Projectile Motion Calculator
- Range
- 40.775 m
- Max height
- 10.194 m
- Flight time
- 2.883 s
- Horizontal velocity
- 14.142 m/s
- Initial vertical velocity
- 14.142 m/s
How to Use the Projectile Motion Calculator
Projectile motion describes the path of an object launched into the air under gravity alone — no air resistance in the ideal model. Baseballs, artillery shells, fountain jets, and long-jump athletes all follow approximately parabolic trajectories. Splitting motion into horizontal and vertical components turns a curved path into two independent straight-line problems governed by constant horizontal velocity and constant vertical acceleration.
Key relationships (launch from ground level, angle θ, speed v, gravity g):
Horizontal velocity: vx = v cos θ
Vertical velocity: vy = v sin θ
Max height: h = (v² sin² θ) / (2g)
Range: R = v² sin(2θ) / g
Flight time: t = 2v sin θ / g
Where θ is launch angle from horizontal, v is initial speed, and g ≈ 9.81 m/s². Maximum range on level ground occurs at θ = 45° for a given speed. Launch and landing at different elevations shift results — this calculator assumes level ground unless height offset is provided.
Worked example: A ball kicked at 20 m/s and 35°. vx = 20 cos 35° ≈ 16.38 m/s, vy = 20 sin 35° ≈ 11.47 m/s. Max height h = 11.47² / (2 × 9.81) ≈ 6.7 m. Flight time t = 2 × 11.47 / 9.81 ≈ 2.34 s. Range R = 16.38 × 2.34 ≈ 38.3 m. At 45° with same speed, range would be 20² sin 90° / 9.81 ≈ 40.8 m.
Compare with speed-distance-time for horizontal segments, kinetic energy for launch energy, and acceleration for vertical g. Real trajectories need drag corrections at high speed — golf balls and artillery deviate noticeably from the ideal parabola.
Range at 25 m/s launch (level ground, g = 9.81)
| Angle | Range | Max height | Flight time |
|---|---|---|---|
| 15° | 32.3 m | 2.2 m | 1.32 s |
| 30° | 55.1 m | 8.0 m | 2.55 s |
| 45° | 63.7 m | 15.9 m | 3.60 s |
| 60° | 55.1 m | 23.9 m | 4.41 s |
| 75° | 32.3 m | 29.4 m | 4.90 s |
Frequently asked questions
Range R = v²sin(2θ)/g peaks when sin(2θ) = 1, i.e. 2θ = 90° and θ = 45°, on level ground with no air drag.
At moderate speeds for heavy objects, often small. Light fast objects like table tennis balls need drag models beyond this ideal calculator.
Downhill landing increases range; uphill decreases it. Add vertical offset inputs when the tool supports elevated launch platforms.