Audited ·Last updated 27 Jul 2026·8 citations·Tier 1·0 uses

Projectile Motion Calculator

Free projectile motion calculator — solve range, time of flight, max height and velocity components from initial speed, angle, height and gravity.

Projectile Motion Calculator

Speed of the projectile at the moment it leaves the launch point, in metres per second. Use 1 m/s ≈ 3.6 km/h ≈ 2.237 mph for conversions.
m/s
Angle of the initial velocity vector above the horizontal, in degrees. 0° is a flat horizontal launch, 90° is straight up, 45° gives maximum range from level ground.
°
Height of the launch point above the landing surface, in metres. Set 0 for a ground-to-ground shot. For a basketball release at 2.1 m or a cliff at 50 m, use those values.
m
Local gravitational acceleration. Standard Earth value is 9.81 m/s² (1.62 for the Moon, 3.71 for Mars, 24.79 for Jupiter). Treated as a positive scalar pointing downward.
m/s²
Horizontal range
40.7747
Horizontal distance from launch point to landing point, R = V_x · t_flight, in metres.
Time of flight
2.8832 s
Maximum height
10.1937 m
Horizontal velocity (V_x)
14.1421 m/s
Initial vertical velocity (V_y)
14.1421 m/s

Background.

This projectile motion calculator solves the canonical no-drag two-dimensional kinematics problem — what trajectory does an object follow when it is launched with some initial speed at some angle above the horizontal and then left alone in a uniform gravitational field — and returns the four numbers students, engineers, ballistics analysts, and sports coaches actually ask for: horizontal range, time of flight, maximum height, and the two velocity components at launch. Type in the initial speed V₀ in metres per second, the launch angle θ in degrees above horizontal, the height of the launch point above the landing surface, and the local gravitational acceleration (9.81 m/s² for Earth, 1.62 for the Moon, 3.71 for Mars), and the calculator returns the four trajectory quantities in SI units.

The physics underneath the widget is the great clean insight that Galileo published in 1638 in the 'Two New Sciences' and that has been the cornerstone of mechanics ever since: motion in two dimensions under constant gravity is just the superposition of two independent one-dimensional motions. The horizontal motion is uniform — constant velocity V_x = V₀·cos(θ), no acceleration, no force — because gravity has no horizontal component. The vertical motion is uniformly accelerated free fall — initial velocity V_y = V₀·sin(θ), constant downward acceleration g — exactly the same as if you had dropped or thrown the object straight up. The two motions are decoupled, which means you can solve them separately and recombine.

Solve the vertical equation y(t) = h₀ + V_y·t − ½·g·t² for the moment y reaches the landing surface (y = 0), substitute that flight time into the horizontal equation x = V_x·t, and you have the range. The time of flight from a ground-level launch is t = 2·V₀·sin(θ)/g; the maximum height above the launch point is V₀²·sin²(θ)/(2g); the range over level ground is R = V₀²·sin(2θ)/g. That last identity — sin(2θ) is symmetric about θ = 45° and peaks there — is the famous result that a 45° launch from ground level gives the maximum horizontal range, with complementary angles (e.g. 30° and 60°) producing identical ranges.

When the launch point and the landing surface are not at the same elevation — a cannon firing off a cliff, a basketball released 2.1 m above the floor and falling into a rim 3.05 m up, a golf ball driven from a tee box onto a fairway 5 m below — the symmetry breaks and the optimum angle drops below 45°. The calculator handles both cases without you having to remember which formula to use: the vertical equation is solved with the full quadratic for arbitrary initial height, so the answer is correct whether h₀ is zero or 50 m.

Below the widget you will find a step-by-step derivation of every formula, an honest discussion of when the no-drag assumption is fine (heavy dense objects at modest speeds — a thrown rock, a shot put, a cannonball under 300 m/s) and when it is dangerously wrong (anything that depends on its trajectory for actual use — bullets, javelins above 25 m/s, golf balls in flight, tennis serves), worked examples for cannon-fire, basketball, and javelin, and the standard correction approaches when air resistance does matter (the quadratic drag model F_drag = ½·ρ·C_d·A·v², ballistic coefficients, and the Lambert W-function solution for the linear-drag special case).

The formula identifier is projectileMotion.calculate and the engine returns all five outputs as a single self-consistent set. Air resistance, wind, Coriolis deflection, Magnus force on a spinning ball, and the variation of g with altitude are all set to zero in this model — for the great majority of textbook problems and back-of-the-envelope sports questions, those simplifications are appropriate and the answer this calculator returns matches the closed-form physics-textbook solution to better than one part in a million.

What is projectile motion calculator?

Projectile motion is the trajectory of an object launched into the air and acted on only by gravity (and, in more complete models, air resistance). The phrase usually refers to the idealized no-drag case in which the only force is the constant downward gravitational acceleration g, and the object is treated as a point mass with no spin, no lift, and no wind acting on it. Under those assumptions the trajectory is a parabola — Galileo's discovery — and the entire two-dimensional problem decomposes into two independent one-dimensional problems: uniform motion at constant velocity V_x = V₀·cos(θ) along the horizontal axis, and uniformly accelerated motion (V_y = V₀·sin(θ) initially, accelerating downward at g) along the vertical axis. The four quantities a projectile-motion problem typically asks for are the horizontal range R (where does it land?), the time of flight T (how long is it in the air?), the maximum height H (how high does it go?), and the velocity components at any moment (how fast is it moving horizontally and vertically?). All four follow from the two decoupled equations of motion x(t) = V_x·t and y(t) = h₀ + V_y·t − ½·g·t² with appropriate boundary conditions. The model applies cleanly to dense objects at modest speeds over short distances, where the air-drag force is small compared to gravity. It applies poorly — sometimes dangerously poorly — to light objects (badminton shuttlecocks, ping-pong balls), spinning objects (curveballs, golf balls), high-speed objects (bullets, artillery shells beyond about 300 m/s), and any object whose flight is long enough for air drag to integrate into a meaningful correction. For those cases you need a numerical integrator with a drag model — quadratic drag at high Reynolds numbers, linear drag at very low ones — and the closed-form parabolic answer is only a first approximation.

How to use this calculator.

  1. Enter the initial velocity V₀ in metres per second. For a bullet leaving a rifle muzzle this is hundreds of m/s; for a thrown baseball it's about 40 m/s; for a basketball jump shot it's about 7 m/s. Convert from km/h by dividing by 3.6, and from mph by dividing by 2.237.
  2. Enter the launch angle θ in degrees above the horizontal. 0° is a perfectly flat throw; 45° gives the maximum range from level ground; 90° is straight up (range = 0). Use any value 0° ≤ θ ≤ 90°.
  3. Enter the initial height h₀ in metres — the height of the launch point above the landing surface. Use 0 for a ground-to-ground shot, the release height for a basketball shot, the cliff height for an artillery problem, or the tee elevation minus the fairway elevation for a golf drive.
  4. Set the gravitational acceleration g. Default is 9.81 m/s² (Earth standard, sometimes quoted as 9.80665 m/s² for technical applications). Use 1.62 for the Moon, 3.71 for Mars, 24.79 for Jupiter, 8.87 for Venus.
  5. Read the primary result — horizontal range — and the four supporting values: time of flight, maximum height above the landing surface, and the horizontal and vertical components of the initial velocity vector.
  6. For maximum range on level ground at fixed V₀, try θ = 45°. For maximum range from a cliff (h₀ > 0), the optimum angle is less than 45° — sweep θ from 30° to 45° in the calculator and look for the peak.

The formula.

R = V₀² sin(2θ) ⁄ g

The model takes the launch point as the origin (or as (0, h₀) if there is an initial height), the horizontal direction as x with positive x in the direction of motion, and the vertical direction as y with positive y upward. The launch velocity vector has magnitude V₀ at angle θ above the horizontal, so its components are:

V_x = V₀ · cos(θ) (horizontal component, constant for all time in the no-drag model) V_y = V₀ · sin(θ) (initial vertical component)

The equations of motion follow directly from Newton's second law with the only force being gravity:

x(t) = V_x · t (horizontal position, uniform motion) y(t) = h₀ + V_y · t − ½ · g · t² (vertical position, uniformly accelerated) v_x(t) = V_x (horizontal velocity, constant) v_y(t) = V_y − g · t (vertical velocity, decreasing linearly)

The time of flight T is the moment when y(T) = 0 (the projectile reaches the landing surface). Solving the quadratic h₀ + V_y·T − ½·g·T² = 0 by the quadratic formula and taking the positive root:

T = (V_y + √(V_y² + 2·g·h₀)) / g

When h₀ = 0 this collapses to the familiar T = 2·V_y/g = 2·V₀·sin(θ)/g for a level-ground shot. The horizontal range is then simply R = V_x · T:

R = (V₀·cos(θ)) · (V₀·sin(θ) + √((V₀·sin(θ))² + 2·g·h₀)) / g

Again, with h₀ = 0 this reduces via the double-angle identity 2·sin(θ)·cos(θ) = sin(2θ) to the textbook range formula:

R = V₀² · sin(2θ) / g (level-ground range)

The sin(2θ) factor peaks at 2θ = 90°, i.e. θ = 45°, which is why a 45° launch maximises range from ground level. Complementary angles produce equal ranges: sin(2 · 30°) = sin(60°) = sin(120°) = sin(2 · 60°). Maximum height H is reached when v_y(t) = 0, at time t_peak = V_y/g:

H = h₀ + V_y² / (2·g) = h₀ + V₀² · sin²(θ) / (2·g)

The calculator implements these closed-form expressions exactly. Internally it converts θ from degrees to radians, computes V_x and V_y, computes T from the full quadratic so that arbitrary initial heights work correctly, then derives R and H. All five outputs are returned as a self-consistent set: substituting them back into x(T) and y(T) recovers (R, 0) to floating-point precision.

A worked example.

Example

A cannon on a 5 m embankment fires a ball at 30 m/s and 35° above the horizontal. Where does it land, how long is it in the air, and how high does it climb? First decompose: V_x = 30·cos(35°) = 30·0.8192 = 24.575 m/s, V_y = 30·sin(35°) = 30·0.5736 = 17.207 m/s. Time of flight from the quadratic T = (V_y + √(V_y² + 2·g·h₀))/g = (17.207 + √(296.08 + 98.1))/9.81 = (17.207 + 19.853)/9.81 = 3.778 s. Range R = V_x · T = 24.575 × 3.778 = 92.85 m. Maximum height above the ground H = h₀ + V_y²/(2g) = 5 + 296.08/19.62 = 5 + 15.09 = 20.09 m. So the ball is in the air for 3.78 s, climbs to 20.1 m above the embankment top (which is 25.1 m above the cannon's base), and lands 92.9 m horizontally away. Notice that if the embankment were not there (h₀ = 0), the range from the level-ground formula would be V₀²·sin(70°)/g = 900·0.9397/9.81 = 86.2 m — the extra 5 m of elevation buys about 7 m of additional range, because the projectile spends slightly longer aloft. Sweep θ in the calculator and you will find the maximum range from a 5 m elevation is achieved at approximately 43.8°, not 45° — the optimum tilts a touch lower whenever the launch point is above the landing surface.

initial Height5
gravity9.81
initial Velocity30
launch Angle35

Frequently asked questions.

Why does a 45° launch angle give maximum range?
On level ground, the horizontal range from the standard derivation is R = V₀²·sin(2θ)/g. The variable θ appears only inside sin(2θ), which is bounded between 0 and 1 and attains its maximum value of exactly 1 when 2θ = 90°, i.e. θ = 45°. At that angle, V_x = V_y = V₀/√2 — the horizontal speed (which moves the projectile downrange) and the vertical speed (which keeps it in the air) are perfectly balanced, and any further trade between them costs range. Geometrically, the trajectory is a parabola whose horizontal extent depends on both how fast it flies forward and how long it stays up; 45° optimises the product. The result is exact only for a ground-to-ground shot with no air resistance. If the launch point is above the landing surface (h₀ > 0), the optimum angle drops below 45° because extra hang time is cheaper from a height. With air resistance the optimum angle drops further — for a baseball or a long-jumper, the empirical optimum is closer to 30–40°.
Do complementary launch angles really produce the same range?
Yes, on level ground in the no-drag model. The range formula R = V₀²·sin(2θ)/g satisfies sin(2(90° − θ)) = sin(180° − 2θ) = sin(2θ), so launching at θ and at (90° − θ) gives identical horizontal distances. For example, a 30° launch and a 60° launch with the same initial speed land at exactly the same spot — the 30° shot has a flatter, faster, shorter trajectory; the 60° shot has a high, slow, long-hanging arc; the two ranges agree. The two flights have very different times of flight (the steeper one is longer) and very different maximum heights (the steeper one is three times higher), but they cover the same ground. Artillery officers exploit this symmetry — a 'low' angle and a 'high' angle solution exist for almost any target, and choice between them depends on terrain masking, time of flight requirements, and observed-fire correction needs. Once air drag is included the symmetry breaks, because the higher-arcing shot spends more time exposed to drag and loses more energy.
When does the no-drag projectile model break down?
The no-drag model works well when the drag force is small compared to gravity over the time of flight. Quantitatively, the relevant figure of merit is the ratio of the drag force ½·ρ·C_d·A·v² to the weight m·g. Heavy, dense, slow, small-cross-section objects are well-described by the no-drag model: a thrown rock, a shot put, a cannonball at sub-300 m/s, a hand-thrown dart. Light, fluffy, fast, large-cross-section objects are poorly described: a badminton shuttlecock (drag is everything — its trajectory is a sharp 'shuttlecock curve' not a parabola), a ping-pong ball, a tennis ball after the first second of flight, any spinning ball (Magnus force adds a non-gravitational sideways acceleration), bullets at small-arms velocities (drag deceleration is the dominant horizontal effect over typical 100–800 m ranges), and golf balls in flight. For these you need a numerical solver with a quadratic-drag term F = ½·ρ·C_d·A·v² acting opposite the velocity vector, and the closed-form parabola is only a rough first estimate.
How do I include air resistance?
Two analytical models bracket reality. Stokes' linear-drag model F = b·v applies at very low Reynolds numbers (Re < 1), e.g. a tiny droplet in syrupy fluid; it admits a closed-form solution using the Lambert W-function for the trajectory in air. Newton's quadratic-drag model F = ½·ρ·C_d·A·v² applies for anything you'd actually shoot or throw through air, with C_d ≈ 0.47 for a smooth sphere, 0.3–0.5 for a spinning ball depending on surface, and as low as 0.04 for a streamlined artillery shell. Quadratic drag has no closed-form solution for the 2D trajectory — the differential equations couple V_x and V_y through v = √(V_x² + V_y²) — so practical work uses fourth-order Runge-Kutta numerical integration with a step of 1 ms or so. Ballistic coefficients (BC = m / (C_d · A) in kg/m², a measure of how 'drag-resistant' a projectile is) are tabulated for every commercial rifle round and let you scale a reference trajectory to your specific bullet. For sports applications, drag coefficients are measured in wind tunnels — a major-league baseball has C_d ≈ 0.30 at 90 mph, dropping to ≈ 0.18 above the drag crisis at ~140 mph because of the seams' effect on the boundary layer.
Does the mass of the projectile affect its trajectory?
In the no-drag model, no — and this is one of Galileo's great insights, dramatised in his (probably apocryphal) Tower of Pisa experiment and confirmed by Apollo 15 astronaut David Scott dropping a hammer and a falcon feather on the Moon in 1971: in vacuum they fall together. The equations of motion in the no-drag case depend only on V₀, θ, h₀ and g — mass appears in F = m·g for the gravitational force but cancels exactly against the m in F = m·a, leaving an acceleration that is independent of mass. Once air drag is included, mass matters a great deal: drag deceleration is F/m = ½·ρ·C_d·A·v²/m, so a heavier projectile of the same shape (same C_d and A) decelerates less, flies further, and is buffeted less by wind. This is why a steel ball outranges a wooden ball of identical size at identical launch speed, and why heavy artillery shells outrange light ones of identical calibre.
What's the optimum launch angle from a non-zero height?
If the launch point is at height h₀ above the landing surface, the optimum angle for maximum range satisfies tan(θ_opt) = V₀ / √(V₀² + 2·g·h₀). This always gives θ_opt < 45°, and the optimum approaches 45° as h₀ → 0 (level ground) and approaches 0° as h₀ → ∞ (very high launch). Concrete numbers: at V₀ = 30 m/s and h₀ = 5 m, θ_opt = 43.8°; at h₀ = 50 m, θ_opt = 36.6°; at h₀ = 500 m, θ_opt = 16.6°. The shot-put in track and field is a real-world example: an athlete releases from about 2.1 m above the landing surface at about 13–14 m/s, and the optimum release angle is around 41–42°, not 45°. World-class shot-putters release closer to 37° because the human body can generate more force at a flatter angle, and the small range loss versus 42° is outweighed by the speed gain — biomechanics overrides the pure ballistic optimum.
How does projectile motion work on the Moon or Mars?
Exactly the same equations apply — V_x = V₀·cos(θ), V_y = V₀·sin(θ), and y(t) = h₀ + V_y·t − ½·g·t² — but with the local g substituted. The Moon's surface gravity is 1.62 m/s², about 1/6 of Earth's, so the same launch goes about 6× further and stays in the air about 6× longer (range scales as 1/g for fixed V₀ and θ). Apollo 14 astronaut Alan Shepard famously hit golf balls on the Moon in February 1971; using a one-handed swing inside a stiff space suit he probably achieved about 20 m/s clubhead speed, and the longest ball travelled around 200 metres (a 2021 enhanced analysis of the original 16 mm footage by Andy Saunders refined the figure). On Mars (g = 3.71 m/s²) ranges are about 2.6× their Earth values; on Jupiter (g = 24.79 m/s²) about 0.40× Earth values. The atmosphere matters too — on the Moon (no atmosphere) the no-drag model is exact; on Mars (thin atmosphere) it's a good approximation for hand-thrown objects but matters for parachutes and entry vehicles; on Earth at sea level air drag is significant for most thrown objects beyond about 30 m/s.
What's the difference between range, time of flight, and hang time?
Range R is the horizontal distance from the launch point to the landing point, measured along the ground. Time of flight T is the total time in the air, from launch until the projectile reaches the landing surface (y = 0). 'Hang time' is sometimes a synonym for time of flight but in basketball and football is often used to mean the time spent above some reference height (e.g. above the rim, above the receiver). For a level-ground launch the time to peak height is exactly half the time of flight, because the upward and downward halves are mirror-image free-falls. For a launch from a non-zero height, the descent takes longer than the ascent because the projectile must fall the extra distance — for the cannon example above, the ascent takes 17.2/9.81 = 1.75 s and the descent takes 3.78 − 1.75 = 2.03 s. The maximum-height moment is still when V_y = 0, but it's not the midpoint of the flight unless h₀ = 0.
Why does a basketball jump shot use a high arc?
Higher arcs increase the rim's effective diameter, as seen from the ball's incoming trajectory. The rim is 45 cm in diameter; a ball coming straight down (90° entry angle) sees an opening of the full 45 cm, while a ball coming in nearly horizontally sees an opening compressed by the cosine of its entry angle — at 30° entry, the effective opening is only 45·sin(30°) = 22.5 cm, less than two ball diameters of clearance for a 24 cm regulation ball. Biomechanical and statistical studies (most prominently Fontanella's 2006 'The Physics of Basketball') find that the optimum release angle for an NBA player shooting from the free-throw line is about 51° above horizontal, giving an entry angle around 45°. A flat 'line drive' shot is harder to make because it requires a near-perfect speed; a high arc forgives speed errors because the rim looks bigger. Step into the calculator: with release at 2.1 m, basket at 3.05 m, free-throw distance 4.6 m, the calculator can be used iteratively to find the V₀ and θ pair that puts the ball through the basket — but you have to invert the geometry, since here y at landing equals 3.05 − 2.1 = 0.95 m above the launch, not below.
What launch angle do javelin throwers use?
World-class javelin throwers release between about 32° and 38°, considerably below the no-drag optimum of 45°. Three factors push the angle down. First, the launch point is about 1.7–2.0 m above the ground, so the geometric optimum is already below 45° (a few degrees). Second, the javelin is an aerodynamic body — it generates lift when its pitch attitude differs from its velocity direction — and modern javelins (post-1986 redesign, mass centre shifted forward) are designed to stall the lift and fall flat to keep ranges within safe bounds for stadium use. Third, biomechanically a human can throw faster at a lower angle, and the speed gain outweighs the angle loss. Empirical sports-biomechanics literature (Bartonietz, Hatze, and others) consistently puts the optimum men's javelin release angle at 32–36° for release speeds around 28–32 m/s. The world record (Jan Železný, 98.48 m, 1996) was thrown at approximately 34° release angle at about 32 m/s release speed.

References& sources.

  1. [1]Galilei, G. (1638). Discorsi e dimostrazioni matematiche, intorno a due nuove scienze (Discourses and Mathematical Demonstrations Relating to Two New Sciences). Day Four — On the Motion of Projectiles. Leiden: Elsevier. The original derivation of the parabolic trajectory, including Galileo's decomposition of motion into independent horizontal and vertical components.
  2. [2]Halliday, D., Resnick, R. & Walker, J. (2014). Fundamentals of Physics, 10th ed., Chapter 4 'Motion in Two and Three Dimensions', Sections 4-5 to 4-7 on projectile motion. Wiley. The standard university-level treatment of projectile-motion kinematics, including derivation of range, height, and time-of-flight formulae and worked examples.
  3. [3]NASA Glenn Research Center — Beginners' Guide to Aeronautics, Ballistic Flight Equations. Derivation of the no-drag trajectory equations U = U₀, V = V₀ − g·t, x = U₀·t, y = V₀·t − ½·g·t², together with the time-to-apogee and maximum-altitude results. Maintained by NASA's K-12 educational programme.
  4. [4]Feynman, R. P., Leighton, R. B. & Sands, M. (1963). The Feynman Lectures on Physics, Volume I, Chapter 8 'Motion' and Chapter 9 'Newton's Laws of Dynamics', covering the independence of horizontal and vertical motion under gravity and Feynman's discussion of why mass cancels out of free-fall trajectories.
  5. [5]Linthorne, N. P. (2001). Optimum release angle in the shot put. Journal of Sports Sciences, 19(5), 359–372. Peer-reviewed biomechanics paper deriving the optimum release angle for the shot put as a function of release height and release speed, and explaining why elite athletes throw below the 45° ballistic optimum.
  6. [6]Bartonietz, K. & Borgström, A. (1995). The throwing events at the World Championships in Athletics 1995, Göteborg — Technique of the world's best athletes. Part 2: Discus and javelin throw. New Studies in Athletics, 10(4), 19–44. Empirical measurement of release angles, speeds, and heights for world-class javelin throwers, finding optimum release angles of 32–36°.
  7. [7]Fontanella, J. J. (2006). The Physics of Basketball. Johns Hopkins University Press. Quantitative treatment of basketball trajectories, including the calculation of the optimum free-throw release angle (~51°) and the effective rim diameter as a function of entry angle.
  8. [8]Parker, G. W. (1977). Projectile motion with air resistance quadratic in the speed. American Journal of Physics, 45(7), 606–610. Peer-reviewed pedagogical paper on the quadratic-drag projectile problem, its lack of a closed-form solution, and standard numerical integration approaches.

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