Projectile Motion Calculator
Time of flight, max height, range & impact velocity (g = 9.81 m/s²)
Last updated June 15, 2026
Method: Standard projectile-motion kinematics with constant gravitational acceleration g = 9.81 m/s². Velocity is split into horizontal (v·cosθ) and vertical (v·sinθ) components; time of flight comes from solving the vertical position equation for its positive root.
Included: Time of flight, time to apex, maximum height (including a non-zero launch height), horizontal range, velocity components, and impact speed and angle.
Not included: Air resistance, wind, spin (Magnus effect), variation of g with altitude or latitude, and Earth curvature. Results are exact in a vacuum and an idealized estimate in real air.
🎯 Launch conditions
📐 Horizontal range
🧮 Velocity components
💡 Assumptions
Calculated with g = 9.81 m/s², ignoring air resistance. The horizontal velocity stays constant for the whole flight; only the vertical velocity changes under gravity.
Projectile motion calculator: everything you need to know
A projectile motion calculator finds where and when a launched object lands using the standard kinematic equations with gravity g = 9.81 m/s². Launch at 20 m/s and 45° from ground level and it flies for 2.88 seconds, peaks at 10.2 m, and lands 40.8 m away. Enter launch speed, angle, and starting height for instant range, max height, time of flight, and impact velocity.
Projectile motion is one of several math tools here. For non-physics arithmetic, reach instead for the Percentage Calculator (what is X% of Y), the Percentage Increase Calculator and Percentage Change Calculator for growth between two numbers, or the Discount Calculator for sale prices - use this projectile tool only when speed, angle, and gravity are involved.
The core idea: split the motion into two directions
Projectile motion looks complicated because the object follows a curved path (a parabola), but the math is simple once you separate it into two independent one-dimensional problems. The launch velocity v at angle θ splits into a horizontal component and a vertical component:
vx = v × cosθ vy = v × sinθ The horizontal velocity vx never changes - there is no horizontal force in the ideal model, so the object drifts sideways at a steady rate. The vertical velocity vy is the only part gravity touches: it slows the object on the way up, reaches zero at the top, and speeds it back up on the way down. Treating the two directions separately is the whole trick to projectile problems.
The formulas this calculator uses
For a projectile launched from height h with speed v at angle θ, under gravity g = 9.81 m/s²:
t = (v·sinθ + √((v·sinθ)² + 2gh)) ÷ g That t is the total time of flight - the positive solution of the vertical position equation y(t) = h + (v·sinθ)t − ½gt² = 0. The remaining results follow directly:
- Maximum height: H = h + (v·sinθ)² ÷ (2g)
- Horizontal range: R = vx × t = (v·cosθ) × t
- Time to apex: tup = (v·sinθ) ÷ g
- Impact speed: √(vx² + vy,impact²), where vy,impact = v·sinθ − g·t
When the launch and landing heights are equal (h = 0), the range formula simplifies to the famous R = v² × sin(2θ) ÷ g, and time of flight becomes t = 2v·sinθ ÷ g.
A full worked example
Take the default inputs: v = 20 m/s, θ = 45°, h = 0. First, split the velocity. Since cos 45° = sin 45° ≈ 0.7071, both components are vx = vy = 20 × 0.7071 ≈ 14.14 m/s.
Next, the time of flight. With h = 0 the formula collapses to t = 2 × 14.14 ÷ 9.81 ≈ 2.88 s. The apex arrives at half of that, about 1.44 s. Maximum height is H = 14.14² ÷ (2 × 9.81) = 200 ÷ 19.62 ≈ 10.19 m. The range is R = 14.14 × 2.88 ≈ 40.77 m. Because the object lands at the same height it left, the impact speed equals the launch speed, 20 m/s, but now angled downward at 45°. Every number the calculator shows traces back to these few lines of algebra.
How to use this projectile motion calculator
- Launch speed: enter the initial speed in meters per second. If your value is in mph, multiply by 0.447; if it is in feet per second, multiply by 0.3048.
- Launch angle: type the angle above the horizontal in degrees, or tap one of the quick presets (15°, 30°, 45°, 60°, 75°) to compare.
- Initial height: leave it at 0 for a ground launch, or enter the height in meters if the object starts on a cliff, table, or platform.
- Read the results: the headline number is the horizontal range, with time of flight, max height, time to apex, and impact speed below it, plus a full velocity-component breakdown.
Change any input and recalculate to see instantly how steeper angles trade range for height, or how a higher launch point stretches the distance.
Convert mph and feet to the metric inputs
The model is metric, so convert imperial values before entering them: multiply mph by 0.44704 for m/s, ft/s by 0.3048 for m/s, and feet by 0.3048 for meters. Common conversions:
| Value | mph → m/s | ft/s → m/s | feet → meters |
|---|---|---|---|
| 5 | 2.24 | 1.52 | 1.52 |
| 10 | 4.47 | 3.05 | 3.05 |
| 20 | 8.94 | 6.10 | 6.10 |
| 50 | 22.35 | 15.24 | 15.24 |
| 100 | 44.70 | 30.48 | 30.48 |
Exact factors: 1 mph = 0.44704 m/s, 1 ft/s = 0.3048 m/s, 1 ft = 0.3048 m. The ft/s and feet columns share the 0.3048 factor.
Who this calculator is for
- Physics students checking homework on kinematics and 2D motion.
- Teachers and lab instructors generating expected values for projectile experiments.
- Engineering and game-dev hobbyists sanity-checking trajectory math before coding it.
- Sports and ballistics enthusiasts curious how launch angle and speed set the distance of a throw, kick, or shot.
- Anyone who wants a quick, exact answer to "how far and how high will this go?"
A second example: launched from a height
Suppose you throw a ball at 15 m/s, 30°, off a 10 m cliff. The vertical component is vy = 15 × sin 30° = 7.5 m/s and the horizontal is vx = 15 × cos 30° ≈ 12.99 m/s. The discriminant is 7.5² + 2 × 9.81 × 10 = 56.25 + 196.2 = 252.45, whose square root is about 15.89. Time of flight is t = (7.5 + 15.89) ÷ 9.81 ≈ 2.38 s - longer than a ground launch because the ball has farther to fall. The range is 12.99 × 2.38 ≈ 30.97 m, and the max height is 10 + 7.5² ÷ (2 × 9.81) ≈ 12.87 m. The impact speed climbs above the 15 m/s launch speed because the ball converts the extra 10 m of height into additional kinetic energy on the way down.
Projectile motion example solved step by step
Here is that same launch (v = 15 m/s, θ = 30°, h = 10 m) broken into the exact stages the calculator runs, so you can follow every number:
| Step | Formula | Result |
|---|---|---|
| 1. Horizontal velocity | vx = 15 × cos 30° | 12.99 m/s |
| 2. Vertical velocity | vy = 15 × sin 30° | 7.50 m/s |
| 3. Discriminant | vy² + 2gh = 56.25 + 196.20 | 252.45 |
| 4. Time of flight | t = (7.50 + √252.45) ÷ 9.81 | 2.38 s |
| 5. Horizontal range | R = 12.99 × 2.38 | 30.97 m |
| 6. Maximum height | H = 10 + 7.50² ÷ (2 × 9.81) | 12.87 m |
| 7. Impact speed | √(12.99² + 15.89²) | 20.52 m/s |
Values computed with g = 9.81 m/s², no air resistance. The vertical impact velocity is vy − g·t = 7.50 − 9.81 × 2.38 = −15.89 m/s (downward).
How launch angle changes the result
Holding speed at 20 m/s on flat ground, watch how the angle reshapes the trajectory:
- 15°: a flat, fast shot - short max height (~1.4 m) but only ~20.4 m of range.
- 30°: range ~35.3 m, max height ~5.1 m.
- 45°: the range peak at ~40.8 m, max height ~10.2 m.
- 60°: range falls back to ~35.3 m (the same as 30°) but max height jumps to ~15.3 m.
- 75°: a steep lob - ~20.4 m of range but ~19 m of height.
Notice that complementary angles (30° and 60°, or 15° and 75°) give the same range on level ground - one is a flat liner, the other a high arc. That symmetry comes straight from sin(2θ) in the range formula.
Projectile range at 30°, 45° and 60° by launch speed
This matrix shows range, maximum height, and time of flight for common launch speeds at the three most-asked angles, all on level ground (h = 0). Range peaks at 45° for every speed, and doubling the speed roughly quadruples the range.
| Launch speed | Angle | Range (m) | Max height (m) | Time (s) |
|---|---|---|---|---|
| 10 m/s | 30° | 8.8 | 1.3 | 1.02 |
| 10 m/s | 45° | 10.2 | 2.5 | 1.44 |
| 10 m/s | 60° | 8.8 | 3.8 | 1.77 |
| 15 m/s | 30° | 19.9 | 2.9 | 1.53 |
| 15 m/s | 45° | 22.9 | 5.7 | 2.16 |
| 15 m/s | 60° | 19.9 | 8.6 | 2.65 |
| 20 m/s | 30° | 35.3 | 5.1 | 2.04 |
| 20 m/s | 45° | 40.8 | 10.2 | 2.88 |
| 20 m/s | 60° | 35.3 | 15.3 | 3.53 |
| 25 m/s | 30° | 55.2 | 8.0 | 2.55 |
| 25 m/s | 45° | 63.7 | 15.9 | 3.60 |
| 25 m/s | 60° | 55.2 | 23.9 | 4.41 |
| 30 m/s | 30° | 79.5 | 11.5 | 3.06 |
| 30 m/s | 45° | 91.7 | 22.9 | 4.32 |
| 30 m/s | 60° | 79.5 | 34.4 | 5.30 |
All values computed with the calculator's own formulas at g = 9.81 m/s², ground launch (h = 0), no air resistance. The 45° row (highlighted) is the range maximum at every speed.
Key terms explained
- Projectile: any object moving under gravity alone after launch, with no propulsion.
- Trajectory: the curved path the object traces - a parabola in the ideal model.
- Time of flight: how long the object stays airborne, from launch to landing.
- Apex: the highest point of the path, where vertical velocity is momentarily zero.
- Range: the horizontal distance covered from launch to landing.
- Components: the horizontal (vx) and vertical (vy) pieces the launch velocity is split into.
- g: gravitational acceleration near Earth's surface, taken as 9.81 m/s² here.
What changes the result the most
- Launch speed: the strongest lever. Range scales with the square of speed, so doubling the speed quadruples the distance on flat ground.
- Launch angle: sets the balance between height and range; 45° maximizes distance on level ground.
- Initial height: a higher launch point adds flight time and stretches the range, and lowers the optimal angle below 45°.
- Gravity: a smaller g (say, on the Moon) would dramatically increase both range and flight time; this calculator fixes g at Earth's 9.81 m/s².
Tips for getting accurate answers
- Convert units first. The model is metric - turn mph, ft/s, and feet into m/s and meters before entering them.
- Measure the angle from horizontal, not from vertical. A 0° launch is perfectly flat; 90° goes straight up.
- Check the symmetry. For a ground launch, if your impact speed does not equal the launch speed, you likely entered a non-zero height by mistake.
- Use complementary angles to confirm a range result - 40° and 50° should match on flat ground.
Limitations and assumptions
This is the idealized textbook model, which is exact in a vacuum but an approximation in real air. Keep these in mind:
- It ignores air resistance (drag), which shortens real ranges - sometimes dramatically for fast or light objects like a tennis ball or bullet.
- It ignores wind and spin (the Magnus effect that curves a soccer or golf ball).
- It treats g as constant at 9.81 m/s²; g actually varies slightly with altitude and latitude (about 9.78 to 9.83 m/s²).
- It assumes a flat Earth and level ground apart from the initial-height offset, so it is not meant for very long-range ballistics.
- It models a point mass, so object size, shape, and the launch point's exact geometry are not considered.
About this formula
The equations used here are the standard one-dimensional kinematic equations of constant acceleration, applied independently to the horizontal and vertical directions. They are a deterministic mathematical standard taught in every introductory physics course and require no external data source - given the same inputs, the calculator returns the same exact values every time. The only physical constant chosen is g = 9.81 m/s², the conventional average gravitational acceleration at Earth's surface.
Related calculators
- For right-triangle and component work behind the velocity split, see the Pythagorean Theorem Calculator and the Trigonometry Calculator.
- To solve the underlying quadratic for time of flight by hand, use the Quadratic Formula Calculator.
- To convert mph or feet into the metric inputs, use the Unit Converter or the Feet to Meters Converter.
⚠️ Common mistakes & edge cases
Using degrees where radians are needed (or vice versa)
The trig functions expect a consistent unit. This calculator takes the angle in degrees and converts internally. If you compute by hand in a spreadsheet, remember that most software's SIN and COS use radians - multiply degrees by π/180 first.
Mixing units
Entering speed in mph but height in meters gives nonsense. Convert everything to SI first: m/s for speed, meters for height. mph × 0.447 = m/s; feet × 0.3048 = meters.
Forgetting the launch height
Using R = v²·sin(2θ)/g when the object starts above the ground underestimates the range. That short formula only holds when launch and landing heights are equal; with a height offset you must use the full time-of-flight method.
Expecting real-world distances
The model ignores air drag, so it overestimates how far a real thrown ball travels. Treat the output as the vacuum upper bound, not the distance you will actually measure outside.
❓ Frequently asked questions
What does this projectile motion calculator do?
This projectile motion calculator takes three inputs - launch speed, launch angle, and initial height - and returns the time of flight, maximum height, horizontal range, and impact velocity. It uses the standard kinematic equations with gravitational acceleration g = 9.81 m/s² and assumes no air resistance, so the results match the formulas taught in introductory physics.
What is the formula for the range of a projectile?
For a projectile launched and landing at the same height, the range is R = v² × sin(2θ) / g, where v is the launch speed, θ is the launch angle, and g is 9.81 m/s². When the launch and landing heights differ, the calculator instead multiplies the horizontal velocity (v × cos θ) by the full time of flight, which is the general method that works for any starting height.
At what angle is the range of a projectile greatest?
On flat ground (launch and landing at the same height), the range is maximized at a 45° launch angle, because sin(2θ) reaches its maximum of 1 when 2θ = 90°. If the projectile is launched from above the ground, the optimal angle drops below 45°, since a flatter launch lets the object travel farther before it falls the extra distance.
How do you calculate the maximum height of a projectile?
Maximum height above the launch point is H = (v × sin θ)² / (2g). If the object starts at an initial height h above the ground, the calculator adds that: total max height = h + (v × sin θ)² / (2g). The object reaches the apex when its vertical velocity becomes zero, at time t = (v × sin θ) / g.
How is time of flight calculated?
Time of flight is found by solving the vertical position equation y(t) = h + (v sin θ)t − ½gt² = 0 for the positive root: t = (v sin θ + √((v sin θ)² + 2gh)) / g. For a launch from the ground (h = 0) this simplifies to t = 2 × v × sin θ / g, exactly twice the time it takes to reach the apex.
Does this calculator include air resistance?
No. This is an idealized model that ignores air resistance, wind, spin (the Magnus effect), and the curvature of the Earth. In a vacuum the results are exact; in real air, drag shortens the range and lowers the impact speed, with the effect growing larger for faster, lighter, or less aerodynamic objects.
What units does the projectile motion calculator use?
It uses SI units: speed in meters per second (m/s), angle in degrees, height in meters (m), time in seconds (s), and gravitational acceleration g = 9.81 m/s². If your data is in miles per hour or feet, convert first - for example, multiply mph by 0.447 to get m/s, or feet by 0.3048 to get meters.
What is the impact velocity of a projectile?
Impact velocity is the speed of the object at the moment it lands. The horizontal component stays constant at v × cos θ for the whole flight, while the vertical component at impact is v sin θ − g × t. The calculator combines them with the Pythagorean theorem: impact speed = √(vx² + vy²). For a launch and landing at the same height, the impact speed equals the launch speed.
Why is horizontal velocity constant during projectile motion?
Because the only force acting on an ideal projectile is gravity, which points straight down. With no horizontal force, there is no horizontal acceleration, so the horizontal velocity component (v × cos θ) never changes. Gravity only affects the vertical motion, which is why a thrown object keeps moving forward at a steady horizontal rate while it rises and falls.
How far does a projectile travel at 20 m/s?
On level ground with no air resistance, a projectile launched at 20 m/s reaches its maximum range of about 40.8 m at a 45° angle, staying airborne for 2.88 seconds and peaking at 10.2 m. At 30° or 60° the range drops to about 35.3 m, and at 15° or 75° to about 20.4 m. Range scales with the square of speed, so at 40 m/s the same 45° launch would travel roughly four times as far, about 163 m.
How do I enter mph or feet in the projectile motion calculator?
Convert to metric first, because the calculator uses SI units. Multiply mph by 0.44704 to get m/s (50 mph = 22.35 m/s), multiply ft/s by 0.3048 to get m/s (100 ft/s = 30.48 m/s), and multiply feet by 0.3048 to get meters (10 ft = 3.05 m). Enter those converted values for speed and initial height.
Is this projectile motion calculator free?
Yes. It is completely free with no sign-up and no limit on the number of trajectories you can run. Enter any combination of launch speed, angle, and height to compare ranges, heights, and flight times as many times as you like.
💡 Good to know
45° is only optimal from the ground
The classic "launch at 45° for maximum distance" rule assumes the projectile lands at the same height it started. Launch from a cliff or a raised platform and the best angle for range drops below 45° - the higher you start, the flatter the ideal launch.
Complementary angles share a range
On level ground, 30° and 60° produce the same horizontal distance, as do 20° and 70°. One is a fast, flat shot; the other a slow, high arc. The range depends on sin(2θ), which is symmetric about 45°.
Horizontal and vertical motion are independent
A bullet fired horizontally and a bullet simply dropped from the same height hit the ground at the same time. Gravity acts only on the vertical motion, which is the key insight that makes every projectile problem solvable.
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