Elastic Collision Calculator
Solve 1D perfectly elastic collisions for initial or final velocities using conservation laws.
Calculation Steps
Practical Guide
Elastic Collision Calculator: How to Solve Perfectly Elastic 1D Impacts
This guide shows you how to use the Elastic Collision Calculator correctly, interpret the outputs, and understand the conservation-law assumptions behind perfectly elastic collisions. You’ll also find worked examples, common variations, and fast sanity checks for homework, lab work, and real engineering estimates.
Quick Start
The calculator handles 1D perfectly elastic collisions (head-on impacts along a single line). Sign matters: choose a positive direction and keep it consistent. Use negative velocities for motion opposite your chosen direction.
- 1 Pick a sign convention. For example, “to the right is positive.”
- 2 In Solve For, choose what you need: Final velocities (v₁, v₂) for typical problems, or Initial velocity of object 1/2 (u₁ or u₂) to “rewind” an experiment.
- 3 Enter m₁ and m₂. Use any mass units—you just need them consistent.
- 4 For Final velocities, enter the known u₁ and u₂. The v-rows will auto-hide because they’re being solved.
- 5 For Initial velocity, enter the known v₁ and v₂. The u-rows will auto-hide because they’re being solved.
- 6 Set Output Velocity Units (m/s, ft/s, km/h, mph). The result row and quick stats update together.
- 7 Read the main result, then glance at Quick Stats to confirm momentum and kinetic energy match.
Tip: If one object starts “at rest,” enter its velocity as 0, not blank. Leaving a required field empty prevents calculation.
Common mistake: Mixing directions. If u₁ is +4 m/s and u₂ is −2 m/s, the objects are moving toward each other. If both are positive, they’re moving the same way.
Under the hood, the calculator uses conservation of momentum and kinetic energy: \[ m_1u_1 + m_2u_2 = m_1v_1 + m_2v_2 \] \[ \tfrac12 m_1u_1^2 + \tfrac12 m_2u_2^2 = \tfrac12 m_1v_1^2 + \tfrac12 m_2v_2^2 \] These apply only when the collision is perfectly elastic, meaning no energy is lost to heat, sound, or deformation.
Choosing Your Method
There are a few standard ways to analyze elastic collisions. They’re equivalent, but some are faster depending on the data you have. The calculator follows Method A by default.
Method A — Closed-Form 1D Elastic Equations
Best when you know masses and initial velocities and want final velocities immediately.
- Fastest for homework and design checks.
- No iteration; direct algebraic solution.
- Works for any mass ratio.
- Only valid for 1D, perfectly elastic impacts.
- Harder to generalize to partial elasticity.
Method B — Relative Velocity / Coefficient of Restitution
Useful if you’re comparing elastic vs inelastic cases or measuring “bounciness.”
- Highlights the physical meaning of elasticity.
- Extends naturally to \(e<1\) (inelastic collisions).
- Still needs momentum conservation to close the system.
- More algebra if you want final velocities.
Method C — Center-of-Mass (COM) Frame
Great for intuition: in the COM frame, velocities reverse in an elastic collision.
- Conceptually clean; reduces chance of sign errors.
- Good for explaining Newton’s cradle behavior.
- Extra step to transform to/from COM frame.
- Not as quick for plug-and-chug problems.
If you’re strictly in 1D with \(e=1\), Method A is the most efficient. If your lab data shows \(e\neq1\), this calculator is not the right tool—use an inelastic collision model instead.
What Moves the Number the Most
Elastic collision outcomes are sensitive to a few dominant levers. Understanding these helps you sanity-check results quickly.
The bigger the ratio, the more object 1 “plows through” object 2. If \(m_1\gg m_2\), object 1 barely slows, and object 2 shoots off near \(2u_1-u_2\).
Elasticity preserves the magnitude of relative speed, just flips direction: \(v_2-v_1 = u_1-u_2\). So if the approach speed is large, the separation speed will be large.
A sign error changes the physics. Always encode “toward each other” with opposite signs. If both velocities share the same sign, they’re moving in the same direction.
When \(u_2=0\), the classic results appear. For equal masses, velocities swap. When the target moves, you’re effectively shifting to a moving reference frame.
If \(m_1=m_2\), then \(v_1=u_2\) and \(v_2=u_1\). That’s why Newton’s cradle transfers speed cleanly across identical balls.
Units don’t change the math, but mixing them does. Use the unit selectors so all velocities are internally normalized to m/s before solving.
Worked Examples
Example 1 — Steel cart hits a lighter cart (solve finals)
- m₁: 2.0 kg
- m₂: 0.5 kg
- u₁: +3.0 m/s
- u₂: 0.0 m/s (at rest)
- Goal: Find \(v_1\) and \(v_2\)
Use the closed-form elastic solutions: \[ v_1=\frac{m_1-m_2}{m_1+m_2}u_1+\frac{2m_2}{m_1+m_2}u_2 \quad,\quad v_2=\frac{2m_1}{m_1+m_2}u_1+\frac{m_2-m_1}{m_1+m_2}u_2 \]
Entering these numbers into the calculator yields the same results and shows both conservation checks near zero error.
Example 2 — Equal masses, opposite directions (solve finals)
- m₁: 1.2 kg
- m₂: 1.2 kg
- u₁: +2.5 m/s
- u₂: −1.0 m/s
- Goal: Find \(v_1\) and \(v_2\)
For equal masses, velocities swap: \[ v_1=u_2,\qquad v_2=u_1 \] So: \[ v_1=-1.0\ \text{m/s}\quad,\quad v_2=+2.5\ \text{m/s}. \]
This case is a great way to debug sign conventions. If your calculator doesn’t return swapped velocities, the inputs are probably in the wrong direction.
Example 3 — Rewind a lab (solve for initial velocity)
- m₁: 0.20 kg
- m₂: 0.30 kg
- Measured v₁: −0.50 m/s
- Measured v₂: +0.80 m/s
- Goal: Recover \(u_1\) and \(u_2\) (perfectly elastic assumption)
Because elastic collisions are time-reversible, the same closed-form equations apply with v’s as inputs: \[ u_1=\frac{m_1-m_2}{m_1+m_2}v_1+\frac{2m_2}{m_1+m_2}v_2 \quad,\quad u_2=\frac{2m_1}{m_1+m_2}v_1+\frac{m_2-m_1}{m_1+m_2}v_2 \]
If your measured momentum or energy checks are far from zero, your collision was not perfectly elastic, so these recovered u-values are only an approximation.
Common Layouts & Variations
Even in 1D, collisions show repeatable patterns. The table below summarizes typical configurations you’ll see in dynamics problems and lab setups.
| Configuration | Typical Inputs | Expected Behavior | Pros / Where Used | Cons / Pitfalls |
|---|---|---|---|---|
| Target at rest | \(u_2=0\) | Object 2 departs faster as \(m_2\) decreases. | Most common textbook and safety-buffer design cases. | Easy to forget sign if “rest” isn’t on same axis. |
| Equal masses | \(m_1=m_2\) | Velocities swap: \(v_1=u_2,\ v_2=u_1\). | Newton’s cradle, identical carts/balls. | Swap rule fails if collision isn’t perfectly elastic. |
| Heavy striker | \(m_1\gg m_2\) | \(v_1\approx u_1\), \(v_2\approx 2u_1-u_2\). | Ball-bat impacts, recoil approximations. | Assumption breaks if deformation dominates. |
| Heavy target (wall limit) | \(m_2\gg m_1\) | Object 1 rebounds: \(v_1\approx -u_1+2u_2\). | Bouncing off fixed barriers. | Wall is rarely perfectly elastic in reality. |
| Opposite directions | \(u_1>0\), \(u_2<0\) | Higher approach speed → higher separation speed. | Vehicle crash idealizations, particle collisions. | Most common source of sign mistakes. |
Interpretation hint: In 1D elastic collisions, the relative speed is preserved: \(v_2-v_1=u_1-u_2\). If that doesn’t hold, revisit inputs or elasticity assumptions.
Specs, Logistics & Sanity Checks
Whether you’re using this for coursework or for a quick engineering approximation (e.g., impact testing, toy-model crash dynamics, or particle work), verify these items before trusting the output.
Assumptions to Confirm
- Motion is effectively 1D (head-on along a line).
- Collision is perfectly elastic (\(e=1\)).
- Negligible external impulse during impact (short contact time).
- Masses are constant and well-measured.
Data Collection Notes
- Mark a clear axis and record direction.
- Use consistent units; avoid mixing mph with m/s.
- Average repeated trials to reduce noise.
- Watch for rotational energy—this violates 1D translation-only models.
Sanity Checks After Solving
- Momentum before ≈ momentum after.
- Kinetic energy before ≈ kinetic energy after.
- Equal masses should swap speeds.
- Light target should leave faster than heavy striker.
If the conservation checks are noticeably off (more than a few percent), the collision likely isn’t perfectly elastic. Causes include deformation, friction, sound losses, or off-axis motion. In that case, use a coefficient of restitution model with \(0<e<1\) or measure the energy loss directly.
