why the equal-transit-time explanation of lift is wrong.
- The Hovercraft Museum: history of Cockerell, the SR.N1 and later craft.
- Figure credits appear beside each figure. All figures are from Wikimedia Commons under free licenses.