Projectile Motion Calculator: range, max height, time of flight

Projectile motion calculator: range R = v₀²sin(2θ)/g, max height h, time t, landing speed. Kinematic formulas, optimal 45°, cannon ball volleyball examples.

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Projectile motion: kinematics of a launch

Projectile motion describes the path of a body launched with initial velocity v₀ at angle θ to horizontal, under gravity g only. The trajectory is a perfect parabola if air resistance is neglected. This calculator solves the three fundamental variables — range R, max height h, time of flight t — plus impact velocity and landing angle.

Fundamental formulas

Decompose initial velocity into components:

  • v_x = v₀ · cos(θ) — horizontal (constant, no force)
  • v_y = v₀ · sin(θ) — vertical (decreases with g)

For launch on level ground (h₀ = 0):

  • Range: R = v₀² · sin(2θ) / g
  • Max height: h = v₀² · sin²(θ) / (2g)
  • Time of flight: t = 2v₀ · sin(θ) / g
  • Time to apex: t_apex = v₀ · sin(θ) / g (half of total time)
  • Impact speed: |v| = v₀ (symmetric, no friction)

The optimal angle 45°

Formula R = v₀² · sin(2θ) / g is maximum when sin(2θ) = 1, i.e. 2θ = 90° → θ = 45°. On flat ground and without friction, 45° always gives maximum range regardless of v₀.

For angles symmetric about 45° (e.g., 30° and 60°), range is identical: sin(60°) = sin(120°). But height and flight time differ: 60° launches fly higher and stay longer in the air than 30°.

Range at 30° vs 45° vs 60° (v₀ = 20 m/s, g = 9.81)

AngleRange R (m)Height h (m)Time t (s)
30°35.315.102.04
45°40.7710.192.89
60°35.3115.293.53
90° (vertical)020.394.08

Note: 30° and 60° give same range but very different heights and times.

Launch from initial height h₀ > 0

Launching from a height (roof, cliff) extends the time of flight: the projectile falls further before reaching ground. Full formula:

t = (v_y + √(v_y² + 2g·h₀)) / g

Range becomes R = v_x · t, greater than R(h₀=0).

Optimal angle for max range from h₀ > 0 is less than 45°:

θ_opt = arctan(v₀ / √(v₀² + 2g·h₀))

Example: v₀ = 20 m/s from h₀ = 10 m → θ_opt ≈ 39°. Higher elevation, lower optimal angle.

Practical examples

Example 1: kicked ball

A ball kicked at 25 m/s at 30°.

  • R = 25² × sin(60°) / 9.81 = 625 × 0.866 / 9.81 = 55.2 m
  • h = 25² × sin²(30°) / 19.62 = 7.96 m
  • t = 2 × 25 × sin(30°) / 9.81 = 2.55 s

Example 2: volleyball serve

Speed 15 m/s, angle 8° (nearly horizontal), served from 2.2 m height.

  • v_x = 14.85 m/s, v_y = 2.09 m/s
  • Discriminant: 2.09² + 2 × 9.81 × 2.2 = 47.53
  • t = (2.09 + √47.53) / 9.81 = 0.916 s
  • R = 14.85 × 0.916 = 13.6 m (nearly court length)

Example 3: shot put (athletics)

Pro athlete: v₀ ≈ 13 m/s, angle ~38° (optimal given launch from 2.1 m height).

  • R ≈ 22 m — world records ~23 m
  • Optimal angle for elevated launches drops toward 38-40° (not 45°)

Example 4: compound bow arrow

v₀ = 55 m/s, angle 1.5° (nearly flat), h₀ = 1.5 m.

  • Range ≈ 17 m before arrow hits ground
  • Without angle, arrow drops visibly
  • Archers compensate with inclined sight

Formula derivation

From Newton's second law with constant g and no other forces:

  • a_x = 0 → v_x(t) = v₀·cos(θ)
  • a_y = -g → v_y(t) = v₀·sin(θ) - g·t
  • x(t) = v_x · t
  • y(t) = h₀ + v_y·t − ½g·t²

Setting y(t) = 0 (ground impact) gives t; substituting into x(t) gives R. Max height at t_apex = v_y / g (when v_y=0).

Role of air resistance

The ideal model works well for dense objects at low speeds: cannonballs, arrows, pellets. For light or fast objects air drag dramatically changes the trajectory.

Real air effects

  • Reduces range: a football at 30 m/s loses 10-20% distance vs vacuum
  • Reduces max height
  • Makes trajectory asymmetric: steeper descent than ascent
  • Shifts optimal angle to 30-42° (not 45°)

Drag force F = ½·ρ·C_d·A·v², with C_d drag coefficient (≈0.47 sphere), ρ air density, A frontal area.

Secondary effects

  • Magnus effect: spinning projectiles curve (topspin tennis ball falls faster)
  • Wind: alters range and direction
  • g variation: g = 9.83 at poles, 9.78 at equator
  • Coriolis: for very long ranges (artillery), Earth's rotation deflects projectile

Applications of projectile motion

Sports

  • Soccer: kick trajectories, crosses, free kicks
  • Basketball: high-arc shots over defense
  • Baseball: home runs fly 130-150 m
  • Volleyball: serves and spikes
  • Athletics: long jump, shot put, discus, javelin
  • Golf: 300 m drives, dimpled ball effect

Military and historical

  • Ancient artillery (catapults, trebuchets)
  • Modern ballistics
  • Artillery firing tables

Engineering

  • Sprinklers (irrigation radius)
  • Fire pumps (nozzle range)
  • Physics animation in video games
  • Pool splash design

Astronomy

  • Satellite trajectories (limit: orbital velocity)
  • Interplanetary probes (multi-body gravity)
  • Atmospheric re-entries

Trajectory graph

Cartesian equation (eliminating t from x and y) is a parabola:

y = h₀ + x · tan(θ) − (g · x²) / (2 · v₀² · cos²(θ))

Negative x² coefficient, downward-opening parabola. Vertex at max height. X-axis intersections at 0 and R.

Symmetries and special cases

Complementary angles (θ + θ' = 90°)

θ = 30° and θ' = 60° give identical range (no drag, h₀=0). One low and fast, other high and slow. Same horizontal distance.

Vertical launch (θ = 90°)

Degenerate: v_x = 0, no horizontal range. Height: h_max = v₀²/(2g). Total time: t = 2v₀/g.

Horizontal launch (θ = 0°)

Projectile horizontal, falls by gravity. Fall time: t = √(2h₀/g). Range: R = v₀ · √(2h₀/g). Classic example: bullet fired from cliff.

45° + initial height

With h₀ > 0, optimal drops below 45°. For h₀ = 2 m, v₀ = 20 m/s → θ_opt ≈ 43.5°.

Energy conservation

Total mechanical energy is constant (closed system, no friction):

½m·v² + m·g·h = constant

  • At launch: E_tot = ½m·v₀² + m·g·h₀
  • At apex: E_tot = ½m·v_x² + m·g·h_max
  • At impact: E_tot = ½m·v_impact²

So v_impact = √(v₀² + 2g·h₀). Without initial height, v_impact = v₀.

FAQ

What is the optimal angle for maximum range?

45° on level ground, no air resistance, zero initial height. With h₀ > 0, optimal angle is less than 45°. With air drag, real optimum is 30-42°.

Why do 30° and 60° give the same range?

Because sin(60°) = sin(120°) and range depends on sin(2θ). Complementary angles (θ and 90°-θ) share the same sin(2θ). But the high launch (60°) stays in the air much longer than the low (30°).

How does air resistance affect the motion?

Reduces range (10-40% depending on shape and speed), max height, and makes trajectory asymmetric. Shifts real optimal angle to 30-42°. Negligible for slow dense objects (cannonball).

Does the formula work on the Moon or other planets?

Yes, just change g. Moon: g = 1.62. Mars: g = 3.71. Jupiter: g ≈ 24.8. On the Moon, range at same v₀ is about 6× Earth range.

What is max range in vacuum vs in air?

Vacuum: 45°. Air: 30-42° depending on projectile. Example shot put record: ~38° because the ball is heavy but launched from h₀ = 2 m.

How do I calculate if the projectile clears an obstacle?

Compute y(x_obstacle) = h₀ + x·tan(θ) − g·x²/(2·v₀²cos²θ). If y > h_obstacle, clears it. Else hits.

Is impact speed equal to launch speed?

Only if h₀ = 0 and no friction. With h₀ > 0 (high launch), v_impact = √(v₀² + 2g·h₀) > v₀. With drag, v_impact is less.

History: from Galileo to modern ballistics

Aristotle (4th c. BC) believed projectiles moved straight until force ran out, then fell vertically — wrong but dominant for centuries.

Tartaglia (1537, Nova Scientia): first firing tables, hypothesized curved path.

Galileo (1638, Discorsi): mathematically proved trajectory is a parabola, combining uniform horizontal with uniformly accelerated vertical motion. Milestone of modern physics.

Newton (1687): second law F=ma unifies mechanics. Projectile motion becomes a special case.

Modern ballistics: fluid dynamics integration, artillery firing tables, Monte Carlo simulations.

Inverse calculation: angle to hit target

Given v₀ and target coordinates (x, y), two angles can reach it. Solving quadratic in tan(θ):

tan(θ) = (v₀² ± √(v₀⁴ − g·(g·x² + 2·y·v₀²))) / (g·x)

Real solution only if the square root argument ≥ 0. The low angle is faster (short time), high angle slower (high arc). Ballistics prefers the low angle for precision (less wind time).

Updated July 2026

Frequently Asked Questions

What is projectile motion?

It is the motion of a body launched into space subject only to gravity: the trajectory is a parabola. It decomposes into two independent motions, one horizontal at constant velocity and one vertical uniformly accelerated downward. The calculator combines the two components to determine range, maximum height and time of flight.

How do you calculate a projectile's range?

For a ground-level launch, R = v₀²·sin(2θ)/g, where v₀ is the initial velocity, θ the angle and g the gravitational acceleration. A launch at 20 m/s at 45° reaches about 40.8 m. With a launch height h₀ the range increases because the projectile stays airborne longer; the calculator uses the full formula.

Why does 45° give the maximum range?

Because for a given initial velocity the product sin(2θ) is maximal when 2θ = 90°, i.e. θ = 45°: it is the best compromise between the horizontal component (which drives it far) and the vertical (which keeps it airborne). This holds only on flat ground without friction; with a launch height the optimal angle drops below 45°.

How do you calculate the maximum height?

With h = h₀ + v₀²·sin²θ/(2g): it depends on the vertical component of the initial velocity. At the apex the vertical velocity is zero and only the horizontal remains. A launch at 20 m/s at 45° reaches about 10.2 m above the starting point. The calculator also gives the time to the apex, vy/g.

Does the projectile's mass affect the trajectory?

No, in the absence of air resistance: all bodies fall with the same acceleration g regardless of mass, as Galileo demonstrated. A feather and a cannonball launched identically would follow the same parabola in a vacuum. Mass matters only for kinetic energy, not for the shape of the trajectory.

How is energy conserved in projectile motion?

The total mechanical energy stays constant: kinetic energy converts to potential going up and vice versa coming down. The impact velocity satisfies ½v² = ½v₀² + g·h₀, so it depends only on the initial velocity and the height, not the angle. The calculator verifies this conservation and shows the energies in each phase.

Does the model account for air resistance?

No: the calculator uses the ideal frictionless model, valid for dense bodies and moderate speeds. In reality air reduces range and height and makes the trajectory asymmetric, with the descent steeper than the ascent. For light or fast projectiles the effect is significant and a model with the drag coefficient is needed.

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