Projectile Motion Calculator

Solve basic projectile motion (no air resistance) for range, maximum height, or total time of flight.

Configuration

Choose the main quantity to calculate. All other values are treated as known inputs.

Inputs

Enter launch conditions. Gravity defaults to Earth if left blank.

Results Summary

The main result is shown below, with quick stats for other key projectile outputs.

Practical Guide

Projectile Motion Calculator

This guide explains the physics behind projectile motion, how to use the calculator correctly, and how to interpret its outputs. You’ll learn what assumptions are baked into the equations, which variables matter most, and how to sanity-check results with worked examples. The calculator here models ideal projectile motion: constant gravity, no air resistance, and a flat landing surface at \(y=0\).

6–8 min read Updated 2025 No-drag model

Quick Start

Use these steps to get a correct, meaningful result on the first try. The calculator solves standard “textbook” projectile motion with gravity only.

  1. 1 Choose what you want to compute in Solve For: horizontal range \(R\), maximum height \(H_{max}\), or time of flight \(T\).
  2. 2 Pick Output Units (metric or imperial). This only changes display; the physics is the same.
  3. 3 Enter the initial speed \(v_0\). Use a realistic value for the situation (sports throws are often 10–45 m/s; small-arms ballistics are far higher).
  4. 4 Enter the launch angle \(\theta\) above horizontal. Angles near 0° give short, flat trajectories; angles near 90° give tall, short-range arcs.
  5. 5 Add an initial height \(y_0\) if the projectile starts above the landing surface. Leave at 0 for ground-level launches.
  6. 6 Confirm gravity \(g\). If you’re on Earth, keep the default (9.81 m/s² or 32.174 ft/s²). Change only for other planets or special tests.
  7. 7 Read the main output, then check the Quick Stats for the other two results and the velocity components. If a number looks off, double-check units and angle.

Tip: If you entered speed in mph or km/h, make sure that unit is selected next to \(v_0\). Most “wrong answers” are unit mismatches.

Assumption check: This calculator ignores air resistance and wind. For light objects (badminton shuttlecocks, paper, wide-bladed arrows), real range will be much shorter.

Choosing Your Method

Engineers and students use a few different approaches for projectile problems. The calculator implements the most common closed-form method, but you should know when other methods are better.

Method A — Constant-\(g\) Kinematics (this calculator)

Treat motion as independent horizontal and vertical components with constant acceleration \(-g\) vertically and zero horizontally. The core equations are:

\[ x(t)=v_0\cos\theta \, t,\quad y(t)=y_0+v_0\sin\theta \, t-\frac{1}{2}gt^2 \]

  • Fast and exact for ideal conditions.
  • Great for homework, early design estimates, and sanity checks.
  • Easy to rearrange for range, height, or time.
  • Ignores drag and wind.
  • Assumes flat landing at \(y=0\) and constant gravity.

Method B — Energy + Kinematics Hybrid

For maximum height and vertical behavior, many analysts use energy relationships:

\[ H_{max}=y_0+\frac{v_{0y}^2}{2g} \]

  • Quick for peak height and minimum launch speed questions.
  • Good when you only care about vertical performance.
  • Still idealized; doesn’t help with drag-dominated ranges.

Method C — Numerical Simulation With Drag

When drag matters, you integrate:

\[ m\ddot{\mathbf{r}} = m\mathbf{g} – \frac{1}{2}\rho C_d A |\dot{\mathbf{r}}|\dot{\mathbf{r}} \]

  • Matches real trajectories for projectiles moving through air.
  • Handles wind, varying gravity, and non-flat terrain.
  • Needs \(C_d\), area \(A\), and air density \(\rho\), which are often uncertain.
  • Slower and more complex; not ideal for quick estimates.

If your object is dense and relatively streamlined (baseball, shot-put, many bullets), Method A is often accurate enough for a first pass. If it’s light, slow, or has big cross-sectional area (foam balls, badminton birdies, thrown paper), Method C is the realistic choice.

What Moves the Number the Most

Projectile motion is sensitive to a small set of inputs. These “levers” dominate the result and are worth checking first.

Initial speed \(v_0\)

Range and height scale roughly with \(v_0^2\). A 10% increase in speed can raise range by about 20% in the ideal model.

Launch angle \(\theta\)

For same-height launches, ideal range is proportional to \(\sin 2\theta\). Small angle errors near 45° can produce large range differences.

Initial height \(y_0\)

A higher launch increases time aloft, which increases range even if \(v_0\) is unchanged. The effect is strongest at low angles.

Gravity \(g\)

Time of flight scales as \(1/g\). Lower gravity (Moon, Mars) greatly increases range and height.

Landing height assumption

The calculator assumes landing at \(y=0\). If the projectile lands on a hill or platform, real time and range change.

Neglecting drag

Drag always reduces real range and peak height. The faster and lighter the object, the larger the reduction.

Engineering shortcut: For same-height launches without drag, maximum range occurs at \(\theta \approx 45^\circ\). With drag, the optimum angle is typically lower (often 30–40°).

Worked Examples

Example 1 — Metric launch from shoulder height

  • Initial speed: \(v_0 = 35\ \text{m/s}\)
  • Angle: \(\theta = 40^\circ\)
  • Initial height: \(y_0 = 1.5\ \text{m}\)
  • Gravity: \(g = 9.81\ \text{m/s}^2\)

First resolve velocity into components: \[ v_{0x}=v_0\cos\theta,\quad v_{0y}=v_0\sin\theta \] \[ v_{0x}=35\cos40^\circ \approx 26.81\ \text{m/s},\quad v_{0y}=35\sin40^\circ \approx 22.50\ \text{m/s} \]

Time of flight comes from the vertical position equation set to zero at landing: \[ 0 = y_0 + v_{0y}T – \frac{1}{2}gT^2 \] Solving for the positive root: \[ T=\frac{v_{0y}+\sqrt{v_{0y}^2+2gy_0}}{g} \] \[ T=\frac{22.50+\sqrt{(22.50)^2+2(9.81)(1.5)}}{9.81} \approx 4.65\ \text{s} \]

Range uses horizontal motion: \[ R=v_{0x}T = 26.81\times 4.65 \approx 124.74\ \text{m} \]

Maximum height occurs when vertical velocity reaches zero: \[ H_{max}=y_0+\frac{v_{0y}^2}{2g} =1.5+\frac{(22.50)^2}{2(9.81)} \approx 27.30\ \text{m} \]

Interpretation: In reality, a baseball-like object at 35 m/s will lose some range to drag, so expect the real horizontal distance to be somewhat less than ~125 m.

Example 2 — Imperial rooftop launch

  • Initial speed: \(v_0 = 180\ \text{ft/s}\)
  • Angle: \(\theta = 55^\circ\)
  • Initial height: \(y_0 = 50\ \text{ft}\)
  • Gravity: \(g = 32.174\ \text{ft/s}^2\)

Components: \[ v_{0x}=180\cos55^\circ \approx 103.24\ \text{ft/s},\quad v_{0y}=180\sin55^\circ \approx 147.45\ \text{ft/s} \]

Time of flight: \[ T=\frac{v_{0y}+\sqrt{v_{0y}^2+2gy_0}}{g} =\frac{147.45+\sqrt{(147.45)^2+2(32.174)(50)}}{32.174} \approx 9.49\ \text{s} \]

Range: \[ R=v_{0x}T =103.24\times 9.49 \approx 980.10\ \text{ft} \]

Maximum height: \[ H_{max}=y_0+\frac{v_{0y}^2}{2g} =50+\frac{(147.45)^2}{2(32.174)} \approx 387.86\ \text{ft} \]

Sanity check: A near-1,000 ft range is plausible for a fast, dense projectile in an ideal model. With air drag, you’d expect a noticeable reduction unless the object is very streamlined.

Common Layouts & Variations

Real problems often vary from the simplest “launch and land at the same height on Earth” setup. The calculator still helps, but interpret results using the right configuration mindset.

ConfigurationHow to Use the CalculatorWhat Changes Physically
Same launch and landing height (\(y_0=0\))Set \(y_0=0\). Ideal range \(\;R=\frac{v_0^2\sin2\theta}{g}\).Most “textbook” case; 45° gives max range without drag.
Elevated launch (platform, hill)Enter \(y_0>0\). Use the time root shown in the calculator.Extra fall time increases range; peak height rises by \(y_0\).
Different gravity (Moon/Mars tests)Change \(g\) to local value in m/s² or ft/s².Lower \(g\) ⇒ longer flight, higher apex, longer range.
Landing above/below ground levelThis calculator assumes landing at \(y=0\). Use \(y_0\) relative to landing surface.If landing is higher than launch, real time/range are less than the model predicts.
With air resistanceUse the calculator as an upper-bound estimate only.Drag reduces range/height; optimum angle shifts lower than 45°.
Wind or cross-flowNot modeled here. Run separate aerodynamic or CFD estimates if needed.Wind can add/subtract range and shift impact point laterally.
  • Keep angle measured from horizontal, not from vertical.
  • Use \(y_0\) relative to where it lands (ground, target deck, etc.).
  • Range is horizontal distance, not straight-line distance traveled.
  • Peak height is above the same reference as \(y_0\).

Specs, Logistics & Sanity Checks

Before you rely on a projectile estimate for design, testing, or safety work, verify inputs and assumptions. This is where most engineering errors happen.

Input realism

  • Is \(v_0\) in the correct unit? (m/s vs mph is a 2.24× difference.)
  • Are you using the true launch angle, not the sight angle?
  • Is the initial height measured from the landing surface?

Model limitations

  • No drag, no lift, no spin.
  • Constant \(g\), flat terrain.
  • Projectile treated as a point mass.

If your projectile has lift (e.g., a golf ball with backspin), the real range could be longer than this ideal drag-free prediction in some regimes, but typically drag dominates and shortens range.

Sanity ranges

  • At fixed \(v_0\), range should increase up to ~45° then decrease.
  • Time of flight should grow with larger \(y_0\) and larger \(\theta\).
  • Maximum height should rise strongly with \(\theta\) and \(v_0\).

For field tests, a good workflow is to compute an ideal trajectory first, then apply a correction factor from prior experiments. For example, if similar throws land at ~80% of ideal range, multiply this calculator’s range by 0.8 for planning. Keep safety margins whenever the projectile impacts people, structures, or critical hardware.

Frequently Asked Questions

What equations does the projectile motion calculator use?
It uses constant-gravity kinematics without air resistance: \(x=v_0\cos\theta\,t\) and \(y=y_0+v_0\sin\theta\,t-\tfrac{1}{2}gt^2\). From these, it derives time of flight, horizontal range, and maximum height.
Why is my real range shorter than the calculated range?
Air resistance and wind are not included. Drag always lowers real range and peak height, especially for light or blunt objects. Treat the calculator as an upper-bound unless you know drag is negligible.
Does 45 degrees always give the maximum range?
In the ideal, no-drag case with equal launch and landing height, yes—45° maximizes \(R\). With drag or different landing height, the optimal angle is usually lower than 45°.
What should I enter for initial height?
Enter the vertical distance between the launch point and the landing surface. If you launch from a platform 2 m above ground, use \(y_0=2\ \text{m}\). If landing is on a raised deck, measure height relative to that deck.
Can I use this for bullets or long-range ballistics?
You can use it for quick, ideal upper-bound estimates, but real ballistics require drag, spin, and often changing air density. For accurate ballistic trajectories, use a drag-included solver or manufacturer data.
What if my angle is in radians?
Switch the angle unit next to \(\theta\) to “rad” and enter the value directly. The calculator converts internally, so results remain consistent.
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