Horizontal position
x(t) = v₀ cosθ · t
Horizontal acceleration is zero in the ideal no-drag model.
Calculate ideal ballistic motion from launch speed, angle, initial height, and gravitational acceleration.
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This model neglects aerodynamic drag, lift, wind, spin, Earth curvature, and changing gravity. It assumes a flat landing surface at y = 0.
Horizontal velocity remains constant while vertical velocity changes at the entered gravitational acceleration. The calculation solves the time when the projectile returns to ground level.
Use the Projectile Motion Calculator to estimate ideal flight time, horizontal range, maximum height, launch velocity components, and impact speed from launch speed, angle, initial height, and constant gravity.
The model separates motion into constant horizontal velocity and uniformly accelerated vertical motion. With no aerodynamic drag, the horizontal and vertical components are coupled only through time.
The result is appropriate for textbook and first-order mechanics calculations. Air drag, lift, wind, spin, Earth curvature, variable gravity, terrain, and powered flight require a different trajectory model.
x(t) = v₀ cosθ · t
Horizontal acceleration is zero in the ideal no-drag model.
y(t) = y₀ + v₀ sinθ · t − ½gt²
Vertical acceleration is constant and downward.
y_max = y₀ + (v₀ sinθ)²/(2g)
For an upward launch, vertical velocity becomes zero at the apex.
Use speed 30 m/s, angle 45°, initial height 0 m, and g = 9.80665 m/s².
Result: With equal launch and landing height and no drag, the impact speed returns to 30 m/s.
The 45° range maximum and symmetric trajectory give clean expected values.
Case: Set angle to 90° at ground level.
Expected: Horizontal range should be approximately zero.
Case: Use equal launch and landing height with no drag.
Expected: Impact speed magnitude should equal launch speed within numerical rounding.
Only for the ideal no-drag case when launch and landing heights are equal. Drag or unequal elevations change the optimum angle.
With no drag and equal start/end height, mechanical energy is conserved, so the speed magnitude is the same.
Use it as a first-order estimate. Real projectiles often need drag, wind, spin, density, and ballistic-coefficient modeling.
Shared with the Mechanics Workbench, which adds drag models and arbitrary launch geometry.
Open the source workbench →Read calculation and source methodology →