The equation or formula for velocity is similar to speed. To figure out velocity, you divide the distance by the time it takes to travel that same distance, then you add your direction to it.
Well, then "t" from the formula is the fixed timestep duration set by the Unity engine in our case, t = Time.fixedDeltaTime. So, finally F = m * (v/t), where "m" is the mass of the object, "v" is the desired velocity and t = Time.fixedDeltaTime. I hope this helped you reader, I hope I explained it as simple as it can be.
To determine distance traveled, we have to think compute the distance separately on intervals where velocity is positive or negative, and account for the change in position on each such interval. Exercises 4.1.5 Exercises ¶ 1. Estimating distance traveled from velocity data. Useful equations related to acceleration, average velocity, final velocity and distance traveled Engineering ToolBox - Resources, Tools and Basic Information for Engineering and Design of Technical Applications! Angular momentum in scalar form is the mass times the distance to the origin times the transverse velocity, or equivalently, the mass times the distance squared times the angular speed. The sign convention for angular momentum is the same as that for angular velocity.
where "F" is force, "m" is mass and "a" is acceleration. The WRONG formula is F = m*v, where "v" is velocity, because it can have velocity when no forces are currently applied to it. If we have NO ACCELERATION, we aren't applying any force, and it doesn't matter if it HAS or HAS NOT velocity.