Projectile Motion Simulator

Set a launch angle, speed and height, choose Earth, Moon or Mars gravity, switch air resistance on or off, and read off range, maximum height, flight time and impact speed.

A second chart plots range against every launch angle, which shows exactly when 45 degrees is the best choice and when it is not.

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The one idea the whole topic rests on

Horizontal and vertical motion are independent. Gravity pulls downwards and does nothing at all sideways, so in the absence of air resistance the horizontal velocity never changes while the vertical velocity falls steadily at g metres per second every second. A projectile is therefore two simple problems happening at once, not one complicated one.

That single idea generates every formula in the topic. With launch speed v at angle theta, and no air:

  • Horizontal: distance equals v cos theta multiplied by time. Constant speed, nothing else to say.
  • Vertical: height equals launch height plus v sin theta multiplied by time, minus one half g time squared. Standard constant-acceleration motion.
  • Flight time on level ground: 2 v sin theta divided by g, which is simply the time to slow to a stop vertically, doubled.
  • Maximum height: v sin theta all squared, divided by 2g.
  • Range on level ground: v squared times sin of 2 theta, divided by g.

Two consequences catch people out. First, a ball thrown horizontally and a ball dropped from the same height hit the ground at exactly the same moment, because their vertical stories are identical. Second, the range formula depends on sin of twice the angle, and sine is symmetric about 90 degrees, so 30 degrees and 60 degrees give the same range. Complementary angles always do.

When 45 degrees is right, and when it is not

Range is v squared sin 2 theta over g, and sin 2 theta is largest when 2 theta is 90 degrees. That gives 45 degrees, and it is where the familiar rule comes from. What usually goes unsaid is that the formula assumes the projectile lands at exactly the height it was launched from, and that there is no air. Change either assumption and the best angle moves.

Launching from above the landing point is the common case in real life. A shot putter releases the shot from around two metres up; a cannon sits on a hill; a ball leaves a hand, not the floor. Extra height gives extra hang time for free, so there is less value in buying hang time with a steep launch, and the best angle drops below 45. The exact drag-free answer is sin theta equals one over the square root of two plus 2gh over v squared. At 30 metres per second on Earth:

  • Launch height 0 m: best angle 45.0 degrees, range 91.8 m.
  • Launch height 5 m: best angle 43.5 degrees, range 96.6 m.
  • Launch height 20 m: best angle 39.8 degrees, range 110.0 m.
  • Launch height 50 m: best angle 34.7 degrees, range 132.7 m.

Air resistance pushes the optimum down as well, and for a different reason. Drag takes away more from a long flight than a short one, so it pays to spend less of the launch on going up and more on going forwards. A cannonball at 30 metres per second gives up only a third of a degree to drag, and about four percent of its range, because it is heavy for its size. A table tennis ball loses more than thirteen degrees and over eighty percent of its range. Real projectiles that fly a long way, such as a golf ball or a javelin, are launched well below 45 degrees, and the range against angle chart in this tool shows you why for any settings you choose.

One more thing worth noticing on that chart: near the peak it is remarkably flat. Anywhere within five degrees of the optimum costs about one and a half percent of the range. Getting the angle roughly right matters; getting it exactly right does not.

What air resistance really does to the shape of the flight

Without air, a trajectory is a parabola and it is perfectly symmetric: the way up is a mirror image of the way down, the apex sits exactly halfway along the range, and the projectile lands at the speed it left. Switch drag on and every one of those statements fails.

  • The path becomes lopsided. The descending half is steeper and shorter than the climbing half, because the projectile has lost horizontal speed it can never get back. The apex shifts past the halfway point.
  • Impact speed drops below launch speed. Energy has gone into heating the air, and nothing returns it.
  • Complementary angles stop matching. With drag, 30 degrees beats 60 degrees, because the steeper shot spends longer in the air being slowed down.
  • Light objects suffer far more than heavy ones. Drag depends on frontal area while inertia depends on mass, so what matters is the ratio between them. That is why a table tennis ball and a shot put, launched identically, end up in completely different places.

Because drag depends on speed and speed depends on drag, there is no formula to solve. The simulator integrates the motion in four thousand steps using a fourth-order Runge-Kutta method and then refines the landing point by bisection. With drag switched off that same integrator reproduces the exact textbook answers to the last digit shown, which is a useful check to run with a class before trusting anything it says with drag on.

Two simplifications are worth stating plainly. The projectile is treated as a point with no spin, so there is no Magnus effect and no swinging cricket ball or curving free kick. Air density is held constant, which is fine near the ground but not for something fired several kilometres up.

Experiments to run with a class

The tool is most useful when students predict a number first and then check it. Each of these takes a few minutes and has a definite right answer they can compute by hand.

  • Complementary angles. Overlay 30 and 60 degrees at the same speed on level ground with no air. Same range, very different flights. Then predict what happens when drag is switched on, and check.
  • Double the speed. Range depends on v squared, so doubling the launch speed should quadruple the range. Verify at 20 and 40 metres per second, then ask whether that still holds with air resistance. It does not, and the reason is worth discussing.
  • Change worlds. Range goes as one over g. The Moon is about six times weaker than Earth, so predict a six-fold range before pressing the button.
  • Find the optimum by hand. Set a launch height of 20 metres and no air, work out sin theta equals one over the square root of two plus 2gh over v squared, then compare with the green marker on the chart.
  • Cannonball against table tennis ball. Same launch, air resistance on. The comparison makes the mass to area ratio unforgettable.
  • How flat is the peak? Read the range at the optimum and at five degrees either side. Only about one and a half percent between them, which is a good way into a conversation about how much precision a measurement really needs.

Frequently Asked Questions

Common questions about the Projectile Motion Simulator

No, and this is the most common misunderstanding in the topic. Forty-five degrees gives the greatest range only when two conditions hold: the projectile lands at the same height it was launched from, and there is no air resistance. Launch from higher than the landing point and the best angle drops below 45, because the extra height already buys you time in the air and you no longer need to buy it with a steep launch. Throw from 20 metres up at 30 metres per second and the best angle is about 39.8 degrees. Add air resistance and the optimum falls further still. The range against angle chart in this tool recomputes the whole curve for your settings, so you can watch the peak move.