Trajectory Calculator

Trajectory Calculator

Calculate and simulate the trajectory of a projectile based on initial conditions. Key results include maximum height, total distance, flight time, and final velocity.

Trajectory Simulator

Configuration

Key Results

Max Height: -

Total Distance: -

Flight Time: -

Final Velocity: -

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Calculator Overview

This trajectory calculator is designed to predict and visualize the flight path of a projectile. It utilizes mathematical models to determine impact points, peak altitude, and duration of flight based on specific starting conditions.

Physics Constraints: The calculator operates within a "gravity-only" environment. While it accounts for practical gravitational physics, it does not factor in external variables such as wind, air resistance, atmospheric pressure, or the aerodynamic shape of the projectile.

Key Inputs and Outputs

The tool allows users to configure the following Initial Conditions:

The calculator generates the following results:

Units

Unit Flexibility: To ensure precision across different fields, variables can be entered in multiple units:

Notice that the results table will automatically display information in the units selected during your initial configuration.

How It Works

At its core, the calculator solves the fundamental equations of motion. It treats the object’s movement as two independent components:

The Standard Trajectory Equation

To map the path, the calculator uses the Equation of Trajectory. This formula is unique because it eliminates "time" as a variable, expressing the relationship between vertical position (y) and horizontal position (x) directly:

y = h + x tan(θ) − gx2 / 2v02cos2(θ)

Equation Breakdown:

The Geometry of Flight: Because this is a quadratic equation (y = ax2 + bx + c), the resulting path is always a parabola.

Related Formulas

While the trajectory equation defines the curve, the calculator utilizes these specific formulas to find key milestones:

When a projectile is launched from an initial height (h>0), the flight path is no longer symmetrical. Because the object has further to fall than it had to rise, the standard "ground-to-ground" formula (T = 2v0 sinθ / g) is insufficient.

Instead, the calculator uses a more comprehensive version of the time of flight formula derived from the kinematic equation for vertical displacement.

The Full Time of Flight Formula

To find the total time (T) until the projectile hits the ground (y=0), the following equation is used:

T = (v0 sin(θ) + √((v0 sin(θ))2 + 2gh)) / g

This formula is essentially the result of applying the Quadratic Formula to the vertical motion equation 0 = h + (v0 sin)t − 1/2 gt2.

Impact on Other Calculations

When the initial height is not zero, several other "standard" assumptions change:

When a projectile is launched from an initial height (h>0), calculating the Final Velocity and Impact Angle requires breaking the motion into its horizontal and vertical components at the exact moment of impact.

Since there is no horizontal acceleration, the horizontal speed remains constant, while the vertical speed increases as the object falls.

The Components of Final Velocity

To find the total velocity at impact (vf), you must first determine the final horizontal (vfx) and vertical (vfy) components.

Horizontal Component (vfx): This remains unchanged from the launch.

vfx = v0 cos(θ)

Vertical Component (vfy): This is calculated using the kinematic equation that relates velocity, gravity, and height. Since the object falls a total vertical distance of h (starting from h and ending at 0), we use:

vfy = √((v0 sin(θ))2 + 2gh)

Notice that on impact, this vector points downward, so it is often expressed as a negative value in coordinate systems.

The Magnitude of Final Velocity

Once you have both components, you use the Pythagorean Theorem to find the total speed (vf) at the moment it hits the ground:

vf = √(vfx2 + vfy2)

Alternative "Energy" Method: If you only need the speed (magnitude) and not the direction, you can use the law of conservation of energy, which is often faster:

vf = √(v02 + 2gh)

The Angle of Impact (β)

The angle at which the projectile strikes the ground is determined by the ratio of the vertical speed to the horizontal speed. We use the inverse tangent (arctan) function to find this:

β = tan−1(vfx / vfy)

Practical Applications

This calculator is an essential tool in any field requiring the prediction of objects (those without independent engines or steering):