3.1 Kinematics & Motion
Key Takeaways
- The four kinematics equations — v = v0 + at, Δx = v0t + ½at², v² = v0² + 2aΔx, and Δx = [(v0+v)/2]t — describe any constant-acceleration motion problem.
- Distance and speed are scalars with no direction; displacement and velocity are vectors that include direction.
- Free-fall problems use a = g = 9.8 m/s² (32.2 ft/s²) in the same kinematics equations as any other constant-acceleration problem.
- Projectile motion splits into two independent components: constant horizontal velocity and constant vertical acceleration (g) downward.
- Solving the vertical component for time of flight first, then applying that time horizontally, finds the range of any horizontally launched projectile.
Kinematics — the study of motion, independent of its causes — is the mathematical backbone of every mechanics question on the physics portion of the Navy Advanced Programs Test (NAPT). Free-fall drops, thrown objects, accelerating vehicles, and word problems asking how far, how fast, or how long an object travels all reduce to the same handful of relationships covered in this section. Learn the four kinematics equations cold, and learn to split any projectile problem into a horizontal piece and a vertical piece, and a large share of the mechanics questions on the NAPT become straightforward arithmetic.
Distance, Displacement, Speed, and Velocity
Not every question asking how far or how fast means the same thing in physics, and the exam relies on you knowing the difference.
- Distance is a scalar quantity — total path length traveled, with no direction attached. Walk 3 meters east and then 3 meters west, and you have traveled a distance of 6 meters.
- Displacement is a vector quantity — the straight-line change in position, including direction. In that same example, your displacement is 0 meters because you ended up back where you started.
- Speed is distance divided by time (a scalar). Velocity is displacement divided by time (a vector) — it carries both magnitude and direction.
- Acceleration is the rate at which velocity changes over time, measured in meters per second squared (m/s²) in the metric system or feet per second squared (ft/s²) in the imperial system. An object speeding up, slowing down, or changing direction is all accelerating — deceleration is simply acceleration directed opposite to the motion.
| Quantity | Type | Common Symbol | SI Unit |
|---|---|---|---|
| Distance / Displacement | scalar / vector | d or Δx | meter (m) |
| Speed / Velocity | scalar / vector | v | meters per second (m/s) |
| Acceleration | vector | a | meters per second squared (m/s²) |
| Time | scalar | t | second (s) |
The Four Kinematics Equations
For motion with constant acceleration — the case tested almost exclusively on the NAPT — four equations describe everything: where an object is, how fast it is moving, and how long it takes to get there. Each equation omits one of the five key variables (v0, v, a, t, Δx), so picking the right equation just means picking the one that does not require the variable you were not given.
| Equation | Missing Variable | Use When You Know |
|---|---|---|
| v = v0 + at | Δx | initial velocity, acceleration, time |
| Δx = v0t + ½at² | v | initial velocity, acceleration, time |
| v² = v0² + 2aΔx | t | initial velocity, acceleration, displacement |
| Δx = [(v0 + v) / 2]t | a | both velocities and time |
Where v0 = initial velocity, v = final velocity, a = acceleration, t = time, and Δx = displacement.
Worked Example 1: An Accelerating Boat
A small patrol boat starts from rest alongside the pier and accelerates at a constant 2.5 m/s² for 6 seconds before leveling off.
Find the final velocity. Since we know v0 (0 m/s), a (2.5 m/s²), and t (6 s), use v = v0 + at:
v = 0 + (2.5)(6) = 15 m/s
Find the distance covered. Use Δx = v0t + ½at²:
Δx = (0)(6) + ½(2.5)(6²) = 0 + ½(2.5)(36) = 45 meters
Because acceleration is constant, velocity grows in a straight line over time — the chart below plots the boat's velocity at each second of the run.
Worked Example 2: Free Fall
A wrench slips from a sailor's hand and falls from a height of 44.1 meters above the deck. Ignoring air resistance, gravity accelerates it downward at g = 9.8 m/s².
Find the time to hit the deck. Starting from rest, use Δx = v0t + ½at² with v0 = 0:
44.1 = ½(9.8)t² → t² = 44.1 / 4.9 = 9 → t = 3 seconds
Find the impact velocity. Use v = v0 + at:
v = 0 + (9.8)(3) = 29.4 m/s
Free-fall problems are just kinematics problems with a = g = 9.8 m/s² (or 32.2 ft/s² in imperial units) substituted in — nothing new to memorize.
Projectile Motion: Two Independent Problems in One
A projectile is any object moving under gravity alone after being launched, thrown, or dropped. The single most important idea for the NAPT is that projectile motion is really two separate, independent motions happening at the same time:
| Direction | What Happens | Governing Fact |
|---|---|---|
| Horizontal | Constant velocity (zero acceleration) | Nothing pushes or slows the object sideways (ignoring air resistance) |
| Vertical | Constant acceleration, g = 9.8 m/s² downward | Gravity acts the entire flight, independent of horizontal motion |
Because the two directions never affect each other, you solve the vertical problem first to find time of flight, then plug that same time into the horizontal problem to find range (horizontal distance traveled).
Worked Example 3: Horizontal Launch
A signal flare is launched horizontally at 20 m/s from a platform 78.4 meters above the water.
Step 1 — Vertical: find time of flight. The flare has no initial vertical velocity, so use Δx = ½gt²:
78.4 = ½(9.8)t² → t² = 78.4 / 4.9 = 16 → t = 4 seconds
Step 2 — Horizontal: find range. Horizontal velocity never changes, so distance = velocity × time:
range = (20 m/s)(4 s) = 80 meters
Bonus — impact speed. The vertical velocity at splashdown is v = gt = (9.8)(4) = 39.2 m/s. Combining the horizontal (20 m/s) and vertical (39.2 m/s) components with the Pythagorean theorem gives a total impact speed of about 44 m/s — noticeably faster than either component alone, because velocity is a vector.
This same two-step method — solve the vertical component for time, then use that time horizontally — handles every horizontal-launch projectile problem you will see, whether it is a dropped tool, a thrown heaving line, or a launched flare.
Section Takeaways
- Four kinematics equations cover any constant-acceleration motion; pick the one that omits the variable you were not given.
- Distance and speed are scalars (no direction); displacement and velocity are vectors (direction matters).
- Free fall is kinematics with a = g = 9.8 m/s² (32.2 ft/s²) substituted in.
- Projectile motion splits into two independent problems: horizontal (constant velocity) and vertical (constant acceleration g).
- Solve the vertical component for time of flight first, then use that time to find horizontal range.
A small patrol boat starts from rest and accelerates at a constant 2.5 m/s² for 6 seconds. What is its velocity at the end of the 6 seconds?
Using the same patrol boat (starting from rest, accelerating at 2.5 m/s² for 6 seconds), how far does it travel during those 6 seconds?
A wrench is dropped from rest and falls 44.1 meters to the deck below, with no air resistance (g = 9.8 m/s²). How long does it take to hit the deck?
A signal flare is launched horizontally at 20 m/s from a platform 78.4 meters above the water (g = 9.8 m/s²). How far from the base of the platform does the flare land?