Week 3 In-Depth — Why 2D Motion Splits Into Two 1D Problems
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← Back to weekRead the cheatsheet first. This note answers “why does any of this work?” and walks through one full worked example per major topic, with every step on the page.
1 — Why orthogonal-plane decomposition works
Newton’s second law in 2D is a vector equation:
A vector equation in 2D is really two scalar equations, one for each component:
These two equations don’t talk to each other. Whatever force acts in produces an acceleration in ; whatever force acts in produces an acceleration in . The -motion has no way of knowing about the -motion except via time, which is the same clock for both.
So once you have decided on a coordinate frame, you can treat the -motion and the -motion as two completely separate 1D problems, both running on the same stopwatch. That’s it — that’s the whole insight that makes 2D kinematics tractable.
Why this matters for projectiles
For a projectile (no air resistance) the only force is gravity, which points purely in (if you chose up):
Horizontal velocity never changes. Vertical velocity falls at m/s every second. That’s why the cheatsheet says and — it’s not a rule you memorize, it’s what Newton’s law gives you when the only force is vertical.
Why the SUVAT equations exist at all
The four “constant-acceleration” equations are not separate facts. They are four ways to project the same calculus into algebra, when is constant. Start from
That’s equation 1. Integrate again:
That’s equation 3. The other two ( and ) are derived by eliminating or algebraically from the first two. Each version is convenient when a different variable is “missing.”
This is why SUVAT only works when is constant — the integration above assumed it. If varies with time you have to integrate directly.
2 — Why the quadrant correction matters
Your calculator’s button returns a value in . But a vector in the plane can point in any of four quadrants. Two different vectors,
have the same ratio — calculator gives for both. But points up-right (quadrant 1) and points down-left (quadrant 3). They are apart.
So the rule is:
- Quadrant 1 (, ): gives the right answer directly.
- Quadrant 4 (, ): gives a negative angle, also correct.
- Quadrants 2 and 3 (): add to fix the flip.
The simplest sanity check: sketch the vector first. If your answer doesn’t roughly point that way, you missed a quadrant correction.
Worked example with all the steps — Example 1, the rifle shot
A rifle is aimed horizontally at a target m away. The bullet hits cm below the target. Find muzzle speed and impact velocity.
Setup. Choose to the right (toward target), downward so gravity is positive: .
| -plane | -plane | |
|---|---|---|
| m/s | ||
| m | m | |
| (unknown) | (horizontal aim) |
(a) Flight time from the -plane:
(b) Muzzle speed. With , :
(c) Impact velocity. Horizontal is unchanged: m/s. Vertical from :
Magnitude and direction:
below the horizontal.
Why this answer makes sense. The bullet barely drops (2 cm in 50 m), so the trajectory is almost flat — and indeed the impact angle is a tiny off horizontal. The Assess step passes.
3 — Why the relative velocity rule has the form it does
Imagine you are standing in a river. You swim due north at m/s relative to the water. The water itself is moving east at m/s relative to the ground.
Your ground velocity is not “north at 4” and it is not “east at 3.” It is both at once, because in one second:
- You drift m east (with the water), plus
- You swim m north (through the water).
So your displacement after s is m, and your ground velocity is m/s with magnitude m/s.
In symbols:
Which is exactly the subscript convention , with O = swimmer, M = water (the medium), G = ground. The inner subscripts cancel: .
Why it splits per plane: because vector addition is component-wise. The -components add separately, the -components add separately.
Worked example — Example 3, the plane in a crosswind
An observer on the ground sees a plane moving due north at km/h. The wind blows west at km/h. Find the plane’s velocity relative to the air.
Setup. = north, = east. Define: O = plane, M = air, G = ground.
Given:
(Wind blowing “west” means the air’s velocity-vector points in .)
We want , the plane’s velocity relative to the air (i.e. its heading, the way the pilot is actually pointing the nose). Rearrange :
Per plane:
So km/h.
Magnitude and direction.
Intuition check. The wind is pushing the plane west; to still appear to be tracking due north, the pilot must point the nose slightly east of north to cancel that drift. The component says exactly that. Good.
4 — A second projectile, with non-zero launch angle
Worked example — Example 2, the cliff projectile
Initial speed m/s at above the horizontal; flight time s. No air resistance. Find: (a) speed at s, (b) velocity just before impact, (c) cliff height.
Setup. horizontal (direction of launch), up. m/s, .
Decompose the launch velocity:
(a) Speed at s. stays at m/s forever. Vertical:
Speed:
The negative means the projectile is already past the peak and falling.
(b) Velocity just before impact ( s).
(c) Cliff height. Displacement in at :
Negative because we chose up — the projectile ends up m below launch. So the cliff is m tall.
Why this answer makes sense. At launch the velocity is m/s at — steep. By s it has slowed to m/s near the top of its arc. By s it has accelerated back to m/s, almost straight down ( below horizontal). The cliff height of m is consistent with a -second flight under gravity.
5 — How these ideas connect
Every concept this week is one consequence of two ideas:
| Idea | What it gives you |
|---|---|
| Vectors decompose into components. | Polar ↔ Cartesian conversions, notation, and the very ability to “split into and .” |
| Newton’s law works component-wise. | and motions are independent (only is shared). SUVAT applies in each plane. Projectile motion is just the case where and . Relative velocity is just vector addition of those component velocities. |
Master those two ideas and you can re-derive everything else on the cheatsheet from scratch.
6 — Exam-style sample, end-to-end
A stunt car (Tutorial 3, Exercise 2) drives off the edge of a horizontal cliff at km/h. It lands m below. Find: (a) flight time, (b) horizontal distance travelled.
Setup.
| Item | Model |
|---|---|
| Coordinates | in direction of motion, down |
| Velocity unit conversion | m/s |
| Known -plane | m/s, , |
| Known -plane | , m/s, m |
| Shared | flight time , identical in both planes |
(a) Flight time — from the -plane, since we know everything there:
(b) Horizontal distance — substitute that time into the -plane:
Assess.
- Units: m/s × s = m. Good.
- Sign: positive, as expected (the car moves forward).
- Magnitude: m forward for a m drop at m/s is plausible — the cliff is about half the horizontal distance, which makes sense for a fast launch and a short drop.
Answer. The car lands horizontally from the cliff edge after a s flight.
That layout — Coordinates → Tables per plane → Pick the plane you know completely → Solve for → Plug into the other plane → Assess — is the template for every projectile question on the paper.
Where to look next
- The cheatsheet for fast revision + the quiz.
- The full lecture summary for every formula and worked example as covered in lecture.
- Tutorial 3 + solutions PDF for four more end-to-end problems.
- Wolfson Ch. 2 for textbook reading.