Compute drop height, fall time, and impact velocity
Analyze free fall motion with gravity, height, time, and velocity. Supports bidirectional LRU solving and multiple unit systems.

The Free Fall Calculator helps you estimate how fast an object is moving and how far it travels when gravity is the only acceleration. It’s the classic “dropped apple” model: clean, simple, and great for quick checks.
✅ Best for: classroom problems, quick engineering sanity checks, and “how long / how fast” estimates when air resistance is small.
If you want a more realistic model where the object stops accelerating and approaches a terminal speed, use our Free Fall with Air Resistance Calculator.
This calculator uses constant gravitational acceleration (you can change it). That’s a great approximation for many everyday heights.
The calculator is “bidirectional”: enter any two of the kinematics fields (plus gravity) and it solves the others. Most people start with “height + initial velocity” or “time + initial velocity.”
Pick your gravity
For Earth, a common default is . For another planet, change to match your scenario.
Decide the initial velocity
Dropped from rest? Use . Thrown downward? Use a positive . Thrown upward? Use a negative (the calculator can handle it).
Enter two known fields
Examples: (a) enter height and time, or (b) enter height and impact velocity. The calculator will solve the remaining fields.
Read the results (and sanity-check)
You’ll get final velocity, fall time, and distance. A quick check: if , then velocity should grow linearly with time:.
Worked example (copy this): drop for 8 seconds
Assume and .
Final speed
Distance fallen
Interpretation: at 8 seconds, the object is moving about and has fallen about (in the ideal no-drag world).
Here are practical scenarios that match how people actually use this tool. Each example shows concrete inputs and the result you can apply.
Background: You want a rough idea of impact speed from a drop. Assume it starts from rest .
Time to fall
Impact speed
How to use it: treat this as an upper-bound estimate; real impact speed may be slightly lower if drag matters.
Background: In a simple physics lab, you measure a fall time of from rest. What height does that correspond to?
How to use it: compare to your measured setup height. If it’s way off, your reaction time or timing method is likely the culprit.
Background: An object falls through starting from rest. What’s the speed right before it hits?
How to use it: if you’re doing a safety check, treat this as the “no-drag” baseline. For real-world planning at higher speeds, compare with the air-resistance version.
Background: You throw a ball upward with . How long until its velocity becomes zero at the top?
How to use it: negative simply means “upward” under this sign convention. If you’re also interested in horizontal motion, try our Projectile Motion Calculator.
Fast kinematics checks for time, distance, and velocity.
Estimate how quickly something hits the ground from a height.
Change g and explore different gravitational environments.
⚠️ Not ideal when: the object reaches high speed in air (skydiving, long drops) — drag can dominate. In that case, use the air-resistance calculator.
Use consistent units
The calculator handles conversions, but your intuition is easier if you stick to one system (e.g., meters + seconds).
Remember: height does not depend on mass
In the ideal model, mass cancels out. Differences in real life mostly come from air resistance and shape.
Treat results as a baseline
If you care about precision at high speed, compare with the drag-inclusive model (terminal velocity matters).
Watch for sign conventions
If you enter a negative (thrown upward), some intermediate results can look “unexpected” until the object turns around.
The calculator uses the standard constant-acceleration kinematics equations. Here we treat downward motion as positive, with constant acceleration .
Core equations
Variable meanings
Common shortcut: If an object is dropped from rest (), you can jump straight to and .
In physics, an object is in free fall when gravity is the only force acting on it. That means there’s only one acceleration: . Real objects in air are also pushed by drag, which is why the “ideal” model becomes less accurate at high speeds.
With constant acceleration, velocity changes by the same amount each second. That’s exactly what says.
| Time (s) | Speed from rest (m/s) | Time (s) | Speed from rest (m/s) |
|---|---|---|---|
| 1 | 9.8 | 4 | 39.2 |
| 2 | 19.6 | 5 | 49.0 |
| 3 | 29.4 | 6 | 58.8 |
Note: the table uses for easy mental math.
Gravity pulls harder on heavier objects, but it also takes more force to accelerate them. Those effects cancel, so ideal free fall depends on — not mass. The “feather vs brick” difference you see in real life is mostly air resistance.
If you know a planet’s mass and radius , the surface gravitational acceleration is approximately:
Here is the universal gravitational constant.
A “pure” free fall is only possible in a vacuum. On Earth, even skydivers experience strong drag. Still, high-altitude jumps from the stratosphere are about as close as humans get to the textbook idea.
For example, in the 2010s there were famous near-space balloon jumps (such as Felix Baumgartner and Alan Eustace) where the jumper fell for many minutes. In those situations, the “no air resistance” model becomes a dramatic overestimate of speed — which is exactly why terminal velocity is a key concept.
If you want a model that naturally “levels off” in speed, use the Free Fall with Air Resistance Calculator.
In the ideal model (no drag), speed increases linearly with time:. If dropped from rest, that becomes .
Tip: if you need “real” speeds in air (terminal velocity), use the air-resistance version.
It isn’t. Weight is still . What can become “zero” is the apparent weight (the normal force you feel) when you and your scale are both accelerating together.
Free fall describes the motion (gravity is the only significant force). Weightlessness describes what you feel (no support force). You can feel weightless during free fall even though gravity is still acting.
Use where is the planet mass and is its radius. Then plug that into this calculator.
Tip: make sure is in meters to keep units consistent.
No — this is the ideal constant-acceleration model. For drag and terminal velocity, use the Free Fall with Air Resistance Calculator.
Some combinations of inputs cannot happen in ideal free fall. For instance, if you provide a very small impact speed for a very large height, it violates.
This calculator is for educational and estimation purposes. It does not replace professional safety, engineering, or medical advice.
Main limitations
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