Projectile Motion Calculator
Range, max height, time of flight — for any launch angle and velocity.
Projectile Motion Calculator
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See how it works
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How to use Projectile Motion Calculator
Follow these steps — everything happens instantly in your browser.
- 1
Step 1. Enter the initial velocity (m/s or ft/s).
- 2
Step 2. Enter the launch angle in degrees (0 = horizontal, 90 = straight up).
- 3
Step 3. Optionally enter an initial height (0 for ground-level launch).
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Step 4. See range, max height, flight time and velocity components update instantly.
Projectile Motion Calculator: Range, Height, and Flight Time
Why this matters
Projectile motion is one of the most fundamental topics in introductory physics, appearing in coursework from high school through university engineering programs. The ability to predict where an object will land, how high it will rise, and how long it will stay airborne underlies applications ranging from sports science to ballistics to aerospace trajectory planning. Most students learn these equations once and then struggle to apply them correctly under exam conditions, especially when initial height is non-zero.
This calculator removes the algebraic friction by solving all four output values simultaneously from just three inputs: initial velocity, launch angle, and optional initial height. Results update in real time as you adjust the sliders, which makes it an excellent interactive aid for building intuition about how angle and velocity trade off against range and altitude. The inclusion of both metric and imperial unit systems means it works for curricula and professional contexts worldwide.
Output values reference
| Output | Formula | Unit |
| --- | --- | --- |
| Range | v0^2 * sin(2*theta) / g | m or ft |
| Max height | h0 + (v0*sin(theta))^2 / (2*g) | m or ft |
| Time of flight | (v0*sin(theta) + sqrt(v0^2*sin^2(theta) + 2*g*h0)) / g | seconds |
| Vx (horizontal) | v0 * cos(theta) | m/s or ft/s |
| Vy (vertical, launch) | v0 * sin(theta) | m/s or ft/s |
| g (standard) | 9.80665 m/s^2 | constant |
How to use it
Enter the initial velocity of the projectile in your chosen unit system — meters per second for metric or feet per second for imperial.
Set the launch angle in degrees, where 0 degrees is horizontal and 90 degrees is straight up.
Optionally enter an initial height above ground level if the projectile starts from an elevated position; leave it at zero for a ground-level launch.
Read the four computed outputs — range, max height, time of flight, and the horizontal and vertical velocity components — which update as you type.
Toggle between Metric and Imperial unit systems and the tool converts internally then displays all results in the chosen system.
Testing your result
Start with a known textbook problem: launch at 50 m/s at 45 degrees from ground level. The range should be approximately 255.1 meters, max height approximately 63.8 meters, and time of flight approximately 7.21 seconds. If you set the initial height to zero and the angle to 90 degrees, the range should be zero (the projectile goes straight up and comes straight down). Setting angle to 0 degrees from ground level should also yield zero range because the projectile immediately hits the ground. These boundary checks confirm the tool handles the edge cases correctly.
Common mistakes
Forgetting that the 45-degree optimum applies only to ground-level launches — from an elevated position the optimal angle is lower, and this calculator accounts for that automatically.
Confusing initial velocity with horizontal velocity: the tool asks for the total initial speed, not the pre-resolved components.
Assuming the results include air resistance, when in fact this is the ideal vacuum model where drag is zero and the only force is gravity.
Mixing unit systems by entering velocity in m/s but expecting range in feet — always pick one system and stick with it.
Overlooking the initial height field, which defaults to zero but significantly changes results when the launch point is elevated.
Edge cases and options
At exactly 90 degrees the range collapses to zero because all velocity is vertical. At exactly 0 degrees from ground level the time of flight and range both approach zero since the projectile has no vertical component. When the initial height is large relative to the launch velocity, the range can be substantial even at low angles — think of throwing a ball off a cliff. The standard gravity constant used is 9.80665 m/s^2, which is the internationally accepted value. If you need a different gravity for a different planet or a simplified problem using 10 m/s^2, you would need to compute that manually.
Real-world use cases
Physics students verifying homework solutions for kinematics problems involving inclined launches.
Sports analysts estimating the maximum distance a baseball or javelin could travel under ideal conditions.
Engineering students cross-checking trajectory simulations for model rockets or drone flight paths.
Educators building interactive demonstrations that let students see how angle changes affect range and height in real time.
Frequently asked questions
Q: What formulas does the calculator use?
A: Range uses v0^2 * sin(2*theta) / g for ground-level launches. Max height is h0 + (v0*sin(theta))^2 / (2*g). Time of flight accounts for initial height with the quadratic formula: (v0*sin(theta) + sqrt(v0^2*sin^2(theta) + 2*g*h0)) / g. The gravity constant is 9.80665 m/s^2.
Q: Does the calculator account for air resistance?
A: No. This is the ideal vacuum model where the only force acting on the projectile is gravity. Real-world projectiles travel shorter distances due to aerodynamic drag, especially at higher speeds and with less aerodynamic shapes.
Q: What launch angle gives the maximum range?
A: From ground level, exactly 45 degrees maximizes range. When launching from an elevated position, the optimal angle shifts below 45 degrees because the projectile has more time to travel horizontally before reaching ground level.
Q: Can I use imperial units?
A: Yes. Select the Imperial (ft, ft/s) option and the tool converts your inputs to SI internally for computation, then converts the results back to feet and feet per second for display.
Q: What happens at extreme angles like 0 or 90 degrees?
A: At 0 degrees from ground level, range and flight time are both near zero. At 90 degrees, range is zero because the projectile travels straight up and straight down with no horizontal displacement. The max height at 90 degrees equals h0 + v0^2 / (2*g).
Q: Is the computation done locally?
A: Yes. All calculations run in your browser with no server calls involved.
Start using it now
Try the Projectile Motion Calculator tool. See also Pythagorean Theorem Calculator, Circle Calculator, and Quadratic Equation Solver.
Want the extended step-by-step tutorial? Read it here.
Why use this tool
Private by design
All processing happens locally in your browser. Open DevTools → Network and you'll see zero file uploads. Ever.
Instant
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Works everywhere
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Frequently asked questions
Everything you might want to know about projectile motion calculator.
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