Projectile Motion
Range, peak height, flight time
About Projectile Motion
Projectile motion is the textbook ballistic problem: an object launched at velocity v and angle θ, subject only to gravity, follows a parabolic arc. The Toolenza calculator returns range = v² · sin(2θ) / g, peak height = (v · sin θ)² / (2g), time of flight = 2v · sin θ / g, and landing speed.
The non-obvious result
Range is maximised at exactly 45° launch angle — but only in a vacuum. With air drag, the optimum drops to 30–40° for a baseball, ~35° for a soccer ball. The textbook 45° answer is correct only when you neglect air resistance, which this calculator does.
Where it applies
- Physics homework — the canonical intro-mechanics problem.
- Game design — projectile arcs in games like Angry Birds use exactly this formula before drag is layered in.
- Quick estimates — back-of-envelope answer for "how far can I throw / launch / shoot something".
What it ignores
Air resistance, the Magnus effect (spin-induced lift), wind, and altitude-varying gravity. For real-world ballistics — artillery, rocketry, even competitive throwing — you need a numerical solver with a drag model. This calculator is the first approximation, not the production answer.
Frequently asked questions
45° in vacuum from the same launch height. With air resistance, the optimal angle is ~30-40° depending on projectile mass and shape.
Not modeled in this basic version. For real ballistics, drag coefficients matter a lot — use a specialised tool.
Yes — initial height can be non-zero, e.g., a ball thrown off a cliff.
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Projectile Motion
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