Projectile Motion: Complete Guide (No Air Resistance)
This calculator uses the standard constant-gravity model (g > 0) and neglects air drag. Motion splits into independent components: horizontal at constant vₓ, and vertical with constant acceleration −g. Position at time t: x(t) = vₓ · t and y(t) = h₀ + vᵧ · t − ½ g t², with vₓ = v₀ cos θ and vᵧ = v₀ sin θ.
How the Calculator Works (Step by Step)
- Unit normalization: speeds → m/s, lengths → m, gravity → m/s², angles → radians.
- Components: vₓ = v₀ cos θ, vᵧ = v₀ sin θ (or use advanced vₓ, vᵧ if provided).
- Time of flight: solve y(T)=0 to get T = (vᵧ + √(vᵧ² + 2 g h₀)) / g.
- Range: R = vₓ · T (a horizontal displacement; use |vₓ| · T if you prefer distance).
- Apex: tₐ = clamp(vᵧ/g, 0, T); then xₐ = vₓ · tₐ and h_max = y(tₐ).
- At a chosen time: x(t), y(t), vᵧ(t)=vᵧ−g t, and speed |v| = √(vₓ² + vᵧ(t)²).
Key Formulas
- Time of flight: T = (vᵧ + √(vᵧ² + 2 g h₀)) / g.
- Range (displacement): R = vₓ · T. For unsigned “distance,” use |vₓ| · T.
- Time to apex: tₐ = clamp(vᵧ/g, 0, T).
- Horizontal position at apex: xₐ = vₓ · tₐ.
- Maximum height: h_max = h₀ + vᵧ · tₐ − ½ g tₐ² (this equals h₀ if vᵧ ≤ 0).
- Level ground (h₀ = 0): T = 2 vᵧ / g, R = (v₀² sin 2θ)/g.
Worked Example (SI Units)
v₀ = 20 m/s, θ = 45°, h₀ = 0, g = 9.81 m/s² ⇒ vₓ = vᵧ ≈ 14.142 m/s. Results: T ≈ 2.88 s, R ≈ 40.8 m, tₐ ≈ 1.44 s, h_max ≈ 10.2 m.
When is 45° Optimal?
With h₀ = 0 and no air drag, maximum range occurs at θ = 45°. For h₀ > 0 the optimal angle is less than 45° because extra drop time from elevation increases horizontal travel even at shallower angles.
Units & Conversions
- Angles: convert degrees → radians for trig (the tool does this automatically when “deg” is selected).
- Speed: km/h → m/s divide by 3.6; mph → m/s divide by 2.23693629; ft/s → m/s divide by 3.28084.
- Length: ft → m divide by 3.28084. Gravity: ft/s² → m/s² divide by 3.28084.
- The calculator converts to SI internally and then formats outputs in your selected units.
Special Cases & Edge Handling
- Horizontal launch (θ = 0° ⇒ vᵧ = 0): tₐ = 0 and h_max = h₀; descent follows free-fall.
- Downward launch (vᵧ ≤ 0): apex before t=0 is ignored; we clamp tₐ to [0, T] so displayed apex is physically meaningful.
- Large initial height (h₀ > 0): flight time and range increase even for sub-45° angles.
Common Pitfalls
- Forgetting degree→radian conversion when doing manual trig.
- Mixing units (km/h vs m/s, ft vs m) or gravity units.
- Assuming validity at very high speeds where aerodynamic drag dominates and this model breaks down.
FAQ
Is “range” signed? By definition here it’s horizontal displacement, R = vₓ T, which can be negative if vₓ < 0. Use |R| for distance.
Why clamp tₐ? The turning point at vᵧ/g might lie before launch (t < 0) or after landing (t > T). Clamping keeps apex within the actual flight.
Can I input components directly? Yes—enable the advanced toggle and enter vₓ, vᵧ in your chosen speed units.
Practice Problems
- Ball at 18 m/s, θ = 30°, h₀ = 0: compute T, R, h_max.
- Projectile from a 12 m cliff, 22 m/s at 40°: find time of flight and range.
Note: this model ignores aerodynamic drag, spin, and wind. For high-speed or long-range applications, use a drag-aware trajectory model.