I thought we were talking about the movement of the gun, not the bullet, since this whole conversation had been about recoil.
you know what? fine. alright then. total momentum, letâs go.
total momentum is basically the momentum of every object involved in a situation added together. in this case, that would only be two objects - the gun, which weâll say is 4 KG, and the round, which weâll say is 0.01 KG. due to conservation of momentum, no matter what we do to these objects, as long as no other factors come into or out of play, the momentum will always be the same.
since momentum is mass times velocity, and neither of the objects are moving, the first state of momentum is equal to zero, which means the second state also has to equal zero. this goes back to âevery force has an equal and opposite reactionâ. letâs say the round flies out of the barrel at 500 meters per second. 0.01*500 is 5, so the roundâs momentum is 5 Ns (or 5 KG m/s. iâll use Ns because itâs shorter. units are weird.). This means that the weaponâs momentum is 5 Ns in the opposite direction. after some fiddling this means that the gunâs velocity is 1.25 m/s (in the opposite direction of the bullet of course), but we already have the weaponâs momentum so we donât need it.
now, how long does that last? wellâŚweâd need to find the net force. and iâm not doing that. so. basically itâs kind of complicated and tedious, but itâd be really easy for a computer to do. but then thereâs muzzle rise and a whole bunch of stuff.
tl;dr: we probably shouldnât use actual laws of physics to simulate something as basic as weapon recoil. this isnât VR. we donât exactly need to do that.
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