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Projectile Motion Playground

Fire a projectile and trace its parabola with range, height and flight time.

About this simulation

Set launch speed, angle and starting height; the path traces out with its velocity components shown at each instant and the apex marked, while range, peak height and time of flight read out live. Try 30° and then 60° to see that complementary angles give the same range on level ground, add a launch height and watch that symmetry break, or place a wall and find the angles that clear it.

How to use it

  1. Set the Launch speed and Angle sliders and watch the ball trace its path; Range, Peak height and Time of flight appear above the flight.
  2. Choose Velocity or Both under Show to see the horizontal arrow stay the same length while the vertical arrow shrinks, flips at the top and grows again.
  3. Set the angle to 30°, note the Range, then try 60° at the same speed: on level ground the two ranges match.
  4. Raise the Launch height slider, or tap Off a cliff, and see the maximum range no longer occur at 45°.
  5. Use the Wall distance and Wall height sliders, or the Over the wall and Into the wall presets, to find which angles clear the wall.

What to notice

  • The horizontal velocity u cos θ never changes during the flight; only the vertical velocity is changed by gravity.
  • At the highest point the vertical velocity is zero, so the speed is at its minimum but not zero.
  • On level ground, angles θ and 90° − θ give the same range, and 45° gives the greatest.
  • Launching from a height increases range and time of flight and breaks the symmetry of the path.

The formulas

R = u² sin 2θ / g
Horizontal range R on level ground for launch speed u at angle θ, with g = 9.81 m/s².
H = u² sin²θ / 2g
Maximum height H above the launch point.
T = 2u sin θ / g
Time of flight T when the projectile lands at the height it was launched from.

Questions

Why do complementary angles of projection give the same range?

The range on level ground is R = u² sin 2θ / g. Since sin 2θ = sin(180° − 2θ) = sin 2(90° − θ), angles θ and 90° − θ give equal ranges. The steeper shot goes higher and stays up longer but moves forward more slowly. In the simulation, 30° and 60° at 60 m/s both land about 318 m away, with very different peak heights.

What is the velocity of a projectile at its highest point?

At the highest point the vertical component of velocity is zero, but the horizontal component u cos θ is unchanged, so the velocity is u cos θ, directed horizontally. The acceleration there is still g downwards. In the simulation, turn on Velocity under Show and watch the readout v_y pass through zero at the apex while v_x stays fixed.

Why is the horizontal velocity of a projectile constant?

Ignoring air resistance, the only force on a projectile is its weight, which acts vertically. With no horizontal force there is no horizontal acceleration, so the horizontal velocity stays at u cos θ for the whole flight. The vertical motion is independent and changes at g. In the simulation, the horizontal velocity arrow keeps the same length from launch to landing.

Is 45° the angle for maximum range when a projectile is thrown from a height?

No. From a height, the projectile spends extra time falling below the launch level, and a flatter launch makes better use of that time, so the best angle is less than 45°. The higher the launch point compared with u²/g, the lower the best angle. In the simulation, set a Launch height and compare the Range at 45° with slightly lower angles.