Calculator of Alexandria

Projectile motion calculator

Range, maximum height, flight time and landing speed for a launch at any angle and height, ignoring air resistance, with every step derived.

0° is horizontal, 90° straight up.

9.80665 on Earth. The Moon is 1.62, Mars 3.71.

RangeRR
Maximum height (m)HH
Time of flight (s)TT
Time to peak (s)tHt_H
Landing speed (m/s)vv

Formula

R=v02sin⁡2θgR = \frac{v_0^2 \sin 2\theta}{g}
How it's derived

The formula

On level ground (launch height zero):

R=v02sin⁡2θgR = \frac{v_0^2 \sin 2\theta}{g} H=(v0sin⁡θ)22gH = \frac{(v_0 \sin\theta)^2}{2g} T=2v0sin⁡θgT = \frac{2 v_0 \sin\theta}{g}

v0v_0 is the launch speed, θ\theta the angle above horizontal, gg the acceleration due to gravity, RR the range, HH the peak height and TT the time of flight. With a launch height h0h_0, the calculator uses the general form derived below.

Where it comes from

The trick is to split the motion into two directions that don’t affect each other. Gravity pulls only downward, so:

  • Horizontally, nothing changes the speed: vx=v0cos⁡θv_x = v_0\cos\theta, constant.
  • Vertically, the projectile starts at vy=v0sin⁡θv_y = v_0\sin\theta and slows by gg every second, exactly like a ball thrown straight up.

The vertical position after time tt follows from s=ut+12at2s = ut + \tfrac{1}{2}at^2 with a=−ga = -g:

y=h0+v0sin⁡θ t−12gt2y = h_0 + v_0\sin\theta\,t - \tfrac{1}{2}g t^2

The projectile lands when y=0y = 0. That’s a quadratic in tt, and its positive root is the flight time:

T=v0sin⁡θ+(v0sin⁡θ)2+2gh0gT = \frac{v_0\sin\theta + \sqrt{(v_0\sin\theta)^2 + 2 g h_0}}{g}

With h0=0h_0 = 0 the square root becomes v0sin⁡θv_0\sin\theta and T=2v0sin⁡θ/gT = 2v_0\sin\theta / g.

The range is horizontal speed times flight time:

R=v0cos⁡θ⋅TR = v_0\cos\theta \cdot T

On level ground that’s 2v02sin⁡θcos⁡θ/g2v_0^2\sin\theta\cos\theta / g, and the identity 2sin⁡θcos⁡θ=sin⁡2θ2\sin\theta\cos\theta = \sin 2\theta gives the tidy form above.

At the peak, vertical velocity is zero. From v2=u2+2asv^2 = u^2 + 2as, the height gained is (v0sin⁡θ)2/2g(v_0\sin\theta)^2 / 2g, which is added to h0h_0.

The landing speed comes from energy: kinetic energy at launch plus the energy from falling h0h_0, so v=v02+2gh0v = \sqrt{v_0^2 + 2gh_0}.

Worked example

A ball kicked at 20 m/s and 45° on flat ground:

T=2×20×0.70719.81=2.88 sT = \frac{2 \times 20 \times 0.7071}{9.81} = 2.88\ \text{s} H=(14.14)22×9.81=10.2 mH = \frac{(14.14)^2}{2 \times 9.81} = 10.2\ \text{m} R=202×sin⁡90∘9.81=40.8 mR = \frac{20^2 \times \sin 90^\circ}{9.81} = 40.8\ \text{m}

Watch out for

  • 45° is best only on level ground in a vacuum. From a height, a lower angle goes farther. With air drag, the best angle for a real ball is usually 35° to 42°.
  • Air resistance matters at speed. A golf ball or a baseball can travel well under half of the vacuum range. Treat these answers as an upper limit for fast, light objects.
  • Complementary angles share a range. On level ground, 30° and 60° land in the same spot, because sin⁡60∘=sin⁡120∘\sin 60^\circ = \sin 120^\circ. The steeper shot just takes longer and goes higher.

Sources

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