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← Electric Charges

Chapter 19 · free playable model

Coulomb Courier

Aim, charge, fly. Drag the probe to throw it, dial the charge it carries, and let F = kQq/r² steer it onto the pad — slowly enough to dock.

PAD++3.0 μC0faint arrows: E field · red arrow: force on you

Delivery 1

Go negative and let the +3 μC anchor pull you onto the pad.

Drag the probe to throw it — or set q and press Fly

Probe charge q

+0.00μC

|ΣF| on probe
0.000N
Speed · dock ≤ 0.60
0.00m/s
Clock
0.0s

Session score0

Simple definition
Coulomb’s law gives the force between two point charges: it grows with the product of the charges and falls with the square of their separation.
Example
Doubling one charge doubles the force; doubling the separation cuts the force to a quarter.

F = k Q q / r²nearest source +3.0 μC at r = 1.020 m, so its term is +0.000 N

Go negative and let the +3 μC anchor pull you onto the pad.

How the physics works

F = k Q q / r² with k = 8.99 × 10⁹ N·m²/C². The force lies along the line joining the two charges: away from the source when Qq is positive, toward it when Qq is negative. Flipping the sign of q turns a wall into a tow rope.

F⃗ = Σᵢ F⃗ᵢ — with several fixed sources the terms add as vectors. The red arrow on the probe is that sum, evaluated every frame; the faint arrows are the field the sources would exert on a positive test charge.

r₁/r₂ = √(Q₁/Q₂) locates the null point between two like charges. On delivery 4 the pad sits exactly there: 4 μC and 1 μC give a ratio of 2, so the null is twice as far from the strong pillar as from the weak one.

m a⃗ = F⃗ − b v⃗ closes the loop. The probe has m = 1.00 kg and moves through a gel with linear drag b = 0.70 N·s/m, integrated by semi-implicit Euler at 240 steps per second. Cut the charge and the drag alone brings you down to docking speed — that coast is the whole skill of the game. The dashed ghost line before launch runs this exact integrator ahead of time, so what you see is what you get.

Game 10 · Electric Charges learning guide

Turn the playthrough into a physics lesson.

Learning objectiveChoose a probe charge so the vector sum of electrostatic forces guides it safely to the delivery pad.

01

What you will learn

  • Coulomb force follows an inverse-square relationship.
  • The sign of charge determines attraction or repulsion.
  • Forces from several charges add as vectors.

02

How to play

  1. Inspect the fixed source charges and the route to the pad.
  2. Set the probe charge with the slider or arrow controls.
  3. Launch, observe the curved path, and revise the sign or magnitude for the next attempt.

03

Quick classroom check

How does the force change if the distance between two point charges doubles?

Suitable forUpper-secondary physics · electrostatics and Coulomb’s law

Continue this topic

Move from play to explanation and exam-style practice.

Teachers can share the page link with a class. The game is free and does not require an account.