Projectile Motion, Launched
Fire a projectile at any angle and speed, and watch the arc, the velocity vectors and the range readouts update as the two independent motions play out.
A thrown ball follows a graceful curve — but the secret to projectile motionis that it isn’t one complicated motion at all. It’s two simple ones happening at once: constant-velocity motion sideways, and free-fall up and down. Split them apart and every projectile problem becomes ordinary suvat.
Two motions at once
Gravity only pulls downwards. So the vertical motion has a constant acceleration , while the horizontal motion has no acceleration at all — horizontal velocity never changes (ignoring air resistance). The two directions share only one thing: the clock.
Drop a ball and fire another horizontally at the same instant, and they hit the ground together. The bullet’s sideways speed does nothing to how fast it falls.
Launch one
Set the angle and speed, then launch. The gold arrow is the resultant velocity; the two thinner arrows are its constant horizontal component and its shrinking-then-growing vertical component. Watch the vertical velocity vanish at the very top — the moment of maximum height.
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An interactive projectile simulator. Sliders set the launch angle (5–85°) and launch speed. When launched, a ball follows a parabolic trajectory across a ground line. At the ball, three velocity arrows are drawn: a constant horizontal component, a vertical component that decreases to zero at the peak and then reverses, and their resultant. Dashed guides mark the range along the ground and the maximum height. Readouts show range, maximum height, time of flight, and the live horizontal velocity, vertical velocity and speed. For a launch speed u at angle θ with g = 9.81 m/s²: range R = u² sin(2θ)/g, maximum height H = (u sinθ)²/(2g), time of flight T = 2u sinθ/g.
The equations
Take “up” as positive and start at the origin. The vertical component obeys the usual suvat equations with :
The horizontal component has no acceleration, so it’s just distance = speed × time:
Everything else follows by eliminating between them. Because the two motions share the same time, the time of flight computed from the vertical motion is exactly the time you feed into the horizontal motion to get the range.
Range, height and the magic 45°
At the top of the flight the vertical velocity is momentarily zero. Setting gives the time to the peak, and doubling it gives the total time of flight:
Multiplying the horizontal speed by the time of flight, and using , gives the range on level ground:
Worked example
A ball is kicked at at to the horizontal. Find its time of flight and range. Take .
Components: , .
Your turn
A stone is thrown horizontally at from a cliff high. How long is it in the air? (.)
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Horizontal launch means . Vertical: , so . The horizontal speed is irrelevant to the fall time.
Common mistakes
Frequently asked questions
Why do you split projectile motion into horizontal and vertical parts?+
What launch angle gives the maximum range?+
How do you find the maximum height of a projectile?+
Does a heavier projectile fall faster?+
The ScholarsGate Physics Team
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Written and reviewed by ScholarsGate tutors who teach A-Level and undergraduate physics. Every explainer is checked against the AQA, Edexcel, OCR and CIE specifications.
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