Car Jump Distance Calculator

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

Last updated: December 16, 2025
Frank Zhao - Creator
CreatorFrank Zhao
⚠️

Educational Purposes Only

This calculator provides theoretical estimates based on ideal projectile motion physics.🚫 Do not attempt vehicle jumps without professional guidance and safety equipment.

Launch Configuration

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ft
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ft
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deg
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mph
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g

Trajectory Analysis

Peak Altitude

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ft
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ft
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s

Touchdown

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ft
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s
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mph
1Initial Velocity Components
v0x=v0cos(θ)v_{0x} = v_0 \cdot \cos(\theta)
v0y=v0sin(θ)v_{0y} = v_0 \cdot \sin(\theta)
2Peak Altitude
hmax=h0+v0y22gh_{max} = h_0 + \frac{v_{0y}^2}{2g}
3Flight Duration (to Landing)
Derived from: 12gt2+v0yt+(h0hf)=0-\frac{1}{2}gt^2 + v_{0y}t + (h_0 - h_f) = 0
tland=v0y+v0y2+2g(h0hf)gt_{land} = \frac{v_{0y} + \sqrt{v_{0y}^2 + 2g(h_0 - h_f)}}{g}
4Total Horizontal Distance
xland=v0xtlandx_{land} = v_{0x} \cdot t_{land}
v₀Launch Velocity
θRamp Angle
h₀/h_fStart/End Heights
gGravity

Car Jump Distance Calculator Guide

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.

How to use the car jump distance calculator?

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)

  • Takeoff ramp angle and takeoff height (where the car leaves the ramp).
  • Landing ramp height (where the car would touch down).
  • Takeoff speed (speed at the instant of leaving the ramp).
  • Gravity (defaults to 1 g; you can change it for other locations).
1

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.

2

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.

3

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.

4

Share or reset

Use Share to create a link that keeps your inputs, or Clear to start fresh.

Example 1 (typical ramp jump)

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.

Example 2 (short hop to lower ground)

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.

Interpretation tip:

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.

Interactive Animation & Visuals

Visualize the jump in real-time with our dynamic physics engine. Here is how to get the most out of the interactive chart.

Smart Snap & Hover

Move your mouse over the trajectory to explore data points.

Smart Adsorption
  • Start Point: Launch moment.
  • Apex: Vertex of the arc.
  • Landing Point: Moment of impact.

Visual Physics Indicators

  • Purple Marker & Burst: Indicates the Apex.
  • Red Marker & Burst: Indicates the Landing Point.
  • Rolling Phase: Post-landing horizontal motion at constant speed.

Legend Guide

Height (y)
Distance (x)
Trajectory
Apex
Landing
Speed
Angle
Start Point
Initial Height

Determination of the distance traveled mid-air

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

v0x=v0cos(α)v_{0x} = v_0 \cos(\alpha)v0y=v0sin(α)v_{0y} = v_0 \sin(\alpha)

Here, v0xv_{0x} drives horizontal motion and v0yv_{0y} controls how high the jump climbs.

Position over time (no air drag)

x(t)=v0xtx(t) = v_{0x} \cdot t
y(t)=h0+v0ytgt22y(t) = h_0 + v_{0y} \cdot t - \frac{g \cdot t^2}{2}

h0h_0 is the takeoff height, gg is gravity, and tt is time since takeoff.

Key values the calculator reports

  • Time to max height: tmax=v0ygt_{\max} = \frac{v_{0y}}{g}
  • Maximum height: hmax=h0+v0y22gh_{\max} = h_0 + \frac{v_{0y}^2}{2g}
  • Range: xland=v0xtflightx_{\text{land}} = v_{0x} \cdot t_{\text{flight}}
Related tool:

Want a more general setup (angles, heights, range, and time)? Try our Projectile Motion Calculator.

Car jump with air drag force

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

Fd12ρCdAv2F_d \approx \frac{1}{2} \cdot \rho \cdot C_d \cdot A \cdot v^2

ρ\rho is air density, CdC_d is the drag coefficient, AA is frontal area, and vv 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.

Helpful related calculators:

For aerodynamic sensitivity, our Ballistic Coefficient Calculator helps you reason about how air resistance affects motion.

Why is a car tilting during the jump?

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

  • Wheelbase and where the center of mass sits relative to the axles.
  • Ramp transition shape (smooth vs. sharp) and suspension dynamics.
  • Braking/acceleration inputs right at takeoff (even small timing changes can matter).

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).

How fast does a car rotate?

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

τ=Iα\tau = I \cdot \alpha

τ\tau is torque, II is the mass moment of inertia, and α\alpha is angular acceleration.

Practical takeaway:

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).

How to calculate car landing angle?

“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)

vx=v0cos(α)v_x = v_0 \cos(\alpha)
vy(t)=v0sin(α)gtv_y(t) = v_0 \sin(\alpha) - g \cdot t
θland=arctan(vyvx)\theta_{\text{land}} = \arctan\left(\frac{v_y}{v_x}\right)

Even if the trajectory angle looks “reasonable,” it doesn’t guarantee a safe landing. Suspension travel and impact dynamics dominate real outcomes.

Car stunts in movies and real world

Movie car jumps look spectacular because they're carefully choreographed: multiple takes, controlled ramps, safety rigs, and strategic VFX.

In the movies

  • Retakes allowed — film the same stunt multiple times.
  • VFX enhancement — post-production makes it dramatic.
  • Professional team — stunt coordinators and engineers.

In real life

  • One shot — you get one attempt per session.
  • No editing — the laws of physics are absolute.
  • Real consequences — crashes result in damage and injury.
Perfect for creative projects:

This calculator shines for game design, VFX previs, and storyboarding. It gives realistic parameters as a springboard for your vision.

FAQs

Is this calculator accurate enough for real stunt planning?

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.

Why might the real jump distance be shorter than the calculator says?

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.

What does “standard gravity” mean here?

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.

Can I change units without changing the physics?

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.

What if the landing ramp is higher than the takeoff ramp?

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.

Does the tool calculate vehicle pitch (nose-up / nose-down) mid-air?

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.

What’s a quick sanity check for my inputs?

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).

Can I use this for games, storyboarding, or VFX previs?

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.