Calculating a Weight Being Lowered Down a Ski Slope

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Ski Slope Weight Calculator

Calculate the forces and dynamics of an object descending a ski slope.

Input Parameters

The mass of the object or skier (in kilograms).
The angle of the slope with respect to the horizontal (in degrees).
A value between 0 (no friction) and 1 (high friction). Adjust for snow conditions.
The total distance the object will travel down the slope (in meters).

Calculation Results

Final Velocity: m/s
Acceleration (a): m/s²
Force Down Slope (Fdown): N
Frictional Force (Ffriction): N
Time to Travel Distance (t): s
The primary result is the Final Velocity achieved after traveling the specified distance. This is calculated using the kinematic equation v² = u² + 2ad, where u (initial velocity) is assumed to be 0. The acceleration 'a' is determined by the net force acting on the object: a = (Fdown – Ffriction) / m. Fdown is the component of gravity acting down the slope (mg sin(θ)), and Ffriction is the force of kinetic friction (μk * N), where N is the normal force (mg cos(θ)). Time 't' is found using v = u + at.
Velocity (m/s) Acceleration (m/s²)
Velocity and Acceleration Over Time
Key Assumptions and Intermediate Values
Parameter Value Unit Description
Mass (m) kg Mass of the object
Slope Angle (θ) degrees Angle of the ski slope
Friction Coefficient (μk) Coefficient of kinetic friction
Distance (d) m Distance to travel
Gravity (g) 9.81 m/s² Standard acceleration due to gravity
Force Down Slope (Fdown) N Component of gravitational force parallel to the slope
Normal Force (N) N Force perpendicular to the slope surface
Frictional Force (Ffriction) N Force opposing motion due to friction
Net Force (Fnet) N Resultant force acting on the object along the slope
Acceleration (a) m/s² Acceleration of the object down the slope

What is Ski Slope Dynamics Calculation?

Ski slope dynamics calculation refers to the process of applying principles of physics, specifically mechanics, to understand and predict the motion of an object (like a skier, snowboard, or sled) as it moves down an inclined surface like a ski slope. This involves analyzing the forces acting upon the object, such as gravity, friction, and air resistance, to determine its acceleration, velocity, time of descent, and the energy involved. Understanding these dynamics is crucial for designing safe ski trails, analyzing equipment performance, and for educational purposes in physics.

Who should use it:

  • Physics students and educators studying classical mechanics and forces.
  • Ski resort designers evaluating slope steepness and potential speeds.
  • Snowboarders and skiers interested in the physics behind their sport.
  • Anyone curious about the forces involved when objects slide down inclines.

Common misconceptions:

  • Friction is always a fixed value: The coefficient of friction varies greatly with snow conditions (icy, packed, powder) and the type of equipment.
  • Gravity is the only force: While gravity is the primary driver, friction and air resistance significantly affect the final speed and acceleration.
  • Steeper slopes always mean faster descent linearly: While steeper slopes increase gravitational force component, they can also increase friction (if normal force changes significantly or if the coefficient itself is angle-dependent, which is a simplification here) and potentially air resistance. The net effect on acceleration is not always proportional to the angle.

Ski Slope Dynamics Formula and Mathematical Explanation

The motion of an object down a ski slope can be modeled using Newton's laws of motion and kinematic equations. We consider the primary forces: gravity, friction, and the normal force. For simplicity, we initially ignore air resistance.

Step 1: Resolve Gravitational Force

The force of gravity acts vertically downwards (Fg = mg). On an inclined plane, this force is resolved into two components:

  • Force down the slope (parallel component): Fdown = mg sin(θ)
  • Force perpendicular to the slope (normal component): Fnormal_gravity = mg cos(θ)

Step 2: Determine the Normal Force

The normal force (N) is the force exerted by the surface perpendicular to the object. In this model, assuming the surface is not accelerating vertically and there are no other vertical forces, the normal force equals the perpendicular component of gravity: N = mg cos(θ).

Step 3: Calculate Frictional Force

The force of kinetic friction (Ffriction) opposes motion and is calculated as: Ffriction = μk * N = μk * mg cos(θ).

Step 4: Calculate Net Force

The net force (Fnet) acting on the object along the slope is the difference between the force pulling it down the slope and the force resisting the motion (friction): Fnet = Fdown – Ffriction = mg sin(θ) – μk mg cos(θ).

Step 5: Calculate Acceleration

Using Newton's Second Law (Fnet = ma), we can find the acceleration (a) of the object:

a = Fnet / m = (mg sin(θ) – μk mg cos(θ)) / m = g (sin(θ) – μk cos(θ)).

Note that the mass 'm' cancels out, meaning the acceleration is independent of the object's mass under these assumptions. This is a key insight from classical mechanics.

Step 6: Calculate Final Velocity and Time

Assuming the object starts from rest (initial velocity u = 0), we can use kinematic equations:

  • Final Velocity (v): v² = u² + 2ad => v² = 0 + 2ad => v = sqrt(2ad)
  • Time (t): v = u + at => v = 0 + at => t = v / a

These equations allow us to predict the object's motion down the ski slope.

Variables Table:

Variable Meaning Unit Typical Range/Notes
m Mass of the object kg 10 – 150 kg (for skiers/sleds)
θ Slope Angle degrees 10° – 60° (standard ski slopes are often 20°-40°)
μk Coefficient of Kinetic Friction 0.05 – 0.3 (varies greatly with snow type: powder, ice, groomed)
g Acceleration due to Gravity m/s² ~9.81 (constant on Earth)
d Distance to Travel m 100 – 2000 m (typical ski run lengths)
Fdown Force Component Down Slope N (Newtons) Calculated value
N Normal Force N (Newtons) Calculated value
Ffriction Frictional Force N (Newtons) Calculated value
Fnet Net Force N (Newtons) Calculated value
a Acceleration m/s² Calculated value
v Final Velocity m/s Calculated value
t Time to Travel Distance s (seconds) Calculated value

Practical Examples (Real-World Use Cases)

Let's explore some scenarios using the Ski Slope Dynamics Calculator:

Example 1: Average Skier on a Moderate Slope

Scenario: A skier weighing 75 kg is on a groomed slope with an angle of 30 degrees. The snow conditions provide a coefficient of kinetic friction of 0.1. The skier travels a distance of 500 meters.

Inputs:

  • Mass (m): 75 kg
  • Slope Angle (θ): 30°
  • Coefficient of Kinetic Friction (μk): 0.1
  • Distance (d): 500 m

Calculated Results:

  • Acceleration (a): ~4.41 m/s²
  • Final Velocity (v): ~66.3 m/s
  • Time to Travel Distance (t): ~15.0 s

Interpretation: The skier accelerates moderately down the slope. A final velocity of approximately 66.3 m/s (about 239 km/h or 148 mph) is quite high and suggests that factors like air resistance, turning, or irregular terrain would significantly limit the actual speed achieved. This example highlights the theoretical maximum speed without considering other forces.

Example 2: Heavy Sled on an Icy Slope

Scenario: A heavy sled with a combined mass of 120 kg is being pulled or sliding down a very steep, icy slope (low friction) with an angle of 45 degrees. The coefficient of kinetic friction is only 0.05. The sled travels a distance of 300 meters.

Inputs:

  • Mass (m): 120 kg
  • Slope Angle (θ): 45°
  • Coefficient of Kinetic Friction (μk): 0.05
  • Distance (d): 300 m

Calculated Results:

  • Acceleration (a): ~6.58 m/s²
  • Final Velocity (v): ~62.8 m/s
  • Time to Travel Distance (t): ~9.5 s

Interpretation: On an icy, steep slope, the acceleration is higher due to the reduced friction. The sled reaches a substantial final velocity of approximately 62.8 m/s (about 226 km/h or 140 mph) over the 300m distance. Again, this is a theoretical value; real-world factors like air resistance, uneven surfaces, and the sled's shape would modify this outcome.

How to Use This Ski Slope Dynamics Calculator

Using the Ski Slope Dynamics Calculator is straightforward and provides valuable insights into the physics of downhill motion. Follow these simple steps:

  1. Enter Object Mass: Input the total mass of the object or skier in kilograms (kg).
  2. Specify Slope Angle: Enter the angle of the ski slope in degrees (°). A steeper slope has a higher angle.
  3. Set Friction Coefficient: Input the coefficient of kinetic friction (μk). Lower values (e.g., 0.05) represent icy conditions, while higher values (e.g., 0.2 or 0.3) represent rougher or stickier snow.
  4. Define Travel Distance: Enter the total distance (in meters) the object is expected to travel down the slope.
  5. View Results: Once you have entered all the parameters, the calculator will instantly display the primary result (Final Velocity) and key intermediate values: Acceleration, Force Down Slope, Frictional Force, and Time to Travel Distance.
  6. Examine Table and Chart: The table provides a detailed breakdown of all calculated intermediate values and assumptions. The chart visualizes how the object's velocity and acceleration change over time.
  7. Reset or Copy: Use the "Reset Defaults" button to return the inputs to their initial values. Use the "Copy Results" button to copy the calculated data for use elsewhere.

How to read results: The main highlighted result is the Final Velocity, indicating the speed the object would reach after covering the specified distance, assuming it started from rest and only these forces were acting. The Acceleration shows how quickly the object's speed increases. The Forces indicate the magnitude of gravity's pull down the slope versus the opposing friction. The Time shows how long it takes to cover the distance.

Decision-making guidance: While this calculator provides theoretical values, it helps understand how changing variables like slope angle and friction drastically impacts motion. For instance, a resort designer might use this to gauge the potential speeds on different trails. A skier might use it to appreciate why icy conditions feel faster.

Key Factors That Affect Ski Slope Dynamics Results

Several factors can significantly influence the actual motion of an object down a ski slope, often leading to different results than a simplified model might predict. Our calculator focuses on core mechanics, but real-world scenarios involve more complexity:

  1. Air Resistance (Drag): As velocity increases, air resistance becomes a significant opposing force. This force depends on the object's shape, surface area, and speed (often proportional to v²). It limits the maximum achievable velocity, preventing speeds from reaching the theoretical maximum calculated here. This is especially important for high-speed skiers or downhill racers.
  2. Snow Conditions: The coefficient of friction (μk) is not static. It changes dramatically based on temperature, snow type (powder, packed, granular, ice), and moisture content. Icy patches drastically reduce friction, while deep powder increases it. Our calculator uses a single coefficient for the entire run, which is a simplification.
  3. Slope Variation: Ski slopes are rarely perfectly uniform inclines. They feature changes in steepness, bumps, moguls, and flat sections. Each variation changes the net force and acceleration dynamically throughout the run.
  4. Ski/Board Design and Edge Interaction: The way skis or a snowboard interact with the snow is complex. Edge grip, waxing, and the specific design of the equipment affect friction and control. Carving turns, for example, introduces forces and friction dynamics not captured in this basic model.
  5. Skier Technique and Body Position: A skier can actively influence their speed by adopting different body positions (tucking reduces drag, an upright stance increases it), using turns to dissipate energy, or even applying forces through poles.
  6. Initial Velocity: This calculator assumes starting from rest (u=0). In reality, a skier might already be moving when entering a specific section of the slope, affecting the final velocity and time over that section.
  7. Lubrication Effects: Under certain conditions (e.g., very high speeds or specific snow types), a thin layer of water can form between the sliding surface and the snow, acting as a lubricant and further reducing effective friction.

Frequently Asked Questions (FAQ)

  • Q1: Does the mass of the object affect its acceleration down the slope?

    A1: In this simplified model, no. As shown in the formula a = g (sin(θ) – μk cos(θ)), the mass 'm' cancels out. This means, ignoring air resistance and assuming constant friction, a heavier object and a lighter object will accelerate at the same rate on the same slope.

  • Q2: What does a coefficient of friction of 0 mean?

    A2: A coefficient of friction of 0 implies there is no frictional force opposing the motion. This is an idealized situation, like sliding on a perfectly frictionless surface. On a ski slope, this would mean only gravity is acting to accelerate the object down the slope.

  • Q3: Why is the calculated final velocity so high compared to real skiing speeds?

    A3: This calculator primarily considers gravity and kinetic friction. It does not account for significant opposing forces like air resistance (drag), which becomes very substantial at high speeds. Also, skiers actively manage their speed through turning and braking, which are not modeled here.

  • Q4: How does air resistance affect the outcome?

    A4: Air resistance acts as a force opposing motion, increasing with velocity. It reduces the net force acting on the object, thereby reducing its acceleration and limiting its final velocity to a terminal velocity, which is much lower than the theoretical maximum calculated here.

  • Q5: What is the difference between static and kinetic friction?

    A5: Static friction prevents an object from starting to move, while kinetic friction acts on an object that is already in motion. The coefficient of static friction (μs) is typically higher than the coefficient of kinetic friction (μk). This calculator uses μk because the object is assumed to be moving.

  • Q6: Can this calculator be used for uphill motion?

    A6: No, this calculator is specifically designed for objects moving *down* an incline under the influence of gravity and friction. Uphill motion would involve different forces and calculations, potentially including a propulsion force.

  • Q7: How does the angle of the slope affect acceleration?

    A7: A steeper slope (larger θ) increases the component of gravity pulling the object down the slope (mg sin(θ)). This generally leads to higher acceleration, assuming the friction component doesn't increase proportionally more.

  • Q8: What if the calculated frictional force is greater than the force down the slope?

    A8: If Ffriction > Fdown, the net force (Fnet) would be negative. This means the object would not accelerate down the slope from rest. If it were already moving, it would decelerate. For this calculator, if Fnet calculates to be negative or zero, the acceleration will be zero (or negative if the object was already moving), and the final velocity would remain zero if starting from rest.

Related Tools and Internal Resources

var gravity = 9.81; function calculateSkiSlopeDynamics() { var mass = parseFloat(document.getElementById("mass").value); var slopeAngleDegrees = parseFloat(document.getElementById("slopeAngle").value); var frictionCoefficient = parseFloat(document.getElementById("frictionCoefficient").value); var distance = parseFloat(document.getElementById("distance").value); var massError = document.getElementById("massError"); var slopeAngleError = document.getElementById("slopeAngleError"); var frictionCoefficientError = document.getElementById("frictionCoefficientError"); var distanceError = document.getElementById("distanceError"); var isValid = true; // Reset errors massError.textContent = ""; slopeAngleError.textContent = ""; frictionCoefficientError.textContent = ""; distanceError.textContent = ""; // Validate inputs if (isNaN(mass) || mass <= 0) { massError.textContent = "Please enter a valid positive mass."; isValid = false; } if (isNaN(slopeAngleDegrees) || slopeAngleDegrees = 90) { slopeAngleError.textContent = "Slope angle must be between 0 and 90 degrees."; isValid = false; } if (isNaN(frictionCoefficient) || frictionCoefficient 1) { // Allowing up to 1 for practical extremes frictionCoefficientError.textContent = "Friction coefficient must be between 0 and 1."; isValid = false; } if (isNaN(distance) || distance 0) { acceleration = netForce / mass; } else { // If net force is zero or negative, acceleration is zero (or object decelerates if already moving) // For starting from rest, it just won't move. acceleration = 0; netForce = 0; // Ensure net force is non-negative if acceleration is zero frictionalForce = forceDownSlope; // Friction 'matches' gravity if no acceleration } // Kinematic equations (assuming initial velocity u = 0) // v^2 = u^2 + 2ad => v = sqrt(2ad) var finalVelocity = Math.sqrt(2 * acceleration * distance); // t = v / a (if a > 0) var timeToTravel = 0; if (acceleration > 0) { timeToTravel = finalVelocity / acceleration; } else { // If acceleration is 0, time to travel a distance is infinite conceptually unless distance is 0. // We'll represent this as Infinity or a very large number if distance > 0, or 0 if distance = 0. timeToTravel = (distance > 0) ? Infinity : 0; } // Update results display document.getElementById("finalVelocity").textContent = finalVelocity.toFixed(2); document.getElementById("acceleration").textContent = acceleration.toFixed(2); document.getElementById("forceDown").textContent = forceDownSlope.toFixed(2); document.getElementById("frictionalForce").textContent = frictionalForce.toFixed(2); document.getElementById("timeToTravel").textContent = (timeToTravel === Infinity) ? "∞" : timeToTravel.toFixed(2); // Update table document.getElementById("tableMass").textContent = mass.toFixed(2); document.getElementById("tableSlopeAngle").textContent = slopeAngleDegrees.toFixed(1); document.getElementById("tableFrictionCoefficient").textContent = frictionCoefficient.toFixed(2); document.getElementById("tableDistance").textContent = distance.toFixed(0); document.getElementById("tableForceDown").textContent = forceDownSlope.toFixed(2); document.getElementById("tableNormalForce").textContent = normalForce.toFixed(2); document.getElementById("tableFrictionalForce").textContent = frictionalForce.toFixed(2); document.getElementById("tableNetForce").textContent = netForce.toFixed(2); document.getElementById("tableAcceleration").textContent = acceleration.toFixed(2); // Update main result display document.getElementById("mainResult").textContent = finalVelocity.toFixed(2); updateChart(acceleration, timeToTravel, distance); } function resetResults() { document.getElementById("finalVelocity").textContent = "–"; document.getElementById("acceleration").textContent = "–"; document.getElementById("forceDown").textContent = "–"; document.getElementById("frictionalForce").textContent = "–"; document.getElementById("timeToTravel").textContent = "–"; document.getElementById("mainResult").textContent = "–"; // Reset table document.getElementById("tableMass").textContent = "–"; document.getElementById("tableSlopeAngle").textContent = "–"; document.getElementById("tableFrictionCoefficient").textContent = "–"; document.getElementById("tableDistance").textContent = "–"; document.getElementById("tableForceDown").textContent = "–"; document.getElementById("tableNormalForce").textContent = "–"; document.getElementById("tableFrictionalForce").textContent = "–"; document.getElementById("tableNetForce").textContent = "–"; document.getElementById("tableAcceleration").textContent = "–"; // Clear chart var canvas = document.getElementById('velocityTimeChart'); var ctx = canvas.getContext('2d'); ctx.clearRect(0, 0, canvas.width, canvas.height); } function resetInputs() { document.getElementById("mass").value = 75; document.getElementById("slopeAngle").value = 30; document.getElementById("frictionCoefficient").value = 0.1; document.getElementById("distance").value = 500; document.getElementById("massError").textContent = ""; document.getElementById("slopeAngleError").textContent = ""; document.getElementById("frictionCoefficientError").textContent = ""; document.getElementById("distanceError").textContent = ""; calculateSkiSlopeDynamics(); } function copyResults() { var mass = document.getElementById("mass").value; var slopeAngleDegrees = document.getElementById("slopeAngle").value; var frictionCoefficient = document.getElementById("frictionCoefficient").value; var distance = document.getElementById("distance").value; var finalVelocity = document.getElementById("finalVelocity").textContent; var acceleration = document.getElementById("acceleration").textContent; var forceDown = document.getElementById("forceDown").textContent; var frictionalForce = document.getElementById("frictionalForce").textContent; var timeToTravel = document.getElementById("timeToTravel").textContent; var assumptions = "Assumptions:\n"; assumptions += "- Mass: " + mass + " kg\n"; assumptions += "- Slope Angle: " + slopeAngleDegrees + "°\n"; assumptions += "- Friction Coefficient (μk): " + frictionCoefficient + "\n"; assumptions += "- Distance: " + distance + " m\n"; assumptions += "- Initial Velocity: 0 m/s\n"; assumptions += "- Gravity: 9.81 m/s²\n"; assumptions += "- Air Resistance Ignored\n\n"; var resultsText = "Ski Slope Dynamics Calculation Results:\n"; resultsText += "—————————————\n"; resultsText += "Final Velocity: " + finalVelocity + " m/s\n"; resultsText += "Acceleration: " + acceleration + " m/s²\n"; resultsText += "Force Down Slope: " + forceDown + " N\n"; resultsText += "Frictional Force: " + frictionalForce + " N\n"; resultsText += "Time to Travel Distance: " + timeToTravel + " s\n\n"; resultsText += assumptions; // Use a temporary textarea to copy text to clipboard var textArea = document.createElement("textarea"); textArea.value = resultsText; textArea.style.position = "fixed"; // Avoid scrolling to bottom textArea.style.opacity = "0"; document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'Results copied successfully!' : 'Failed to copy results.'; console.log(msg); // Optional: Show a temporary message to the user var statusMessage = document.createElement('div'); statusMessage.textContent = msg; statusMessage.style.position = 'fixed'; statusMessage.style.bottom = '20px'; statusMessage.style.left = '50%'; statusMessage.style.transform = 'translateX(-50%)'; statusMessage.style.backgroundColor = '#004a99'; statusMessage.style.color = 'white'; statusMessage.style.padding = '10px 20px'; statusMessage.style.borderRadius = '5px'; statusMessage.style.zIndex = '1000'; document.body.appendChild(statusMessage); setTimeout(function() { statusMessage.remove(); }, 2000); } catch (err) { console.error('Fallback: Oops, unable to copy', err); } document.body.removeChild(textArea); } function updateChart(acceleration, timeToTravel, distance) { var canvas = document.getElementById('velocityTimeChart'); var ctx = canvas.getContext('2d'); canvas.width = canvas.offsetWidth; // Set canvas width based on its container canvas.height = 300; // Fixed height for the chart ctx.clearRect(0, 0, canvas.width, canvas.height); var dataPoints = 100; // Number of points to plot var velocityData = []; var timeData = []; var maxTimeForChart = 0; var maxVelocityForChart = 0; if (timeToTravel === Infinity || isNaN(timeToTravel) || timeToTravel === 0) { // If time is infinite or 0, use distance to estimate a reasonable time frame for plotting // Estimate time assuming a constant acceleration from a baseline (e.g., 10s if dist is large) var estimatedTime = (distance / 50 > 10) ? distance / 50 : 10; // Heuristic maxTimeForChart = estimatedTime; timeToTravel = estimatedTime; // Use this for calculation loop if (acceleration === 0) { // If acceleration is zero, velocity is constant at 0 maxVelocityForChart = 1; // Set a small value to avoid division by zero or empty chart } else { maxVelocityForChart = Math.sqrt(2 * acceleration * distance); } } else { maxTimeForChart = timeToTravel; maxVelocityForChart = Math.sqrt(2 * acceleration * distance); // Use calculated final velocity } // Add a buffer to max values for better visualization var timeBuffer = maxTimeForChart * 0.1; var velocityBuffer = maxVelocityForChart * 0.1; if (maxTimeForChart === 0) timeBuffer = 5; // Default buffer if time is zero if (maxVelocityForChart === 0) velocityBuffer = 10; // Default buffer if velocity is zero for (var i = 0; i timeToTravel && acceleration > 0) { // If we are past the calculated travel time, velocity stops increasing t = timeToTravel; // Cap time for calculation loop if needed, though plot may extend beyond // velocityData.push(Math.sqrt(2 * acceleration * distance)); // Velocity is capped at final velocity if (acceleration > 0) velocityData.push(Math.sqrt(2 * acceleration * distance)); else velocityData.push(0); } else { if (acceleration > 0) velocityData.push(Math.sqrt(2 * acceleration * t)); else velocityData.push(0); // If acceleration is 0, velocity remains 0 } timeData.push(t); } // Ensure the chart scales correctly even if max values are very small or zero var chartMaxTime = Math.max(…timeData, 5); // Ensure minimum display range var chartMaxVelocity = Math.max(…velocityData, 10); // Ensure minimum display range // Scale factor for Y-axis (Velocity) var yScaleFactor = canvas.height / (chartMaxVelocity + velocityBuffer); // Scale factor for X-axis (Time) – ensure it fills the canvas width var xScaleFactor = canvas.width / (chartMaxTime + timeBuffer); // Draw Velocity Curve ctx.beginPath(); ctx.lineWidth = 3; ctx.strokeStyle = 'var(–primary-color)'; // Using CSS variable conceptually, in JS need the actual color value ctx.strokeStyle = '#004a99'; for (var i = 0; i 0.01) { // Only plot if acceleration is significant ctx.beginPath(); ctx.lineWidth = 2; ctx.strokeStyle = '#28a745'; // Success color var accY = canvas.height – (acceleration * yScaleFactor); // Y position of the acceleration value // Ensure the acceleration line doesn't go off-canvas if acceleration is very high relative to velocity buffer if (accY 0.01) { ctx.fillStyle = '#28a745'; ctx.textAlign = 'left'; ctx.fillText('Accel: ' + acceleration.toFixed(2) + ' m/s²', 5, accY – 5); } } // Initial calculation on page load document.addEventListener('DOMContentLoaded', function() { // Add event listeners to all input fields to trigger calculation on change var inputs = document.querySelectorAll('.loan-calc-container input[type="number"], .loan-calc-container select'); for (var i = 0; i < inputs.length; i++) { inputs[i].addEventListener('input', calculateSkiSlopeDynamics); } calculateSkiSlopeDynamics(); // Perform initial calculation });

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