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Physics · Live

Projectile Motion Calculator

Enter launch speed, angle, and height to get time of flight, max height, range, and landing speed for any projectile — instantly, with a plotted flight path.

How it worksReal-time

Inputs

Launch conditions

Leave at 0 for ground-level launches.

Ready — trajectory computed below.

Quick examples

Trajectory results

Time of flight

3.6

s

Max height

15.93

m

Range

63.71

m

Landing speed

25

m/s

Landing angle

45

° below horizon

Horiz. / vert. velocity

17.7 / 17.7

m/s

Flight path

Height vs. distance

Formula reference

The kinematics used

Time of flight

t = [vy₀ + √(vy₀² + 2gh₀)] / g

Max height

H = h₀ + vy₀² / (2g)

Range

R = vₓ · t

Landing speed

vf = √(vₓ² + vy₀² + 2gh₀)

Physics guide

How projectile motion works — and how this calculator solves it.

Projectile motion describes anything launched into the air and left to gravity alone — a thrown ball, a kicked soccer ball, a fired artillery shell, a long jumper leaving the ground. Given an initial speed, a launch angle, and a launch height, this calculator predicts exactly how long the object stays airborne, how high it climbs, how far it travels, and how fast it's moving the instant it lands. It's the standard tool for introductory physics coursework and quick real-world estimates alike.

Splitting velocity into components

The trick to projectile motion is that horizontal and vertical motion are entirely independent of each other. Gravity only ever acts vertically — it slows the object's rise and eventually pulls it back down — while its horizontal speed never changes (again, ignoring air resistance). Splitting the initial velocity into components makes this explicit:

vₓ = v₀ · cosθ (horizontal, constant for the whole flight)
vy₀ = v₀ · sinθ (vertical, steadily eroded by gravity)

Worked example

Take a ball thrown at 20 m/s at a 40° angle from a 2-meter-high wall. vₓ = 20cos40° ≈ 15.32 m/s and vy₀ = 20sin40° ≈ 12.86 m/s. Solving t = [vy₀ + √(vy₀² + 2·g·h₀)] / g with g = 9.81 m/s² gives a flight time of about 2.77 seconds. Multiply that by the constant horizontal speed and the ball lands roughly 42.4 meters away, after climbing to a maximum height of about 10.4 meters — and it hits the ground at about 20.96 m/s, landing at a slightly steeper angle (≈43°) than it was thrown, because the 2-meter drop added a little extra downward speed on the way in.

Why 45° isn't always optimal

For a launch and landing at the same height, exactly 45° squeezes the most range out of a given speed — the horizontal and vertical components are perfectly balanced for that case, and any angle above or below it “wastes” speed in one direction or the other. The moment the launch point sits higher than the landing point, though, that balance shifts: the object already gets extra time in the air from the drop itself, so a slightly flatter angle — trading a little height for more horizontal speed — actually covers more ground. The higher the launch point relative to the range, the further below 45° the optimal angle drifts.

Units and gravity

Toggle between metric (m/s, meters, g = 9.81 m/s²) and US units (ft/s, feet, g = 32.2 ft/s²) — the calculator uses whichever gravity value matches the unit system, so every number stays internally consistent without any manual conversion.

What this doesn't model

Like virtually every introductory projectile-motion tool, this calculator assumes an idealized vacuum: no air resistance, no spin, no wind. That's the honest standard for this category of tool, and it's exactly what's taught in physics coursework — but it also means real-world outcomes for things like a thrown baseball, a golf drive, or an artillery shell will differ, sometimes substantially, once drag and spin are factored in. Treat the numbers here as the theoretical baseline, not a substitute for a full ballistics model.