Estimate vehicle trajectory, jump distance, and flight parameters using projectile motion physics. This tool is designed for educational and entertainment purposes only.

This calculator provides theoretical estimates based on ideal projectile motion physics.🚫 Do not attempt vehicle jumps without professional guidance and safety equipment.
This calculator helps you estimate how far a vehicle might travel when it launches off a ramp — the jump range, time in the air, and maximum height — using classic projectile-motion physics.
Car jumps are extremely dangerous in real life. Our tool is meant for education and entertainment, not for planning stunts. Real jumps depend on suspension, tire grip, ramp shape, wind, aerodynamics, rotation, and many other factors that simplified models can’t fully capture.
Safety note: never attempt a real car jump based on online calculations. If you’re working on a simulation or engineering project, use professional tools and experts.
Think of the calculator as a quick “what-if” sandbox: you enter the ramp setup, the takeoff speed, and gravity — and it reports a clean, idealized trajectory.
What you need to enter (minimum)
Set the ramp and heights
Enter your takeoff ramp angle, the takeoff height, and the landing height. A bigger angle usually gives more height but not always more distance.
Enter takeoff speed
Use the speed at the end of the ramp (not the speed at the start). In real driving, vehicles can slow down while climbing a ramp.
Read the results (and switch units)
The “Trajectory Analysis” section is a read-only report. You can still change units to view the same results in feet/meters, mph/km/h, and so on.
Share or reset
Use Share to create a link that keeps your inputs, or Clear to start fresh.
Inputs: takeoff height 16 ft, landing height 16 ft, ramp angle 20°, takeoff speed 100 mph, gravity 1 g.
Rough results (ideal physics): range ≈ 430 ft, time of flight ≈ 3.1 s, max height ≈ 55 ft. Your on-page values may differ slightly due to rounding and unit conversions.
Inputs: takeoff height 2 m, landing height 0 m, ramp angle 15°, takeoff speed 60 km/h, gravity 1 g.
Rough results (ideal physics): range ≈ 20 m, time of flight ≈ 1.2 s, max height ≈ 3.0 m.
Range tells you how far the car travels horizontally. Max height helps you judge clearance. Time of flight tells you how long the jump lasts. Landing speed is the speed magnitude at touchdown.
Visualize the jump in real-time with our dynamic physics engine. Here is how to get the most out of the interactive chart.
Move your mouse over the trajectory to explore data points.
The simplest way to model a ramp launch is to treat the car’s center of mass like a projectile. You start with an initial speed v₀ and launch angle α, then let gravity pull the car down.
Velocity components
Here, drives horizontal motion and controls how high the jump climbs.
Position over time (no air drag)
is the takeoff height, is gravity, and is time since takeoff.
Key values the calculator reports
Want a more general setup (angles, heights, range, and time)? Try our Projectile Motion Calculator.
In the real world, air resistance matters — especially at higher speeds. Drag doesn’t just shorten the range; it can also change the “shape” of the trajectory by reducing speed throughout the flight.
A common drag model
is air density, is the drag coefficient, is frontal area, and is speed. This model is widely used, but the “right” values can vary with car shape, orientation, and rotation.
Reality check: our calculator currently uses an ideal (no-drag) projectile model. Treat the results as a best-case baseline — real air drag typically reduces range.
For aerodynamic sensitivity, our Ballistic Coefficient Calculator helps you reason about how air resistance affects motion.
If you watch real ramp launches, the car often pitches nose-down. A big reason is that takeoff isn’t instantaneous: the front wheels typically leave the ramp before the rear wheels. That short “one-axle still on the ramp” moment can introduce a torque that starts rotation.
What affects pitch the most
Important distinction: “tilt” can mean two different things. This calculator focuses on the trajectory of the center of mass. It does not simulate the car’s body pitch(nose-up / nose-down rotation).
Rotation is a rigid-body problem. A simplified way to think about it is: torque creates angular acceleration, and the car’s moment of inertia resists that rotation.
Core relationship
is torque, is the mass moment of inertia, and is angular acceleration.
Estimating rotation requires extra vehicle parameters (mass distribution, wheelbase, center of mass location). This is beyond a simple projectile model.
If you’re exploring rotational dynamics more generally, our Polar Moment of Inertia Calculator can be a useful helper for intuition-building (even though a real car is not a simple cylinder).
“Landing angle” is often used in two ways: the trajectory landing angle (direction of the velocity vector at touchdown) and the vehicle pitch angle.
Trajectory landing angle (no drag)
Even if the trajectory angle looks “reasonable,” it doesn’t guarantee a safe landing. Suspension travel and impact dynamics dominate real outcomes.
Movie car jumps look spectacular because they're carefully choreographed: multiple takes, controlled ramps, safety rigs, and strategic VFX.
This calculator shines for game design, VFX previs, and storyboarding. It gives realistic parameters as a springboard for your vision.
No. It’s a simplified physics model that’s great for learning and rough estimation. Real stunts require detailed vehicle dynamics, ramp geometry, safety margins, and professional analysis.
The model assumes ideal projectile motion. In practice, air drag reduces speed, and the car may lose speed while climbing the ramp. Even small speed losses can noticeably shrink range.
Gravity is the acceleration pulling objects downward. We default to 1 g (Earth standard gravity). You can change it if you’re modeling a different location or a fictional setting.
Yes. Unit switching only changes how values are displayed (feet vs. meters, mph vs. km/h, etc.). The underlying calculation is performed in consistent base units.
If the landing height is much higher, the car might not reach it for the given speed and angle. In that case, the “first intersection” concept breaks down — you’ll need to increase speed, adjust the ramp angle, or lower the landing height.
Not currently. Vehicle pitch is a rigid-body rotation problem that needs extra car parameters and a more complex model. This calculator focuses on the center-of-mass trajectory.
If you increase takeoff speed, range should increase. If you increase gravity, range and time in the air should decrease. If takeoff and landing heights are equal, landing speed magnitude should be close to takeoff speed (ignoring drag).
Yes — that’s one of the best uses. It’s fast, intuitive, and gives you realistic-looking numbers as a starting point. Then you can tune the result artistically.
Limitations: the calculator assumes a point-like projectile (center of mass), constant gravity, and no air drag. It does not model suspension, tires, ramp transitions, wind, or body rotation.
External references (for deeper reading)
Have a look at the flight path of the object with this trajectory calculator.
Calculate free fall parameters including gravitational acceleration, drop height, fall duration, and impact velocity. Supports bidirectional LRU solving with unit conversions.
Calculate free fall with quadratic air drag, including terminal velocity, fall time, maximum velocity, and drag force. Supports air resistance coefficient calculation from object properties.
Calculate the horizontal range of a projectile based on velocity, angle, and initial height. Supports bidirectional calculation with multiple unit systems.
Calculate projectile trajectory parameters including launch velocity, angle, distance, maximum height, and flight time with bidirectional solving.
Use this maximum height calculator to figure out what is the maximum vertical position of an object in projectile motion.