- #36
- 10,338
- 1,516
syfry said:Both of those are changing my question that I intentionally composed to avoid moving in any opposite directions:
"you reach 99% light speed in one direction, then without slowing, you start to accelerate into an either directly left or right direction (say the engine can rotate without turning the spacecraft) until you reach 99% into that direction as well. And again without slowing, you start to accelerate into an either directly up or down direction until you also reach 99% into that direction"
Emphasis mine.
Are we on the same page or are we missing details by speed reading at relativistic speeds which might happen to be length contracting our attention?
The exact calculation amount isn't vital, I merely wanted to confirm that relativistic effects from the additions of speed won't overshoot past c.
When you reach 99 percent of the speed of light in one direction (we'll call it the x direction), you'll have some momentum in the x direction ##\gamma \, m \, .99 \, c##, where m is your mass.
If you start to accelerate in the y direction, if you maintain the same momentum in the x direction, your velocity in the x direction will decrease as you accelerate in the y direction, because the value of ##\gamma## will increase as you increase your velocity. Since your mass remains constant, this implies that the x component of the velocity must drop.
Here the "x,y,z" directions are relative to some fixed inertial frame of reference S.
If, instead, you accelerate in some manner to keep your x-velocity component relative to the fixed inertial frame S constant, you will never be able to exceed a velocity of ##\sqrt(1 - .99^2)\,c## in the y direction.
These are the two most likely interpretations of what you mean by "accelerate in the y direction". If you have some other interpretation, you'll have to state what it might be.
The general rules you need in special relativity are ##F = dp/dt##, where p is momentum, and ##p = \gamma m v##, where v is a vector, and ##\gamma = 1 / \sqrt(1-|v|^2/c^2)## where ##|v|## is a scalar that is the magnitude of the vector v, i.e. ##|v| = \sqrt(v_x^2 + v_y^2 + v_z^2)##.
[add]Additionaly, there are various options for "t" you might use. I'm using the coordinate time of frame S. Other popular choices might be different coordinates, or the notion of "proper time", ##\tau##, which is an interval along a worldline that a clock might measure.
Last edited: