Calculate the resultant of multiple velocity vectors
Add up to 5 velocities together to find the resultant magnitude and direction

Enjoy the absolute value of the resultant velocity, its direction, and the x and y components.
Velocity tells you how fast something is moving and which way it’s moving. That second part matters: speed is just a number, while velocity is a vector.
Average velocity
Here is the displacement (how your position changed) and is the time interval.
✅ Quick intuition: going 10 m east in 2 s is 5 m/s east. If you go 10 m east and then 10 m west, your speed was non‑zero, but your average velocity might be close to zero.
In SI units, velocity is usually measured in m/s, but real life often uses km/h or mph. This calculator lets you switch units per field. If you want a dedicated converter, theconversion toolspage is handy.
In 2D, a velocity vector has an x (left/right) component and a y (up/down) component. The resultant velocity is what you get when multiple velocities act together — for example, an aircraft’s airspeed plus wind, or a swimmer’s speed plus current.
Think in components first:
Resultant velocity (core idea)
This calculator supports up to 5 vectors. The angle is measured counterclockwise from the +x axis.
💡Related: If your situation is a projectile (launch speed + launch angle), try ourProjectile Motion Calculator →
Enter the first velocity
Type a magnitude in Velocity 1 and set Angle 1. Angle is measured from the +x axis (counterclockwise).
Enter the second velocity
Fill Velocity 2 and Angle 2. The result updates instantly.
Read the resultant
Check Resultant velocity, Angle, and the x/y components. The components are great for sanity checks.
You’re watching a boat cross a river. The boat moves at 15 km/h relative to the water in the +x direction. The river current is 7 km/h in the +y direction (perpendicular).
Sanity-check math
The calculator uses atan2 internally so the angle stays correct in all quadrants.
Combine boat speed (relative to water) with river current to get the observed motion from shore.
Add aircraft airspeed to wind velocity to estimate ground speed and drift direction.
Combine commanded velocity with a disturbance vector (wind, conveyor belt motion, etc.).
Model how a crosswind changes your effective velocity relative to the air.
Convert a launch speed and angle into x/y components. For full trajectories, use the projectile calculator.
This calculator assumes angles are measured counterclockwise from the +x axis. If your “north/east” reference differs, convert it first (or treat north as +y and east as +x).
Common mistakes to avoid
Velocity describes motion in one frame for one vector. Resultant velocity is the single vector you get after adding multiple velocity vectors together (for example: your walking velocity plus a moving walkway).
Convert each vector to components, add components, then convert back:, ,.If you only have two vectors and they’re at right angles, it becomes the Pythagorean theorem.
Yes. If vectors cancel perfectly, both component sums are zero. Example: 2 m/s at 30° and 2 m/s at 210° are opposite directions, so the resultant is 0.
Angles can be represented in multiple equivalent ways. For example, −10° is the same direction as 350°. If you prefer a 0–360° convention, mentally add 360° when the calculator shows a negative angle.
Any time your motion comes from more than two effects — for example, a conveyor belt + a robot arm + a drift term. Turn on the checkbox and enter the extra vectors.
Note: This tool is for 2D vector addition. It doesn’t model acceleration, forces, drag, or changing currents. For time‑dependent motion, use a dedicated kinematics model.
Have a look at the flight path of the object with this trajectory calculator.
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