Determine the maximum velocity achievable by a falling object
Input any five values to solve for the remaining one using the terminal velocity formula.

Terminal velocity is the steady top speed an object reaches while falling through a fluid (like air or water). At first, gravity wins and the object speeds up. As speed increases, drag increases too — until the forces balance.
✅ When the downward weight and the upward drag are equal, the net force is zero, so the acceleration becomes — the speed stops increasing.
The classic mental picture is skydiving: a person accelerates for a while, then settles into a nearly constant falling speed. But the same idea applies to a baseball, a raindrop, a coin, or even a sinking object in water.
In this calculator, terminal velocity depends on five key inputs: mass, cross-sectional area, drag coefficient, fluid density, and gravity. You can think of them as two buckets: object properties and environment properties.
A practical rule of thumb
Lower with bigger often means a much lower terminal speed — that’s basically the idea behind a parachute. Same person, same mass, but a dramatically larger area and higher effective drag.
🧠 Quick check: at terminal velocity, acceleration is and the speed is (approximately) constant.
The calculator uses the standard drag-force balance model. When drag equals weight, the net force is zero:
Force balance (at terminal speed)
Where is mass, is gravitational acceleration, is fluid density, is cross-sectional area, is drag coefficient, and is terminal velocity.
Solving that for terminal velocity gives:
Terminal velocity formula
Pick a shape (or choose a custom drag coefficient)
Selecting a shape fills in a typical for that geometry. If you want your own value, choose Enter a custom drag coefficient.
Enter mass and cross-sectional area
Use and for the object you’re modeling. (If you’re not sure about area, it’s often the "front-facing" area as it falls.)
Confirm the environment (density and gravity)
The default density is for air near room temperature, and the default is Earth’s gravity. Change them for different altitudes, fluids, or planets.
Read the result
The calculator returns . You can also switch units (for example, to mph) to match your situation.
If your goal is to estimate time to fall rather than the final steady speed, pair this with a free-fall calculator. Terminal velocity can be reached quickly in some cases (skydiving), and barely reached at all in others.
Suppose you want a quick estimate for a skydiver with mass and cross-sectional area . Let’s use a custom drag coefficient . The calculator already pre-fills air density near room temperature and Earth gravity.
Enter the inputs
Set , , and choose Enter a custom drag coefficient to input .
Interpret the result
The calculator outputs the terminal velocity in the chosen units. For this example, using and :
What that number means
is roughly the “settled” speed once the fall has gone on long enough for drag to balance weight. In real life, body posture changes and effective , so treat this as a physics-based estimate.
Try it yourself: switch the output to mph and test a smaller object (like a coin) — you’ll see how strongly , , and drive the result.
It’s the steady speed a falling object approaches when drag grows large enough to balance weight. At that point the net force is approximately , so acceleration is approximately .
In this model:
Where , , , , and are the inputs.
Compute the numerator:
Multiply the mass by 2 and by gravitational acceleration.
Compute the denominator:
Multiply the fluid density, cross-sectional area, and drag coefficient together.
Divide the two:
Take your numerator and divide by your denominator.
Take the square root:
Apply the square root to get the terminal velocity.
It depends on how you model the ball (size, drag coefficient, etc.). Using one common set of assumptions:
Use this as a ballpark estimate — real-world spin, seams, and orientation can shift the effective drag.
With one typical assumption set:
The key drivers are the smaller area and a different drag coefficient compared with larger balls.
Friendly disclaimer
This calculator is a physics-based estimator built on a simplified drag model. For safety-critical planning (skydiving, ballistics, engineering), use verified data and professional guidance.
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