Condition for a Vertical Loop (h₀ ≧ 2.5r, Speed √(gr) at the Top)

At the top both forces point inward

Take the top of the loop. The cart is upside down here, and the rail is above it.

The centre of the curve is straight below. Gravity points down, and the push of the rail points down as well. Both point at the centre.

So this time they add: . In the valley and on the hill the two forces were subtracted; here alone they are added.

Solved, . If the speed is too low the right side is negative, and there is no such thing as a negative normal force. The story ends there.

The speed at the edge

A rail can only push; it cannot hold the cart back. This is a cart with no wheels gripping from above. So the condition is .

Solving gives , the very equation that appeared as the condition for floating at the top of a hill.

The edge is , where . At that point gravity alone is holding the cart to the circle. The figure lowers the speed and stops where the arrow disappears.

Below this the cart leaves the rail and falls. Whether it makes it round is settled at this one point at the top and nowhere else.

Turn it into a height

We have a condition on the speed, but what can be settled before the ride is the height. So has to be translated into .

The equation from the previous lecture does it. Without friction, . The top of the loop is at a height of , so the speed there satisfies .

The path makes no difference, so the shape in between may be anything at all. Steep slope or gentle, only the descent from to is turned into speed.

Put this into . From here it is only a matter of solving.

Two and a half times the radius

Divide both sides of by to get , which tidies into .

has gone, and the mass was never in it. What is left is the ratio of a height to a radius. Fix the size of the loop and the height required is fixed at times it.

The figure varies the radius, and the line for the required height always sits at times it. That a larger loop needs a higher start is the whole content of this one inequality.

A real coaster starts from very much higher than this. It has to allow for what friction takes away, and for the fact that riding at the very edge of would be miserable.

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