The Third Kinematic Equation (Deriving v² - v₀² = 2ax, Braking Distance)

Nobody asked for the time

A moving car brakes and comes to a stop. How far does it travel in the meantime? No time appears anywhere in that question. The only thing wanted is a distance.

The formulas in hand, though, are and , and sits inside both of them. So the work turns into two stages: first find how long the stop takes, then use that to get the distance.

It can be solved that way. But routing the answer through a quantity nobody asked about is the long way around. We would rather never touch at all.

Solve for the time

The velocity equation can be solved for . Move the terms across to get , then divide both sides by , which leaves .

On the graph this is doing something obvious. The slope of the line is the acceleration, so dividing the rise by the slope returns the run, and the run is the time it took.

Now is written with nothing but velocities and the acceleration. All that is left is to put it into the equation for distance.

Substitute and tidy up

The distance came out as the area of a trapezoid, . Putting into it gives .

The numerator is a sum times a difference. Expanded, it becomes , so , and clearing the denominator leaves .

There is no in that equation. Velocity, acceleration and distance are tied together directly, with no need to know the time. It goes by the name of the third formula, but it is not a new law. It is the first two with removed.

The distance to a stop

At the stop , so . Writing the size of the deceleration as , the distance travelled before stopping is .

What matters here is that the initial speed enters squared. With the same brakes, twice the initial speed means four times the stopping distance. A small gain in speed stretches the room needed to stop by a great deal.

The two lanes in the figure differ in initial speed alone, one of them twice the other. The brakes are equally strong, yet the lower lane runs four times as far before it comes to rest.

Uniform Acceleration SimulatorSlope is acceleration, area is displacementYou can solve it without the timeA negative acceleration is not always a slowdownFalling and throwing upward are one motion
Projectile Motion SimulatorHorizontal and vertical move separatelyWhat disappears is the timeThe farthest throw is at 45°
Friction SimulatorFriction does as it is toldIt is set by how hard the surface is pressedThe angle of slipping does not depend on weight
Leaning Ladder SimulatorBalanced forces can still topple itThe wall is smooth, the floor is roughThe more upright, the safer
Pulley SimulatorAdd the equations and the tension goesTension is not the weightIt takes weight to get it moving
Roller Coaster SimulatorThe path makes no differenceHeavy in the valley, light on the hillIt takes two and a half times the height
Conservation of Momentum SimulatorImpulse changes momentumThey cancel on the insideThe second equation is the restitution
Collision SimulatorThe wall carries the momentum offEvery bounce multiplies it by e²Infinitely many bounces, and it stops
Circular Motion SimulatorConstant speed and still acceleratingThere is no such force as centripetal forceThe flatter it lies, the faster it turns
Spring Pendulum SimulatorSimple harmonic motion is a circle's shadowVelocity and acceleration are shadows tooEnergy only changes its form
Simple Pendulum SimulatorA small swing is the same as a springHeight decides the speedIn an accelerating train the vertical tilts
Planetary Orbit SimulatorThe Moon is falling tooThe nearer in, the fasterThe period is set by the size of the orbitFast enough and it never returns