Explore projectile range, height, and flight time
Compute trajectory outputs and velocity components with unit switching and LRU-style bidirectional solving.


This projectile motion calculator models the classic “parabolic flight” you see when you throw a ball, launch a water balloon, or shoot an arrow (ignoring air drag). It helps you connect what you can measure (like distance and time) to what you want to know (like launch speed, launch angle, peak height, and velocity components).
Students (physics/homework), coaches (ball trajectories), makers (DIY launchers), and anyone doing a quick sanity check in engineering or simulation.
It uses standard constant-acceleration equations with gravity, supports unit conversion, and can solve “forward” or “reverse” depending on which inputs you provide.
If you’re analyzing arrows, try the Arrow Speed Calculator. For pure vertical motion, the Free Fall Calculator is often a cleaner fit.
You only need three independent inputs for a full solution. Pick whichever three you actually know from your experiment. The calculator will fill the rest.
Enter what you know
Common combos: V + α + h (textbook), or t + d + hmax (measured flight).
Check the derived outputs
The calculator derives Vx, Vy, total flight time, range, and max height. If an output section is collapsed, it will highlight to tell you something changed.
Use “Flight parameters at given time” for snapshots
Set a time value and read the instantaneous velocity and height. It’s great for plotting or checking a mid-flight moment.
Suppose you throw a ball at V = 20 m/s, α = 35°, and from h = 1.5 m. Keep gravity at 9.81 m/s².
What you should notice
You record a launch that travels d = 30 m and lands after t = 2.0 s. The calculator can immediately infer Vx = d/t = 15 m/s (even before the full solve).
How to interpret the results
Inputs: V, α, h.
Use: estimate whether the arc clears a defender and where it lands.
Inputs: d, t, hmax.
Use: back-calculate required launch speed and angle.
Inputs: d and time from video frame count.
Use: estimate horizontal speed; then compare with the Arrow Speed Calculator.
Inputs: h, t (near-vertical) or y(t) points.
Use: check whether measured values are consistent with Earth gravity.
📌 Practical note: if your projectile is light (ping-pong ball, paper, shuttlecock), air drag dominates and the real path won’t be a clean parabola. The calculator can still be a useful baseline — just don’t expect perfect agreement.
Great fit when:
Not a great fit when:
Want a more aerodynamic view? The Ballistic Coefficient Calculator is a good companion when drag is part of the discussion.
If you have video footage, counting frames is often the easiest way to estimate flight time. Then Vx = d/t is a strong anchor.
Big mistakes usually come from mixing meters/feet or seconds/minutes. If the outputs look “wild,” double-check units before changing inputs.
In reverse-solving modes (like t + d + hmax), a negative computed h usually means your measured constraints imply the projectile would need to start below the chosen “ground” level.
With equal launch/landing height and no drag, 45° maximizes range. If your best range happens far from 45°, drag or measurement error may be involved.
The calculator assumes constant gravity g and no air resistance. Horizontal acceleration is zero, and vertical acceleration is −g.
Velocity components
Vx = V · cos(α)
Vy0 = V · sin(α)
Position over time
x(t) = Vx · t
y(t) = h + Vy0 · t − (g · t²)/2
Key derived quantities
If you provide measurements like t and d, it can infer Vx immediately. Add a vertical constraint (like h or hmax) and the calculator can recover the vertical component and then the full V and α.
In basic physics, a projectile is an object moving under gravity alone (no thrust). That’s why the math is so clean.
Horizontal motion is linear in time; vertical motion is quadratic in time. Combine them and you get a parabolic trajectory. If you want the pure math view, try the Parabola Calculator.
🛰️ Fun intuition: a satellite is basically a projectile that’s moving so fast horizontally that the ground “falls away” beneath it.
No. A straight-up toss is still projectile motion (horizontal component is zero). The defining feature is that gravity is the only acceleration.
In this model, there’s no horizontal force. No horizontal force means no horizontal acceleration, so horizontal velocity stays the same.
Because x grows linearly with time while y includes a t² term. Eliminating time between them produces a quadratic relationship (a parabola).
If launch and landing heights are equal and drag is negligible, the range is maximized near 45°. In real life (drag, wind, different heights), the best angle can shift.
That usually happens when you give constraints like t and hmax that imply the projectile would need to start below your chosen “ground” level to satisfy them. It’s not a software bug — it’s a clue about your assumptions or measurements.
You can use it for a quick baseline, but real ballistics is drag-dominated. If you want to reason about drag, start with the Ballistic Coefficient Calculator.
This calculator is a physics model, not a promise. It assumes constant gravity and neglects air resistance, wind, lift, and spin.
These references cover the core, no-drag projectile model used by this calculator (constant gravity, no air resistance). If you need wind/drag/lift, you’ll want a more advanced dynamics or ballistics model.
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.
Use this maximum height calculator to figure out what is the maximum vertical position of an object in projectile motion.
Check out how long a projectile remains in the air with this time of flight calculator.