Projectile Motion Calculator: Range, Height, and Trajectory Plot

Solve 2D projectile motion for range, maximum height, time of flight, and impact speed from launch speed, angle, and initial height. The trajectory is plotted and the value of g is named.

At a glance

Computes
Range, maximum height, time of flight, and impact speed, with the trajectory plotted.
You supply
Launch speed, launch angle, launch height, and the value of gravity.
Use when
A body is launched and only gravity acts on it afterwards.
Assumes
No air resistance, constant gravity, and the value of g named on the page.
Unit system

Initial speed. Required.

Measured from the horizontal. Required.

Height above the landing point. Blank counts as 0.

Always in m/s², independent of the length unit.

Writes a value into the g field above. A larger g gives a shorter, lower flight. This is not a single 1/g rule: only the time to apex scales as 1/g, and the other outputs also depend on the launch height.

45 °

Drag to set the launch angle. After the first run, the arc replots as you drag.

Angle is measured from the horizontal. Launch height is the height above where the projectile lands. The model is drag-free: constant gravity and a vacuum parabola.

Range

Enter launch speed and angle

Run the tool to read the outputs and draw the arc.

Height (m) against Horizontal distance (m)

0102030400246810LaunchApexLandingProjectile path

Range (m) against Launch angle (degrees)

020406080010203040Entered angle 45 degreesRange

Results
QuantityValueUnit

Export

T = (v0y + sqrt(v0y² + 2 g h)) / g; R = v0x T; H = h + v0y² / (2 g) How?

How this is calculated

Projectile motion is two independent one-dimensional motions: horizontal motion at constant velocity and vertical motion at constant acceleration g downward. Resolve the launch speed into components v0x = v0 cos(angle) and v0y = v0 sin(angle).

Because the launch height h can be non-zero, the time of flight is the positive root of the quadratic y(t) = h + v0y t - 0.5 g t² = 0, giving T = (v0y + sqrt(v0y² + 2 g h)) / g. The range is R = v0x T. The maximum height above the landing datum is H = h + v0y² / (2 g), reached at time v0y / g. The impact speed follows from energy, v = sqrt(v0² + 2 g h), and the impact angle below the horizontal is atan2(sqrt(v0y² + 2 g h), v0x).

At h = 0 these reduce to the familiar symmetric forms T = 2 v0 sin(angle) / g, R = v0² sin(2 angle) / g, and H = v0² sin²(angle) / (2 g).

Formula: T = (v0y + sqrt(v0y² + 2 g h)) / g; R = v0x T; H = h + v0y² / (2 g)

How to calculate projectile motion (worked example)

Launch a ball at v0 = 20 m/s and 45 degrees from level ground (h = 0), with g = 9.81 m/s².

  1. Components: v0x = 20 cos(45°) = 14.14 m/s, v0y = 20 sin(45°) = 14.14 m/s.
  2. Time of flight: T = 2 (14.14) / 9.81 = 2.883 s.
  3. Range: R = 14.14 (2.883) = 40.77 m.
  4. Maximum height: H = 14.14² / (2 (9.81)) = 10.19 m, reached at 1.442 s.

The projectile lands at the same speed it left, 20 m/s, at 45 degrees below the horizontal, because the flight is symmetric when the launch and landing heights match.

Assumptions and model
  • Point mass, so shape and spin do not matter.
  • Drag-free flight: constant gravity and a vacuum parabola.
  • Constant g over the whole flight.
  • Flat ground at the landing datum, y = 0.
  • Angle measured from the horizontal, with up positive and gravity acting downward.

Sources

  1. OpenStax University Physics Volume 1, §4.3 Projectile Motion (Example 4.7). OpenStax. Retrieved .