First thing to do is establish that an object with higher density of mass will drop fast than an object of lighter density. Since I don't have a bowling ball and a feather handy, I use and ink pen and a piece of paper. Dropped at the same time the pen will hit the floor sooner than the paper. With that we now know the heavy end of the arrow will drop faster than the light end. Drop an arrow from a flat position and the heavy end will hit the ground before the light end. It will be hard to see the difference with the eye, but a half inch is a lot when it comes to flight of a broadhead. The half inch is what I estimated it was when I drop tested my arrow. When in flight, momentum wants to keep the arrow going in a straight line, while gravity is pulling it down. With the point end now slightly lower than the tail due to gravity, both the broadhead and the fletching are catching air and driving the arrow down faster than gravity alone. To test this stick your hand out the window of a car traveling at highway speed. When your hand and arm are flat with the direction of travel, it takes very little effort to hold it straight. All you have to do, is overcome the force of gravity pulling on your arm down. Now point your hand and arm down to see how much force the air applies to your arm. The force of the air can be significantly greater than the force of gravity. This has been a great conversation to have with everyone . I hope it gets people thinking and maybe a qualified engineer of aerodynamics will chime in and help.
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TLDR
Having a heavier FOC does technically affect how quickly the tip "falls", however it's very likely negligible compared to the 100s of other arrow/shooter/zodiac sign/what you had for breakfast/dynamics at play.
If you're starting to see your arrow pitch, you're probably off better doing a bit of tuning of bow/arrows.
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Not an aero engineer, but mechanical is close enough. I'll go step by step and lay out assumptions to simplify things. Let's say we're talking two arrows, A and B, which have identical dimensions, static and dynamic spine reactions -the works. We'll even say they have no fletchings because we're only concerned about differentially-weighted cylinders the only difference between these two arrows is where the balance point is located. Arrow A is heavy FOC, B is not.
As others pointed out, all objects get pulled down by gravity at the same rate. The only thing affecting this rate is the drag (and in lesser effect buoyancy - we'll neglect because we're dealing with air here). If you've poked around physics, you might remember a free body diagram that shows this:
Drag, Fd, is easy to figure out for our two arrows in question since we know the common fixed parameters:
Fd = 0.5 * p * A * Cd *v^2
- density of the air (rho, p-looking thing)
- Effective surface area (A)
- Coefficient of drag (Cd)
- velocity (there's a speed and velocity term, let's assume they're the same - v)
As you can see in there, mass have no effect on drag - it's only real variable is area (which is fixed for us) or speed (which may change for us if the theory that heavier stuff falls faster holds true).
Great, now what about the Fg side? That one is is gravitational force, and it is affected by mass.
F=m*g
- mass of arrow (both arrows are technically the same, but around our centerpoint arrow A is more heavy up front - m. For our purposes this can introduce torque (or pitch))
- gravitational acceleration (g, fixed for all)
So now we pit both those forces against each other and see what happens:
Fnet = Fg - Fd
m * a = m*g - 0.5 * p * A * Cd *v^2
a = g - {0.5 * (1/m)* p * A * Cd *v^2}
This gives us the acceleration (a) of the object based on our parameters. This is the part that's interesting - the mass term is on the bottom, meaning if the mass is greater, technically the acceleration will be greater since the second term (squiggly brackets {} ) will shrink against g. However, if the acceleration is greater then the velocity will also increase - and that one is squared, on top and fighting our mass. That should mean eventually they'll reach a happy medium.... and we're on a freight train to terminal velocity!
While we won't ever reach Vt, it's still interested to plot the battle of mass vs velocity (you need to integrate the acceleration equation to do that, I won't both putting that up but you can look it up). Here is a quick plot of the velocity of an object with respect to time. Imagine we're dropping just the top 6" of a .266" OD arrow in air with a mass of 100 gr for Arrow A (series 1), and 200 gr for Arrow B (series 5) - and every 25gr in between for fun :
Based on this very quick and very simplified model, we see ~13% difference in the Arrow A tip and Arrow B tip after 1s. But remember - this is not an absolute, it just tells us that there is a bit of torque than can be applied to the arrow over time due to differential weight with a net pitch down. Now this is over 1s of time, and an arrow going 240 FPS (average over range, not restarting the drag calcs) hits a target at 60ft* in 0.25s. According to our rough plot, that's now down to 4% vertical speed difference between arrow A and arrow B. Assuming you're an MOA (archery) shooter at 20yds, 4% of a 2" group is 5/64" difference (at 60yds with 10% difference it's ~39/64", thanks
@Blockcaver ) - and that's assuming the velocity differential we're plotting translates effectively to arrow torque...
Hopefully that helps, I know it's easy to get sucked down the vortex.