Projectile Motion Calculator
Calculate range, maximum height, time of flight, and full trajectory for any projectile. Supports multiple planets, unit conversions, and an interactive SVG chart.
Range
m
Max Height
m
Flight Time
s
Time to Peak
s
Horiz. Velocity
m/s
Initial vy
m/s
Impact Speed
m/s
Impact Angle
degrees
Trajectory Chart
✎ Step-by-Step Solution
How Projectile Motion Works
Projectile motion describes the two-dimensional movement of an object launched into the air under the sole influence of gravity. The key insight is that horizontal and vertical motions are independent: horizontal velocity stays constant (no air resistance), while gravity continuously accelerates the object downward.
The resulting path is a parabola. This was first correctly described by Galileo Galilei in the early 17th century, overturning Aristotle's incorrect view that projectiles travel in straight lines before falling.
Projectile Motion Formulas
Velocity Components
vx = v₀ · cos(θ)
vy = v₀ · sin(θ)
Time of Flight (level ground)
T = 2 · vy / g
Double the time to peak
Range
R = vx · T
= v₀² · sin(2θ) / g
Maximum Height
H = vy² / (2g)
Height above launch point
Time of Flight (with height h₀)
T = (vy + √(vy²+2gh₀)) / g
Impact Velocity
v_f = √(vx² + vyf²)
vyf = vy − g·T
Range vs Angle Reference Table
For v₀ = 10 m/s on Earth (g = 9.81 m/s²)
| Angle (θ) | Range (m) | Max Height (m) | Flight Time (s) |
|---|---|---|---|
| 15° | 5.09 | 0.34 | 0.53 |
| 30° | 8.83 | 1.27 | 1.02 |
| 45° (max range) | 10.19 | 2.55 | 1.44 |
| 60° | 8.83 | 3.83 | 1.77 |
| 75° | 5.09 | 4.76 | 1.97 |
Real-World Applications
Sports
Footballs, basketballs, baseballs, javelins, and golf balls all follow projectile paths. Optimising launch angle maximises distance.
Military & Ballistics
Artillery shells, rockets, and missiles use projectile calculations adjusted for air resistance, spin, and wind.
Water Fountains
Engineers use projectile formulas to design the arc of water jets in fountains and irrigation systems.
Theme Parks
Water slide exit angles, roller coaster launches, and stunt show jumps are designed with projectile motion principles.
Worked Examples
Example 1 — Soccer kick (v₀ = 25 m/s, θ = 45°, Earth)
Example 2 — Cannon on a cliff (v₀ = 100 m/s, θ = 30°, h₀ = 50 m)
Example 3 — Same throw on the Moon (v₀ = 25 m/s, θ = 45°, g = 1.62 m/s²)
Example 4 — Golf drive (v₀ = 70 m/s, θ = 12°, Earth)