Your country

Tools that support it use your country for local currency, number formats, units and paper size. Your choice is saved only in this browser.

Type a name or a two-letter code. Use the up and down arrow keys to move through the countries, Enter to choose one and Escape to close.

Projectile Motion Calculator

Range, height and flight time from any launch — with air drag and a target solver.

Science No upload Works offline Free, no sign-up
°
Above the horizontal; negative aims downwards.
Above the ground where it lands (negative if it lands higher up). The unit is used for all lengths.
Air resistance Off — vacuum path
Cross-section
kg/m³
Launch angle to hit a target Optional
m
m
Range —

    Trajectory

    Position over time

    How it was worked out

    Next steps

    About the Projectile Motion Calculator

    Enter a launch speed, angle and height and get the time of flight, the range, the maximum height (and when and where it is reached), and the speed and angle at impact — on Earth, the Moon, another planet or with your own g. The trajectory is plotted, a table gives the position over time, and the working shows every formula with your numbers.

    Turn on air resistance to add quadratic drag (½ ρ Cd A v²) from the object’s mass, drag coefficient, size and the air density. The motion is then integrated numerically with a fourth-order Runge–Kutta method and compared with the vacuum path, together with the object’s terminal velocity.

    Launch angle to hit a target works out the angles — usually a low and a high one — that reach a given distance (and height), or tells you the smallest speed that could get there.

    How to use it

    1. Type the launch speed and pick its unit, then the angle above the horizontal (negative to aim down) and the launch height above the ground where it lands.
    2. Pick the gravity. Earth’s standard g is 9.80665 m/s²; textbook problems often use 9.81 or 9.8.
    3. Read the range, time of flight, maximum height and impact speed, and look at the trajectory. Tick True proportions to see the real shape of the path.
    4. Open Air resistance and tick the box to add drag: enter the mass, the drag coefficient (or pick a typical one), the diameter or area, and the air density.
    5. Open Launch angle to hit a target, type the distance (and height), and press Use this angle next to the angle you want.

    Examples

    Level ground, no air
    Input
    20 m/s at 45°, from the ground
    Result
    Range 40.79 m (= v² ÷ g), time of flight 2.884 s, maximum height 10.20 m
    Off a cliff
    Input
    15 m/s horizontally from 100 m (g = 9.8)
    Result
    Lands 67.76 m out after 4.518 s, at 46.74 m/s, 71.3° below the horizontal
    Landing higher up (OpenStax Example 4.8)
    Input
    30 m/s at 45°, landing 10 m above the launch point (height −10 m, g = 9.8)
    Result
    Time of flight 3.79 s; impact at 26.5 m/s, 36.9° below the horizontal
    Angle to reach a target
    Input
    20 m/s, target 30 m away on level ground
    Result
    23.67° (low) or 66.33° (high); it needs at least 17.15 m/s
    With air drag
    Input
    150 g ball, 7 cm across, Cd 0.45, thrown at 30 m/s at 45°
    Result
    Range 62.53 m instead of 91.77 m in a vacuum; impact at 21.39 m/s, 54.3° below the horizontal
    Best angle with drag
    Input
    the same ball at 30 m/s
    Result
    about 42° gives the longest range (62.8 m) — less than the 45° of a vacuum

    Common uses

    • Physics homework on projectiles launched from the ground, from a height, or onto higher ground — with the working.
    • Sport: how far a throw, kick or hit goes, and how much air resistance shortens it.
    • Finding the angle needed to reach a target at a known distance and height.
    • Comparing gravity on the Moon or Mars with Earth’s.

    Formulas without air resistance

    Split the launch velocity v₀ at angle θ into v₀x = v₀ cos θ and v₀y = v₀ sin θ. Horizontally the speed stays constant; vertically the projectile accelerates downwards at g. With a launch height h₀ above the landing level:

    • Time of flight: T = (v₀y + √(v₀y² + 2 g h₀)) ÷ g — on level ground T = 2 v₀ sin θ ÷ g
    • Range: R = v₀x × T — on level ground R = v₀² sin 2θ ÷ g, largest at 45°, and the same for angles that add up to 90°
    • Maximum height: H = h₀ + v₀y² ÷ 2g, reached at t = v₀y ÷ g
    • Impact: vy = v₀y − g T, speed √(v₀x² + vy²)
    • Angle to a target x away and y higher than the launch: tan θ = (v² ± √(v⁴ − g(g x² + 2 y v²))) ÷ (g x). If the square root is of a negative number, the target is out of reach.

    How air drag is modelled

    The drag force is F_D = ½ ρ C_d A v², pointing against the velocity (NASA Glenn’s drag equation). Dividing by the mass gives the equations of motion dvx/dt = −k v vx and dvy/dt = −g − k v vy with k = ρ C_d A ÷ 2m and v = √(vx² + vy²). They have no closed-form solution, so the calculator integrates them with fourth-order Runge–Kutta in small time steps and pins down the landing and the top of the arc inside the final step.

    With drag, the descent is steeper than the climb, the impact is slower than the launch, and the best angle for distance is below 45°. Typical drag coefficients (OpenStax Table 6.2) are 0.45 for a sphere, 0.70 for a skydiver feet first and 1.0 spread-eagle; NASA Glenn gives 0.75 for a model rocket. Real balls also spin and their Cd changes with speed, so treat drag results as estimates.

    Sources

    Limitations

    • Flat ground and constant g: fine for sport and most homework, but not for ranges of many kilometres, where Earth’s curvature and the change of g with height matter.
    • Drag uses one constant drag coefficient. It ignores spin (the Magnus effect behind curve balls), wind, and the large rise in Cd near the speed of sound.
    • The air density preset is Earth’s; set it for other atmospheres, or 0 for the Moon.
    • With drag, target angles are found numerically: a 2° scan finds them and bisection refines them, with an extra search around the best angle for targets close to the longest reach. They are accurate for the model, so only as good as the drag values you enter.

    Privacy

    Everything happens in your browser. What you enter or open here is not uploaded or stored by MySmartCoPilot.

    Frequently asked questions

    How do you calculate the range of a projectile?

    On level ground without air resistance, R = v₀² sin 2θ ÷ g. At 20 m/s and 45°, R = 400 × 1 ÷ 9.807 = 40.79 m. From a height, first find the time of flight T = (v₀y + √(v₀y² + 2gh₀)) ÷ g, then R = v₀ cos θ × T.

    What angle gives the maximum range?

    45° on level ground without air resistance, and angles that add up to 90° (say 30° and 60°) give the same range. Launching from a height lowers the best angle, and so does air drag — for the default 150 g ball at 30 m/s it is about 42°.

    How do I find the maximum height?

    At the top the vertical velocity is zero, so H = h₀ + (v₀ sin θ)² ÷ 2g, reached after v₀ sin θ ÷ g seconds. At 20 m/s and 45° from the ground: (14.14)² ÷ 19.61 = 10.20 m after 1.442 s.

    Does the mass of the projectile matter?

    Not without air resistance: every object falls with the same acceleration g. With air drag it does — a heavier object of the same size and shape has a smaller k = ρ Cd A ÷ 2m, so it slows down less and goes farther.

    Why are there two launch angles for one target?

    Because a lower, faster path and a higher, slower lob can both pass through the same point. At 20 m/s, a target 30 m away is reached at 23.67° or 66.33°. If the target is beyond the maximum range, neither exists.

    How accurate is the air-resistance mode?

    The numerical integration is accurate to well under 0.1% for the model; the uncertainty is in the inputs. The drag coefficient of a real object depends on its exact shape, surface and speed, and spin and wind are not included, so treat the drag results as an estimate.

    Quick answers and tool search

    Type to search tools or to get a quick answer, for example 18% of 2500. Use the up and down arrow keys to move through the results, Enter to choose, and Escape to close.