Hills and Dips HILLS AND DIPS One of the most basic parts of a ride is going from the top of a hill to the bottom. There are two basics ways designs transport riders to the bottom of a hill. The first is called the Speed Run.
A speed run is designed to give the rider the feeling of accelerating faster and faster without the feeling of weightlessness. It simulates being in a powerful car with the accelerator held down to the floor. It is a straight piece of track that connects a high point to a low point.
Now suppose the ball traveled off the table top on a shallow angled ramp. It would look like the one below.
A straight, speed run, drop does not match the fall of a rider over a hill.
To give riding more of a thrill, the designer needs to design the shape of the hill to match the falling ball.
The only problem with curve above is the impact with the floor. To alleviate this problem another curve scoops the balls as they descend. This makes the ride smooth and survivable for the rider.
PROJECTILE MOTION AND ROLLER COASTER HILLS
EXAMPLE CALCULATIONS
Catching the Rider
To calculate the angle of the hill use the same methods you would use to calculate the impact velocity of a projectile hitting the ground. In other words use the vetical and horizontal velocities to calculate the angle at that position.
After dropping going over the top of the hill at 10 m/s nad dropping down 4 meters, the angle of the free fall shaped track is 41.5° beneath the horizontal. This kind of process lends itself well to a spreadsheet calculation. For the bottom section of the track, the new equation has the desired outcome of changing the direction of the coaster from a downward motion to a purely horizontal motion. The track will need to apply a vertical component of velocity to reduce the coasters vertical velocity to zero. The track will also need to increase the horizontal velocity of the coaster to the value determined from energy relationships. The velocity at the bottom of the hill is determined from
which is
This simplifies to
where vB is the horizontal velocity at the bottom of the hill. The value for vB will be used in later calculations. x = xo + (vxo)t +(1/2)(ax)t2
substituting in our expression for t yields,
where vxo is the horizontal velocity of the coaster at the transition angle and vyo is the vertical component of the velocity at the transition angle. ay is calculated from
Where vy is the final vertical velocity of zero, vyo is the vertical component of the velocity at the transition point, and y is the distance left to fall from the transition point to the ground. The horizontal velocity is determined from a parameter decided upon by the engineer. The engineer will want to limit the g forces experienced by the rider. This value will be the net gs felt by the rider. These net gs are the net acceleration.
these values are plugged back into the original equation and x values are calculated as a function of y.
(Its the curved hill in front.)
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by Tony Wayne ...(If you are a teacher, please feel free to use these resources in your teaching.)
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