23. Summary of the solutions and the most important variables
The solutions
We first summarize the solutions of all the previous
sections, then summarize the major variables that have been revealed by the
progression of solutions and the sensitivity analyses. Then (in the next
section) we focus on the combinations of the most important variables in order
to search for the most characteristic solutions.
The progression of solutions for the snap and the lurch are
listed in the tables below.
The snap is a simple case, for there is only a single
scenario each for linear and angular calculations. With the angular
calculations, the speed of the snap decreases from its 5.0 ft s-1
(linear) to 4.56 ft s-1. The important point here is that both
versions of the calculation explain the snap.
Solution | Velocity of snap, ft s-1 |
Snap linear | 5.00 |
Snap angular | 4.56 |
The progression of calculations for the lurch is more
complicated, since the linear and angular scenarios each have seven versions.
The first five of each solve for the speed of the lurch and the speed of the
could, while the last two substitute the mass of the could form the speed of the
cloud. Examining the changes in the solutions as variables are added offers an
initial way to assess the importance of the new variables.
Consider first the linear calculations. The speed of the
lurch in scenario 1 (body, bullet, and cloud) is 2.36 ft s-1,
substantially faster than is shown in the Zapruder film. Adding the large
fragments (scenario 2) increases this speed only slightly, to 2.44 ft s-1.
This indicates that the large fragments do not materially affect the answer,
although the offer important clues about the nature of the explosion and the
forward movement of the cloud. By contrast, adding 3-D motion to the cloud
(scenario 3) has a huge effect on the lurch, decreasing it speed to 0.88 ft s-1
(i.e., by nearly a factor of three). This shows that the three-dimensional
properties of the cloud must be estimated as accurately as possible. The reason
for the decrease is easy to understandmotions
along the Y- and Z-axes (in/out of the plane of the film and up/down) do not
contribute to the rearward lurch (X-axis). Allowing a given mass of could to
have Y- and Z-components of motions decreases the mass available to affect the
motion in the X-direction). Adding 3-D motion to the large fragments (scenario
4) does not change the lurch perceptibly (0.88 ft s-1 rearward
becomes 0.87 ft s-1 rearward). The same thing holds for adding 3-D
motion to the body (scenario 5), where the lurch remains unchanged. Solving for mcloud
instead of vcloud (scenario 6) hardly changes the solution,
either; the lurch increases in speed to 0.90 ft s-1.
The final big change comes in scenario 7, which adds the four
time intervals of frame 312 into frame 313. This step reduces the speed of the
lurch from 0.90 ft s-1 to 0.55 ft s-1, and in so doing
appears to bring it below the observed speed of 0.82 ft s-1 to the
rear. The disagreement may be more apparent than real, however, for the same
reason discussed earlier for the snapthe initial lurch lasted less than a
frame and so would have been faster than the full-frame average calculated from
Thompson's data. Thus the apparent disagreement here does not mean much.
We can conclude from the progression of lurches calculated
linearly that the most important variables are the original ones (body, bullet,
and cloud) plus the 3-D aspects of the cloud and the time intervals (which
mostly hinge on the time for the snap).
Similar conclusions on important variables can be derived
from the angular scenarios. Although the rearward speeds are generally up to 50%
greater than for the linear cases, they break with the same changes in variables
and in the same directions. The time intervals seem to be more important for the
angular calculation, however, for they take lurches that were greater than the
linear cases (scenarios 16) and make them smaller than the linear case
(scenario 7). But they do not change the overall list of important variables.
Scenario | Description | vbodyafter, ft s-1 | vcloud, ft s-1 |
Lurch 1 Linear | Calculates from body, bullet, and cloud | -2.36 | 450 |
Lurch 2 Linear | Adds large fragments | -2.44 | 437 |
Lurch 3 Linear | Adds 3-D motion to cloud | -0.88 | 309 |
Lurch 4 Linear | Adds 3-D motion to large fragments | -0.87 | 307 |
Lurch 5 Linear | Adds 3-D motion to body | -0.87 | 307 |
mcloud, lb | |||
Lurch 6 Linear | Sets vcloud = vfrags and solves for mcloud | -0.90 | 0.32 |
Lurch 7 Linear | Adds four time intervals | -0.55 | 0.18 |
vcloud, ft s-1 | |||
Lurch 1 Angular | Rotational analog of Lurch 1 Linear | -3.53 | 449 |
Lurch 2 Angular | Adds large fragments | -3.29 | 436 |
Lurch 3 Angular | Adds conical 3-D motion of cloud | -1.30 | 282 |
Lurch 4 Angular | Adds 3-D motion of large fragments | -1.28 | 279 |
Lurch 5 Angular | Adds 3-D motion of body | -1.28 | 279 |
mcloud, lb | |||
Lurch 6 Angular | Sets vcloud = vfrags and solves for mcloud | -1.14 | 0.26 |
Lurch 7 Angular | Adds four time intervals | -0.33 | 0.083 |
The most important variables
A better way to summarize the importance of the
variables is to list them in the order of their range of values (of the lurch)
created by reasonable variations (in the sensitivity analyses). The results are
shown in the two large tables below. The first summarizes the variables and the
range of values given to each, in roughly the order they were introduced into
the calculations. The second shows the range of effect each variable had on each
calculation.
Variable | Symbol | Default value | Range of values |
Mass of bullet | mbullet | 161 gr | 156166 gr |
Entrance velocity of bullet | vbullet | 1800 ft s-1 | 17501850 ft s-1 |
Exit velocity of bullet | vbulletafter | 200 ft s-1 | 0400 ft s-1 |
Angle of bullet above horizontal | Θ | 17° | 12°22° |
Mass of head | mhead | 7 lb | 59 lb |
Mass of upper torso | mbody | 85 lb | 65105 lb |
Vertical length of upper torso | L | 3 ft | Noneon both sides of equation |
Mass of diffuse cloud of brain matter | mcloud | 0.3 lb | 0.10.8 lb |
Exit speed of cloud of brain matter | vcloud | 300 ft s-1 | 100500 ft s-1 |
Potential energy created by bullet's breaking and transiting skull | PE | 200 ft-lb | 100500 ft-lb |
Lever arm of rotation of head about top of neck | Rhead | 4.5 in | 3.55.5 in |
Lever arm of bullet with respect to top of neck | Rbullet | 5.75 in | 4.756.75 in |
Mass of large fragment 1 | mfrag1 | 0.027 lb | 0.0220.032 lb |
Exit velocity of large fragment 1 | vfrag1 | 300 ft s-1 | 100500 ft s-1 |
Upward angle of large fragment 1 | Θfrag1 | 40° | 20°60° |
Mass of large fragments 2,3 | mfrags23 | 0.01 lb | 0.0050.015 lb |
Exit velocity of large fragments 2,3 | vfrags23 | 300 ft s-1 | 100500 ft s-1 |
Upward angle of large fragments 2,3 | Θfrags23 | 70° | 50°90° |
Final speed of forward snap of head | vsnap | Calculated | Calculated |
Final speed of rearward mechanical recoil (lurch) of head and upper torso | vbodyafter, vlurch | Calculated | Calculated |
3-D term for speed of cloud (to reduce mean X-velocity) | fxcl | 0.7 | 0.41.0 |
3-D term for kinetic energy of cloud (to add Y, Z components of KE) | fkecl | 2 | 13 |
3-D terms for kinetic energy of large fragment 1 (to add Y, Z components of KE) | fkefrag1 | 1.25 | 1.01.5 |
3-D term for kinetic energy of large fragments 2,3 (to add Y, Z components of KE) | fkefrags23 | 1.25 | 1.01.5 |
3-D term for kinetic energy of lurching body (to add Y, Z components of KE) | fkebody | 1.2 | 1.01.4 |
Distance of bullet's transit through head | dtransit | 4 in | 09 in |
Distance of forward snap of head | dsnap | 2.2 in | 1.43.0 in |
Distance moved by large fragments in Z313 | dfrags | 6 ft | 210 ft |
Time delay to begin snap after Z312 closes | tdelay | 0.002 s | 0.0000.006 s |
Time duration of forward snap within 312,313 | tsnap | Calculated | Calculated |
Time for bullet to transit the head | ttransit | Calculated | Calculated |
Time of lurch within open period of Z313 | tlurch | Calculated | Calculated |
Half-angle of conical cloud of brain matter | Θcl | 45° | 25°65° |
Factor for improved moment of inertia of body | fI | 1.11 | 1.071.15 |
The most important variables are shown
near the top of the table below, and are generally grouped in order of
decreasing range of effect on the lurch in Lurch 7 Angular. Although the range
of effects in L7A form something of a continuum, most of the largest ones come
from variables associated with the head, the cloud, and the timing. The variable
dsnap, which might seem to be an exception, is not because it
is largely set by the speed of the forward snap, which in turn depends on the
mass of the head. Even dfrags is not a real exception, because
it has to do with the violence of the explosion and with the time intervals.
Equally instructive is to examine the variables with small
effects. They have mostly to do with the bullet, the large fragments, and the
body, and surprisingly include the mass of the body.
Range of effect, ft s-1, on lurch | ||||||||||||||
Variable |
L1L | L2L | L3L | L4L | L5L | L6L | L7L | L1A | L2A | L3A | L4A | L5A | L6A | L7A |
vcloud | 4.20 | |||||||||||||
dsnap | 1.52 | 3.88 | ||||||||||||
dfrags | 1.68 | 2.97 | ||||||||||||
mcloud | 3.29 | 3.28 | 1.63 | 1.62 | 1.62 | 4.52 | 4.80 | 2.32 | 2.30 | 2.30 | ||||
mhead | 1.44 | 1.78 | ||||||||||||
Rhead | 1.49 | |||||||||||||
Rbullet | 1.20 | |||||||||||||
Θcl | 1.30 | 1.29 | 1.29 | 1.69 | 0.89 | |||||||||
fxcl | 1.32 | 1.31 | 1.30 | 1.34 | 0.99 | |||||||||
fkecl | 0.92 | 0.91 | 0.91 | 2.08 | 1.54 | |||||||||
vbulletafter | 0.12 | 0.12 | 0.17 | 0.17 | 0.17 | 0.12 | 0.61 | 0.16 | 0.16 | 0.22 | 0.22 | 0.22 | 0.16 | 0.75 |
PE | 0.67 | 0.69 | 0.34 | 0.35 | 0.35 | 0.71 | 0.55 | 1.34 | 0.93 | 0.49 | 0.49 | 0.49 | 0.91 | 0.55 |
tdelay | 0.54 | 0.56 | ||||||||||||
vbullet | 0.16 | 0.17 | 0.06 | 0.05 | 0.06 | 0.18 | 0.31 | 0.22 | 0.23 | 0.09 | 0.09 | 0.09 | 0.23 | 0.36 |
mbullet | 0.07 | 0.48 | 0.01 | 0.01 | 0.01 | 0.08 | 0.23 | 0.10 | 0.10 | 0.02 | 0.02 | 0.02 | 0.10 | 0.27 |
Θfrag1 | 0.08 | 0.08 | 0.08 | 0.08 | 0.08 | 0.11 | 0.12 | 0.11 | 0.11 | 0.11 | 0.11 | 0.19 | ||
Θ | 0.05 | 0.05 | 0.05 | 0.04 | 0.05 | 0.05 | 0.13 | 0.07 | 0.07 | 0.07 | 0.07 | 0.07 | 0.07 | 0.16 |
mbody | 1.18 | 1.22 | 0.44 | 0.43 | 0.44 | 0.45 | 0.28 | 1.58 | 1.64 | 0.65 | 0.64 | 0.64 | 0.57 | 0.16 |
vfrag1 | 0.02 | 0.11 | 0.08 | 0.08 | 0.02 | 0.14 | 0.11 | 0.11 | ||||||
Θfrags23 | 0.069 | 0.05 | 0.04 | 0.04 | 0.04 | 0.06 | 0.06 | 0.06 | 0.06 | 0.06 | 0.06 | 0.10 | ||
fkefrag1 | 0.02 | 0.02 | 0.05 | 0.29 | 0.02 | 0.02 | 0.06 | 0.10 | ||||||
dtransit | 0.05 | 0.07 | ||||||||||||
mfrag1 | 0.03 | 0.04 | 0.04 | 0.04 | 0.02 | 0.03 | 0.04 | 0.06 | 0.05 | 0.05 | 0.04 | 0.06 | ||
fI | 0.12 | 0.12 | 0.12 | 0.10 | 0.03 | |||||||||
vfrags23 | 0.05 | 0.00 | 0.01 | 0.01 | 0.04 | 0.01 | 0.01 | 0.01 | ||||||
mfrags23 | 0.00 | 0.01 | 0.01 | 0.01 | 0.01 | 0.01 | 0.00 | 0.02 | 0.01 | 0.01 | 0.01 | 0.01 | ||
fkefrags23 | 0.01 | 0.01 | 0.01 | 0.01 | ||||||||||
fkebody | 0.00 | 0.00 | 0.00 | 0.00 | 0.00 | 0.00 |
Examining the three questions
The major questions to which the answers about the major variables are to be applied are threefold, at least at the beginning. We can express them in stepwise order as: (1) Can the mechanical interaction of the bullet and the head (the forward snap followed by the explosion of the head) ever produce a rearward lurch strictly as a result of physics? (2) If so, how large can it be? (3) How close does the answer with the optimum combination of variables come to the observed lurch?
We begin our examination of the three questions by ranking the most important
variables and seeing whether external constraints on their values produce or
guarantee a rearward lurch. Lurch 7 Angular (and very similarly Lurch 8 Angular) has revealed six
variables that have the greatest effect on the answer, where "effect"
means range of the answer coming from a reasonable range of the variable. Those
variables are Rhead, mhead, Qcl,
dfrag1, dsnap, and Rbullet.
They and their effects are shown in the table below for Lurch 7 Angular.
Variable | Sensitivity of vlurch | Range of vlurch, ft s-1 |
Rbullet | -11.78 | 1.20 |
Rhead | 11.78 | 1.49 |
mhead | 11.73 | 1.78 |
Qcl | 2.88 | 1.89 |
dfrag1 | 3.67 | 2.97 |
dsnap | 11.68 | 3.88 |
The variables can be divided into three groups of two
based on their effects: Rbullet and Rhead (effects of 1.20 ft
s-1 and 1.439 ft s-1), mhead and Qcl
(effects of 1.78 and 1.89 ft s-1), and dfrag1 and dsnap (effects of 2.97 and
3.88 ft s-1). Note that although none of these variables are constrained by
"forbidden" values (other than dfrag1 and dsnap
having to be positive), the three calculated variables vlurch,
mcloud, and vfrags are constrained, as noted above. Thus
we can eliminate any solution that violates these constraints, which are listed
at the beginning of this section and again below. One effective way to do this is to
prepare separate tables for each of these variables, in which their values are displayed
vs. all combinations of that
represent all combinations of dfrag1 and dsnap, the two variables with the biggest
effects. Then the constraints can be applied to each set of results to establish
the ranges of results for the variables, and ultimately for vlurch.
That makes
three tables for each combination of the other variables (including the other
four in the table above). Because the other four variables in the table exert significant
effects on the results, they need to be allowed to vary, too. We begin by
arbitrarily choosing mhead, giving it values of 6, 7, and 8
lb, and constructing the set of three tables for each value.
We need to distinguish external constraints from internal
constraints. External constraints are those imposed by one variable on the
validity of the solution for another variable (vlurch in our
case). In practice, this refers to forbidden values of mcloud
and vcloud nullifying the corresponding solutions for vlurch.
These constraints make a powerful way of limiting the values of the lurch.
Internal constraints are those imposed by a variable upon itself. The variable
whose internal constraints we are most concerned about is, of course, vlurch.
Here those constraints are formed mainly by the calculated initial rearward
lurch's not being allowed to exceed the magnitude of the observed initial lurch,
which was a little less than 1 ft s-1. Any solution that
significantly exceeds this value (that is faster in the rearward direction than 1 ft s-1), must be eliminated as wrong. But this is the second
stepthe first is to examine the effect of the
external constraints.
Ahead to Error Analysis
Back to Lurch 8 Angular
Back to Physics of the Head Shot