Projectile Motion Virtual Lab
Launch projectiles at any angle, speed and height, test air resistance and other planets, estimate g from your own data and practise with an exam.
- Physics
- Secondary to first-year university
- About 60 minutes
- Simulation, guided tasks, exam and notes
1Learn: what you will be able to do
A projectile moves under gravity alone. By the end of this laboratory you will predict where it lands, explain why, measure gravity from your own data and answer exam-style questions on the topic.
Learning outcomes
- Resolve a launch velocity into horizontal and vertical components and explain why the two motions are independent.
- Use the equations of uniform acceleration to find time of flight, range, maximum height and impact velocity.
- Derive and apply R = u² sin 2θ / g, and explain why 45° is best only on level ground.
- Find the best launch angle when the projectile starts above the ground.
- Describe how air resistance changes the path, range and impact angle.
- Plan a measurement of g, analyse data with a line of best fit and state the uncertainty.
- Interpret displacement-time, velocity-time and trajectory graphs.
Equipment in this virtual laboratory
- A launcher with adjustable speed (1 to 60 m/s), angle (0 to 90°) and height (0 to 100 m).
- Four gravitational fields: Earth, Moon, Mars and Jupiter.
- Three projectiles for the air-resistance option: a steel shot, a football and a table tennis ball.
- A data table with CSV download, four linked graphs and an optional measurement scatter.
Where this topic appears in courses
Projectile motion is part of the kinematics and mechanics content of secondary and first-year university physics courses in the UK and Cambridge pathways, WAEC/WASSCE, the IB Diploma and North American high-school and introductory university physics. The depth varies: some courses stay with horizontal launches, others require angled launches, launch from a height and the effect of air resistance. The three level tags used in the notes (Foundation, Core, Extension) let you match the material to your course. This page supports, and does not replace, the specification you are following. Check it for the exact requirements and the equations you are given in the exam.
Related Encyclopedia entries
- Newton’s Laws of Motion: the second law is why the vertical acceleration of a projectile is g and the horizontal acceleration is zero.
- Fluid mechanics: background for the air-resistance option, where drag grows with the square of the speed.
- Isaac Newton: the scientist whose laws of motion and gravitation underpin this laboratory.
2Prepare: ideas and predictions
Scientists predict before they measure. Commit to an answer for each question, then open it to check your reasoning.
Horizontally there is no acceleration (no air resistance). Vertically the acceleration is g downwards. Everything in this laboratory follows from those two statements.
Prediction 1. A ball is dropped and another is fired horizontally from the same height at the same instant. Which lands first?
Prediction 2. On level ground, which launch angle gives the longest range, and which pairs of angles give equal ranges?
Prediction 3. You throw from the top of a cliff. Is the best angle above or below 45°?
Prediction 4. The same launch is made on the Moon, where g is about one sixth of Earth's. How does the range change?
Prediction 5. With air resistance, is the descent steeper or shallower than the climb?
3Experiment: the launcher
Set the controls and press Launch. Each completed flight is added to the data table. Dashed grey lines show a preview of the path before you launch.
4Observe: guided investigations
Five short investigations, each checked against the measurements in your own table. Complete them in order, using the simulator above.
5Analyse: predict, test and measure g
Use the calculator to predict a flight with full working, then test it. Then use your data to estimate gravity with a line of best fit.
6Examine: practical examination
Ten multiple-choice questions at three levels and five calculations with numbers generated for you each time. Marking is instant, and you are told which notes to review.
7Notes: the complete theory
Eighteen sections from principles to exam technique, with worked examples and diagrams. Use the search box, or open everything and print.
A. Overview and learning outcomes
A projectile is an object that, once launched, moves under the influence of gravity alone. A thrown ball, a kicked football, a jet of water and a stone skimmed off a cliff all follow curved paths that look similar, and one compact set of ideas explains them all. The central idea is that the horizontal motion and the vertical motion can be analysed separately, then recombined.
This page works in three layers. Material marked Foundation needs only basic algebra and the idea of speed. Core material matches typical A-level, IB Diploma, AP Physics 1, WASSCE and Cambridge AS/A Level courses and uses vectors, trigonometry and the equations of constant acceleration. Extension material (marked clearly) goes towards IB HL, AP Physics C: Mechanics and first-year university, and uses calculus ideas and optimisation.
Use the interactive simulation alongside these notes. Its default setting is launch speed u = 20 m/s, launch angle θ = 45° and launch height h = 0, on Earth with g = 9.81 m/s². Before you change anything, predict what will happen, then test your prediction.
Learning outcomes
Foundation
- Describe a projectile and state that only gravity acts on it when air resistance is ignored.
- Explain that a projectile keeps moving sideways at a steady speed while it speeds up and slows down vertically.
- Sketch the path of a projectile and recognise it as a curve (a parabola in the ideal case).
- Use speed = distance ÷ time for the horizontal motion and v = u + at for the vertical motion in simple one-step problems.
- Explain why a lower value of g (for example on the Moon) gives a longer flight.
Core (A-level, IB, AP, WAEC)
- Resolve a launch velocity into horizontal and vertical components, and recombine components into a speed and a direction.
- Apply the equations of constant acceleration separately to each direction, with a consistent sign convention.
- Calculate time of flight, range, maximum height and impact velocity for launches from level ground and from a height.
- Solve problems that lead to a quadratic equation in time.
- Derive and use R = u2 sin 2θ / g on level ground, and explain complementary angles.
- Interpret displacement-time, velocity-time and path graphs for a projectile.
- Describe qualitatively how air resistance changes range, height and path shape.
- Plan an investigation, estimate uncertainties, and use a graph of R against sin 2θ to find g.
Extension (HL, AP C, university)
- Derive the trajectory equation y(x) and the optimum launch angle from a height, tan θ = u / √(u2 + 2gh).
- Use energy conservation to find impact speed without finding the time.
- Write down the equation of motion with quadratic drag, define terminal velocity, and describe numerical integration (Euler and fourth-order Runge-Kutta).
- Describe the safety parabola (envelope), projectiles on an incline, and the Magnus effect.
B. Core principles
What counts as a projectile
A projectile is any object moving through the air (or a vacuum) after being launched, where the only force worth considering is gravity. The launch itself (the throw, kick or firing) is not part of the projectile motion: the analysis begins at the instant the object leaves the launcher, with a known initial velocity.
Vectors and components
Velocity is a vector: it has a size (speed) and a direction. A vector can be replaced by two perpendicular components. If the launch speed is u at angle θ above the horizontal, then the horizontal component is ux = u cos θ and the vertical component is uy = u sin θ.
Independence of horizontal and vertical motion
Independence does not mean the two motions are unrelated. They share the same clock: the time of flight is set by the vertical motion, and the horizontal distance covered in that time is then horizontal speed × time. Two balls, one dropped and one launched sideways from the same height at the same moment, hit the ground together, because their vertical motions are identical.
Constant acceleration
Near the surface of a planet, gravity gives every object the same downward acceleration g (9.81 m/s² on Earth in these notes), regardless of mass, once air resistance is neglected. So:
- Horizontal: acceleration ax = 0, so vx is constant.
- Vertical: acceleration ay = −g (with upward taken as positive), so vy changes by 9.81 m/s every second.
Because the acceleration is constant in each direction, the equations of constant acceleration (SUVAT) apply to each direction separately. They do not apply to the combined motion along the curved path.
Ideal assumptions
The standard model assumes: (1) the projectile is a point mass, so spin and size do not matter; (2) air resistance is zero; (3) g is uniform in size and direction over the whole flight (the ground is flat and the height gained is tiny compared with the planet's radius); (4) no wind; (5) the launch and landing are at known positions, usually with ground at y = 0. The simulation uses these assumptions unless you turn on drag.
C. Equations and derivations
C1. The equations of constant acceleration
For motion in a straight line with constant acceleration a, initial velocity u, final velocity v, displacement s and time t:
v = u + at
s = ut + ½at2
v2 = u2 + 2as
s = ½(u + v)t
Here s is displacement (a vector quantity with sign), not total distance. These are derived in every mechanics course by integrating constant acceleration; in this lab we simply use them, one direction at a time.
C2. Component resolution and the two motions
Take the launch point at height h above ground, origin of x directly below it, upward positive. At time t after launch:
vx = u cos θ (constant) x = (u cos θ) t
vy = u sin θ − gt y = h + (u sin θ) t − ½gt2
The speed at any time is v = √(vx2 + vy2), and the direction below or above the horizontal is given by tan φ = |vy| / vx.
C3. Trajectory equation y(x)
- From the horizontal equation, t = x / (u cos θ).
- Substitute into the vertical position: y = h + u sin θ × x / (u cos θ) − ½g [x / (u cos θ)]2.
- Simplify, using sin θ / cos θ = tan θ:
y = h + x tan θ − gx2 / (2u2 cos2θ)
Since 1 / cos2θ = 1 + tan2θ, an equivalent form is y = h + x tan θ − gx2(1 + tan2θ) / (2u2). This is a quadratic in x with a negative coefficient on x2, so the path is a downward-opening parabola.
C4. Time of flight from a height
The projectile lands when y = 0:
- 0 = h + u sin θ t − ½gt2, which rearranges to ½gt2 − u sin θ t − h = 0.
- Quadratic formula: t = [u sin θ ± √(u2 sin2θ + 2gh)] / g.
- The minus sign gives a negative time (before launch), which has no physical meaning here. So:
T = [u sin θ + √(u2 sin2θ + 2gh)] / g
For h = 0 this gives T = 2u sin θ / g. For a horizontal launch (θ = 0) it gives T = √(2h/g).
C5. Maximum height
At the top vy = 0. Using vy2 = uy2 − 2g(y − h) with vy = 0:
ymax = h + u2 sin2θ / (2g)
The time to reach the top is ttop = u sin θ / g.
C6. Range from a height
Range is the horizontal distance at landing, R = u cos θ × T:
R = (u cos θ / g) [u sin θ + √(u2 sin2θ + 2gh)]
C7. Range on level ground and complementary angles
Set h = 0, so T = 2u sin θ / g and
R = u cos θ × 2u sin θ / g = u2 sin 2θ / g
using the double-angle identity 2 sin θ cos θ = sin 2θ. The range is largest when sin 2θ = 1, so θ = 45°, giving Rmax = u2/g.
Symmetry. Because sin(180° − 2θ) = sin 2θ, the angles θ and (90° − θ) give the same range, since 2(90° − θ) = 180° − 2θ. These are complementary angles (they add to 90°). The steeper path of the pair is higher and takes longer, but covers the same ground distance.
C8. Optimum angle from a height (extension)
For a launch from height h at fixed speed u, the best angle is less than 45°. Here is a derivation that avoids calculus. Let k = tan θ. The trajectory equation, with landing at (R, 0), becomes
0 = h + Rk − gR2(1 + k2) / (2u2)
- Rearrange as a quadratic in k: (gR2 / 2u2) k2 − Rk + (gR2 / 2u2 − h) = 0.
- A launch angle that reaches range R exists only if this quadratic has a real solution, so the discriminant is at least zero: R2 − 4 (gR2 / 2u2)(gR2 / 2u2 − h) ≥ 0.
- Divide by R2 and simplify: 1 − g2R2 / u4 + 2gh / u2 ≥ 0, so R2 ≤ (u4 / g2)(1 + 2gh/u2).
- The largest possible range is therefore
Rmax = (u / g) √(u2 + 2gh)
- At the maximum the discriminant is zero, so the single root is k = R / (2 × gR2/2u2) = u2 / (gRmax). Substituting Rmax gives
tan θopt = u / √(u2 + 2gh)
Check: for h = 0, tan θ = 1, so θ = 45° and Rmax = u2/g, matching C7. As h increases, the optimum angle falls below 45°.
C9. Impact speed from energy conservation
With no drag, mechanical energy is conserved. Taking ground as zero potential energy, ½mu2 + mgh = ½mv2, so
vimpact = √(u2 + 2gh)
The impact speed depends on u and h only, not on the launch angle and not on the mass. To find the impact angle, note that the horizontal component is still u cos θ. Then vy = √(v2 − u2 cos2θ) = √(u2 sin2θ + 2gh) (downward), and the angle below the horizontal is tan φ = |vy| / (u cos θ).
D. Worked examples
Every example uses g = 9.81 m/s² on Earth unless stated. Intermediate values are kept at full calculator precision and only the final answers are rounded. Final answers are given to three significant figures, which suits data given to two or three significant figures.
Example 1 (Foundation / GCSE-style, 4 marks): horizontal launch from a cliff
A stone is thrown horizontally at 12 m/s from the top of a cliff 45 m above flat ground. Ignore air resistance. Find (a) the time to reach the ground, (b) the horizontal distance from the base of the cliff, (c) the speed on impact.
- Vertical motion: initial vertical velocity is 0, displacement 45 m downward, acceleration 9.81 m/s² downward. Using s = ½gt2: 45 = ½ × 9.81 × t2, so t2 = 9.174 s², t = 3.03 s.
- Horizontal motion at constant speed: x = 12 × 3.0289 = 36.3 m.
- Vertical speed on impact: vy = gt = 9.81 × 3.0289 = 29.7 m/s.
- Combine as perpendicular components: v = √(122 + 29.712) = 32.0 m/s. The direction is tan−1(29.71 / 12) = 68.0° below the horizontal.
Answer: (a) 3.03 s; (b) 36.3 m; (c) 32.0 m/s at 68.0° below the horizontal.
Example 2 (Core, 5 marks): launch from level ground
A ball is launched at 25 m/s at 30° above the horizontal from level ground. Find the time of flight, the range and the maximum height.
- Components: ux = 25 cos 30° = 21.65 m/s; uy = 25 sin 30° = 12.5 m/s.
- Time of flight: ground to ground, so displacement is zero: 0 = 12.5T − ½(9.81)T2, giving T = 2 × 12.5 / 9.81 = 2.548 s.
- Range: R = 21.65 × 2.548 = 55.2 m. Check with u2 sin 2θ / g = 625 × 0.8660 / 9.81 = 55.2 m, which agrees.
- Maximum height: vy = 0 at the top, so H = uy2 / (2g) = 156.25 / 19.62 = 7.96 m.
Answer: T = 2.55 s; R = 55.2 m; H = 7.96 m.
Example 3 (Core, 8 marks): launch from a height, with impact velocity
A ball is thrown at 15 m/s at 40° above the horizontal from a point 10 m above level ground. Find (a) the time of flight, (b) the range, (c) the greatest height above the ground, (d) the impact speed and angle.
- Components: ux = 15 cos 40° = 11.49 m/s; uy = 15 sin 40° = 9.642 m/s.
- Time of flight: take upward positive, so 0 = 10 + 9.642t − 4.905t2. Then t = [9.642 + √(9.6422 + 2 × 9.81 × 10)] / 9.81 = [9.642 + √289.2] / 9.81 = 2.716 s (the other root is negative and rejected).
- Range: R = 11.49 × 2.716 = 31.2 m.
- Greatest height: 10 + 9.6422 / (2 × 9.81) = 10 + 4.738 = 14.7 m above the ground.
- Impact speed by energy conservation: v = √(152 + 2 × 9.81 × 10) = √421.2 = 20.5 m/s.
- Impact angle: vy = −√289.2 = −17.0 m/s, so tan φ = 17.0 / 11.49 and φ = 56.0° below the horizontal.
Answer: (a) 2.72 s; (b) 31.2 m; (c) 14.7 m; (d) 20.5 m/s at 56.0° below the horizontal.
Example 4 (Core, 6 marks): hitting a target that needs a quadratic
A ball is kicked from level ground at 20 m/s at 50° above the horizontal. At what times is the ball 4.0 m above the ground, and how far away horizontally is it at those moments?
- Components: ux = 20 cos 50° = 12.86 m/s; uy = 20 sin 50° = 15.32 m/s.
- Set y = 4.0: 4.0 = 15.32t − 4.905t2, so 4.905t2 − 15.32t + 4.0 = 0.
- Quadratic formula: t = [15.32 ± √(15.322 − 4 × 4.905 × 4.0)] / (2 × 4.905) = [15.32 ± √156.25] / 9.81 = (15.32 ± 12.50) / 9.81.
- So t1 = 0.288 s (going up) and t2 = 2.84 s (coming down).
- Horizontal distances: x1 = 12.86 × 0.2876 = 3.70 m; x2 = 12.86 × 2.836 = 36.5 m.
- Check: vertical velocities at these times are +12.5 m/s and −12.5 m/s, equal and opposite, as symmetry predicts.
Answer: 0.288 s (3.70 m away) on the way up, and 2.84 s (36.5 m away) on the way down. A 4.0 m target is therefore hit at two places, which is why the quadratic has two roots.
Example 5 (Core, 4 marks): launch speed from range and angle
A javelin-style projectile lands 62 m away on level ground after being launched at 30° above the horizontal. Find the launch speed and the time of flight, ignoring air resistance.
- Rearrange R = u2 sin 2θ / g to u2 = Rg / sin 2θ.
- u2 = 62 × 9.81 / sin 60° = 608.2 / 0.8660 = 702.3 m²/s².
- u = √702.3 = 26.5 m/s.
- Time of flight: T = R / (u cos θ) = 62 / (26.50 × 0.8660) = 2.70 s.
Answer: u = 26.5 m/s; T = 2.70 s.
Example 6 (Core, 6 marks): the same launch on Earth and on the Moon
A ball is launched at 20 m/s at 45° from level ground. Compare the time of flight, range and maximum height on Earth (g = 9.81 m/s²) and the Moon (g = 1.62 m/s²).
- The components are the same on both worlds: 20 sin 45° = 14.14 m/s.
- Earth: T = 2 × 14.14 / 9.81 = 2.88 s; R = 400 / 9.81 = 40.8 m; H = 14.142 / (2 × 9.81) = 10.2 m.
- Moon: T = 2 × 14.14 / 1.62 = 17.5 s; R = 400 / 1.62 = 247 m; H = 200 / (2 × 1.62) = 61.7 m.
- Every one of T, R, H is proportional to 1/g, so each is larger on the Moon by the factor 9.81 / 1.62 = 6.06.
Answer: Earth: 2.88 s, 40.8 m, 10.2 m. Moon: 17.5 s, 247 m, 61.7 m. All three are 6.06 times larger on the Moon. The shape of the path is unchanged; only the scale changes.
Example 7 (Extension, 4 marks): impact speed does not depend on launch angle
A ball is launched at 12 m/s from a roof 20 m above the ground. Show that its impact speed is the same whether it is thrown upward, horizontally or downward, and find it.
- Energy conservation (no drag): ½mv2 = ½mu2 + mgh. The mass cancels and the angle never appears.
- v = √(122 + 2 × 9.81 × 20) = √(144 + 392.4) = √536.4 = 23.2 m/s.
Answer: 23.2 m/s for any launch angle. The direction of impact and the time of flight do depend on the angle, but not the speed.
Example 8 (University-style, conceptual): the effect of quadratic drag
Using the simulation drag settings (air density 1.225 kg/m³, sphere drag coefficient 0.47), compare how much drag matters for a steel shot, a football and a table tennis ball launched at 20 m/s.
- Governing equation (vector form): m dv/dt = mg − ½ρCdA |v| v. There is no closed-form solution for the full 2D trajectory, so it is integrated numerically.
- The cross-sectional area is A = π(d/2)2. The terminal speed (where drag equals weight) is vt = √(2mg / (ρCdA)).
- Steel shot (0.50 kg, 0.080 m): vt = 58.2 m/s. Football (0.43 kg, 0.22 m): vt = 19.6 m/s. Table tennis ball (0.0027 kg, 0.040 m): vt = 8.56 m/s.
- At 20 m/s, the ratio of drag to weight is (20 / vt)2: about 0.12 for the steel shot, 1.04 for the football and 5.5 for the table tennis ball.
Answer (trend only): drag is a modest correction for the steel shot, comparable to the weight for the football, and dominant for the table tennis ball. With drag the range and maximum height fall, the path is no longer symmetrical (steeper on the way down), and the best angle for range moves below 45°. These trends are shown by the simulation, but this page does not quote trajectory numbers for drag because they depend on the numerical method.
E. Motion graphs
Graphs summarise the motion. Remember the general rules: the gradient of a displacement-time graph is velocity, the gradient of a velocity-time graph is acceleration, and the area under a velocity-time graph is displacement. For a projectile launched and landing at the same height with upward positive:
x against t
A straight line through the origin (if x is measured from the launch point). Its gradient is the constant horizontal speed u cos θ. A curved x-t graph would mean the horizontal speed is changing, which signals air resistance.
y against t
An inverted parabola. The gradient at any instant is vy: positive on the way up, zero at the peak (the flat top of the curve) and negative on the way down. For launch and landing at the same level the curve is symmetrical about the peak time u sin θ / g.
vx against t
A horizontal straight line at u cos θ. The area under it up to time t equals the horizontal distance x.
vy against t
A straight line with gradient −g, starting at +u sin θ and crossing zero at the top of the path. The area above the axis is the height gained on the way up; the area below the axis is the distance fallen. For a level-ground launch these two areas are equal in size, so the net displacement is zero.
y against x (the path)
An inverted parabola. This is the shape of the actual trajectory, not a time graph. Each point corresponds to one moment in time, and time is not shown on the axes.
F. Air resistance and real projectiles
Qualitative effects (A-level)
Air resistance (drag) is a force that opposes the motion through the air and grows as the speed grows. It acts along the direction opposite to the velocity, so it slows the horizontal and vertical components. Compared with the ideal case, a real projectile typically:
- has a shorter range and a lower maximum height;
- has a horizontal velocity that falls continuously (the x-t graph bends over);
- follows an asymmetric path: the descent is steeper than the ascent, and it lands at a steeper angle;
- takes a longer time to fall than to rise, because the speed and so the drag are lower near the top;
- reaches its best range at a launch angle below 45°.
The effect depends strongly on the object. A dense, compact object such as a steel shot barely notices air at modest speeds, while a light, wide object such as a table tennis ball is strongly affected.
The quadratic drag model (extension)
At the speeds of everyday sport, the drag force on a sphere is well modelled by
Fd = ½ ρ Cd A v2
where ρ is the air density (1.225 kg/m³ in the simulation), Cd the drag coefficient (0.47 for a sphere in the simulation), A the cross-sectional area (πd2/4 for a sphere of diameter d) and v the speed. In vector form the drag points opposite to the velocity, so the components of the acceleration are
ax = −k v vx ay = −g − k v vy, k = ρCdA / (2m)
Notice that both equations now contain the total speed v, so the horizontal and vertical motions are coupled: the independence principle no longer holds exactly. (The forces still act along perpendicular axes, but the size of each drag component depends on both velocity components.)
Terminal velocity
For an object falling vertically, drag grows until it equals the weight, and the acceleration drops to zero. Setting ½ρCdAv2 = mg gives
vt = √(2mg / (ρCdA))
With the simulation's values, vt is 58.2 m/s for the steel shot, 19.6 m/s for the football and 8.56 m/s for the table tennis ball. Compare any launch speed with the terminal speed to judge how important drag will be: when u is much smaller than vt the ideal model works well; when u is comparable to or larger than vt it fails badly.
Why the optimum angle drops below 45° (extension)
Drag takes more energy from the flight the longer the projectile stays in the air at high speed. A high-angle shot spends longer in the air and gives drag more time to act, while a lower angle loses less to drag. Balancing these gives a best angle below 45° whose size depends on the ratio of u to vt. The simulation lets you find it by experiment.
Numerical integration (extension)
Because drag couples the equations, we step forward in small time intervals Δt. In the Euler method, at each step we compute the acceleration from the current velocity, then update: v → v + aΔt and position → position + vΔt. It is easy but its error shrinks only in proportion to Δt, so energy drifts in an unphysical way unless Δt is very small. The fourth-order Runge-Kutta method (RK4) evaluates the acceleration at four carefully weighted points within each step and combines them; its error shrinks in proportion to Δt4, so far larger steps give accurate results. A good habit is to halve Δt and check that the answer barely changes.
G. Planning and carrying out the investigation
Research question
A good research question names the variables and the relationship. For example: "How does the launch angle affect the horizontal range of a ball launched at a fixed speed from level ground, and is the relationship consistent with R = u² sin 2θ / g?" This is testable, has a theoretical prediction, and lets you find g from the results.
Variables
| Type | Variable | How it is handled |
|---|---|---|
| Independent | Launch angle θ | Set with a protractor or inclinometer (real lab) or the angle control (simulation); change in equal steps. |
| Dependent | Range R (and optionally time of flight) | Measured with a tape measure, landing marker or video (real lab); read from the output (simulation). |
| Control | Launch speed u | Same launcher setting each time, or the same speed value in the simulation. |
| Control | Launch height h | Keep the launcher height equal to the landing surface height, or record it if not. |
| Control | Projectile, planet value of g, air | Same ball, same location, no wind; in the simulation keep drag off or on for the whole run. |
Method for a real laboratory
- Fix a spring launcher or ramp-and-ball system to a bench. Check that it is secure and that the area downrange is clear (see section J).
- Measure the launch speed independently. Two options: two light gates a known distance apart just after the launch, or a video of the ball against a scale. Repeat several times and take the mean.
- Set the angle with an inclinometer. Aim for 10° steps from 10° to 80°, plus extra readings near 45°.
- Use carbon paper over white paper, or a sand tray, to mark where the ball lands. Measure from the launch point to the mark with a tape measure.
- Take at least three launches at each angle. Discard none without a reason, and note any obvious anomaly.
- Optionally film the flight at a known frame rate with a scale in view, and use video analysis software to get x-t and y-t data.
Method for the virtual lab
- Select Earth, a launch height of 0 and drag off. Choose a speed (the default is 20 m/s).
- Launch at angles from 5° to 85° and record the range each time. Use smaller steps near 45°.
- Repeat the investigation with drag on, for each of the three projectiles, and compare.
- Repeat with a different value of g (Moon, Mars, Jupiter) at the same speed and angle, to test the 1/g scaling.
- Repeat with a launch height of, say, 10 m, to find the best angle and compare with the formula in note C8.
Choosing ranges and repeats
Cover the full useful range of the independent variable, here 0° to 90°, with at least 8 to 10 distinct values so a trend can be seen. Use closer spacing where the dependent variable changes most or where a maximum is expected. In a real lab, a simulation is not a replacement for repeat measurements: the virtual lab is deterministic, so repeating it gives identical results, but real data scatter, and repeats let you estimate the random error.
H. Data analysis and uncertainty
Types of error
- Random error makes repeated readings scatter unpredictably above and below the true value (for example, the landing spot of a ball varies). Repeating and averaging reduces its effect.
- Systematic error shifts all readings the same way (for example, a protractor zero set 2° wrong, or a tape measure started from the wrong end). Repeating does not remove it; careful calibration and checking against a known value do.
- Resolution is the smallest change an instrument can show. A common estimate of reading uncertainty is half the smallest division for an analogue scale, or the smallest digit for a digital one (check your course's convention).
Uncertainty rules
- Absolute uncertainty has the same units as the quantity, for example ±0.5 m/s.
- Percentage uncertainty = (absolute uncertainty / value) × 100%. Example: u = 20.0 ± 0.5 m/s is a 2.5% uncertainty.
- Adding or subtracting quantities: add the absolute uncertainties.
- Multiplying or dividing: add the percentage uncertainties.
- Raising to a power n: multiply the percentage uncertainty by n. Example: u2 has a percentage uncertainty of 2 × 2.5% = 5%.
- Mean of repeats: a simple estimate of the uncertainty is half the range (largest minus smallest), or the standard deviation of the mean if your course uses it.
Using a graph of R against sin 2θ
From R = (u2 / g) sin 2θ, a graph of R (vertical axis) against sin 2θ (horizontal axis) is a straight line through the origin with gradient u2/g. This is a better analysis than plotting R against θ, because a straight line is easy to judge by eye. Then
g = u2 / gradient
Worked illustration. Suppose u = 20.0 m/s is measured independently, and the best-fit line through the data has gradient 40.8 m. Then g = 400 / 40.8 = 9.80 m/s². To estimate the uncertainty, draw the steepest and the shallowest lines that still pass through all the error bars. Suppose these have gradients 42.0 m and 39.6 m. They give g = 400 / 42.0 = 9.52 m/s² and g = 400 / 39.6 = 10.10 m/s². Half the spread is (10.10 − 9.52) / 2 = 0.29 m/s², so the result is g = 9.8 ± 0.3 m/s². Note the steeper line gives the smaller g, because g varies inversely with the gradient.
Evaluating a conclusion
Compare your result with the accepted value (9.81 m/s² for the simulation's Earth) and ask whether the accepted value lies within your uncertainty range. If it does, your result is consistent with it; if not, look for systematic error. Then comment on: whether the data show a straight line through the origin (a test of the model), how large the scatter is, which measurement contributed the largest percentage uncertainty (usually u, because it is squared), and specific, realistic improvements such as measuring u with light gates, using more repeats, or reducing air resistance by using a denser ball.
I. Apparatus and measurement methods
Typical resolutions below are indicative. Always use the resolution stated on your own instrument.
| Apparatus | What it measures | Typical resolution | Key points |
|---|---|---|---|
| Projectile launcher (spring or ramp) | Gives a repeatable launch speed | Not a measuring device | Check it is clamped, the same setting is used each time, and speed is measured separately. |
| Protractor | Launch angle | About 1° | Align the zero edge carefully; read at eye level; check the zero for a systematic error. |
| Digital inclinometer | Launch angle | 0.1° to 1° | Zero it on a level surface; place it on the launcher body, not the ball. |
| Tape measure or metre rule | Range, launch height | 1 mm for a rule, 1 to 5 mm for a tape | Keep the tape straight and taut; measure from the launch point on the ground, not the launcher edge. |
| Stopwatch | Time of flight | 0.01 s displayed, but human reaction time is about 0.2 s | Reaction time dominates the uncertainty for flights of a few seconds; use many repeats or an electronic method. |
| Light gates | Time for a card or ball to pass, and so speed | 0.001 s or better | Measure the card or ball width accurately; place the gates close to the launch; speed = width / time. |
| Motion sensor (ultrasonic) | Position along a line over time | About 1 mm and 0.01 s sampling | Works best for slow, straight-line motion; poor for a fast thrown ball. |
| Video analysis software | Position against time in x and y | Limited by the pixel size and the frame rate | Include a scale of known length in the plane of motion; film side-on with the camera held still; use a high frame rate if available. |
J. Safety and limits of the simulation
Real-laboratory safety
- Wear eye protection whenever anything is launched.
- Make sure the range is clear: nobody downrange, and no windows, equipment or people in the landing zone. Agree a clear signal before each launch.
- Clamp or otherwise secure the launcher so it cannot move or tip when it fires.
- Use soft or light projectiles (for example a foam or plastic ball) rather than heavy objects, unless your teacher or supervisor has approved the setup and carried out a risk assessment.
- Never aim at a person, never look into the launcher, and retrieve projectiles only when everyone has agreed it is safe.
- Follow your school or institution's risk assessment and your teacher's instructions. These notes are general guidance and do not replace them.
What the simulation idealises
| Idealisation | What really happens |
|---|---|
| The projectile is a point mass | Real objects have size, shape and spin; the centre of mass moves like a point, but rotation and drag depend on shape. |
| Flat ground at height 0 | The Earth is curved and terrain is uneven; over very long ranges (many kilometres) curvature matters. |
| Uniform g | g falls slightly with height and varies with latitude; this is negligible over metre- to kilometre-scale flights. |
| No wind, constant air density | Real air moves and its density varies with weather and altitude. |
| No spin and no Magnus force | A spinning ball experiences a sideways or vertical force that bends its path (see note O). |
| Quadratic drag with a fixed Cd of 0.47 | The drag coefficient of a real sphere changes with speed and surface roughness; a fixed value is a good first approximation only. |
| No rotation of the planet | On the real Earth, the Coriolis effect slightly deflects long-range projectiles (see note O). |
The simulation is a model, not reality. Use it to explore ideas and to practise analysis, and always judge whether its simplifying assumptions are reasonable for a given real situation.
K. Common mistakes and misconceptions
| Common mistake | Why it is wrong | Correct idea |
|---|---|---|
| The velocity is zero at the top of the path. | Only the vertical component is zero; the horizontal component is unchanged. | At the top, speed = u cos θ (the minimum speed), directed horizontally; acceleration is still g downward. |
| The acceleration is zero at the top. | Gravity acts at every point; the velocity is just momentarily changing from upward to downward. | The acceleration is constant at 9.81 m/s² downward throughout the flight. |
| Heavier objects fall faster. | Mass cancels in mg = ma. The belief comes from everyday air resistance. | Without drag, all objects have the same acceleration. With drag, a light, wide object falls more slowly. |
| 45° is always the best angle. | This holds only for level ground and no drag. | From a height or with drag, the optimum angle is lower than 45°; landing below launch level also lowers it. |
| A horizontal force is needed to keep the projectile moving sideways. | This is the old "force is needed for motion" idea. By Newton's first law, no horizontal force means constant horizontal velocity. | The only force (ignoring drag) is the weight, vertical. The horizontal motion continues by inertia. |
| The launch force continues to act after release. | Once released, the ball has no contact force from the thrower. | After launch, the only force is gravity (plus drag in real life). |
| Adding horizontal and vertical speeds as ordinary numbers (for example 12 + 29.7). | Velocity components are perpendicular vectors, not collinear. | Use Pythagoras for the size, √(vx2 + vy2), and trigonometry for direction. |
| Using +9.81 for the vertical acceleration when upward is positive. | Gravity points downward, opposite to the positive direction chosen. | Choose a direction as positive and keep it everywhere: a = −9.81 m/s² if up is positive. |
| Using R = u2 sin 2θ / g when the launch height is not zero. | The formula assumes the projectile lands at the launch height. | Use the quadratic for time of flight, then R = u cos θ × T. |
| The calculator is in the wrong angle mode. | sin 30 is 0.5 in degrees mode but −0.988 in radians mode. | Check degree (DEG) mode before every trigonometry calculation, and test with sin 30° = 0.5. |
| Applying SUVAT to the whole curved path. | The acceleration vector has a constant direction and size, but SUVAT as written is for motion in one direction. | Apply SUVAT to x and y separately, linked by the same time t. |
| The time of flight depends on the horizontal speed. | The vertical motion alone sets the time on a given height. | For a horizontal launch from height h, T = √(2h/g) whatever the launch speed. |
| The path is a circular arc or a triangle. | Constant horizontal velocity plus constant vertical acceleration gives a quadratic, not an arc or two straight lines. | The ideal path is a parabola. |
| The projectile at the top is "weightless". | Weight is still mg. Free fall feels weightless only because there is no contact force. | The object is in free fall: its weight is still acting and is the only force. |
| Doubling the launch speed doubles the range. | Range depends on u2. | Doubling u (same angle, level ground) quadruples the range and the maximum height. |
L. Exam technique
Command words
- State or Give: a short answer, no explanation needed.
- Calculate or Determine: a numerical answer with working and a unit.
- Show that: you are given the final answer, so each step must be visible and the answer must be quoted to one more significant figure than the given value.
- Explain: give a reason using physics ideas, linking cause to effect.
- Describe: say what happens, without the reason.
- Sketch: show the shape and key features, with labelled axes; precise values are not needed.
- Derive: start from a stated principle and reach the result in logical steps.
- Estimate: use sensible approximate values and say what they are.
Command words and their exact meanings differ slightly between exam boards, so check the glossary published by your own board.
Mark scheme patterns
Mark schemes typically award separate marks for a correct method (for example, resolving the velocity), correct substitution, a correct answer, and a correct unit. A wrong answer with clear working can still earn most of the marks, while a correct answer with no working may earn fewer than full marks on a multi-mark question. Write your working in a logical order so that an examiner can follow it.
Good habits
- Significant figures: give the final answer to the same number of significant figures as the least precise data value (usually 2 or 3). Do not round intermediate steps.
- Units: include them on every answer. Check that they make sense (a launch speed of 400 m/s is not plausible for a thrown ball).
- Sign convention: state it at the start, for example "upward is positive, so a = −9.81 m/s²".
- Sketch graphs: label the axes with quantity and unit, mark where the curve crosses zero, and show whether a line is straight or curved.
- Check plausibility: does the range look right, is a time positive, does a height exceed the maximum?
Explaining independence in words
A strong answer is: "The only force acting is the weight, which is vertical. So there is no horizontal acceleration and the horizontal velocity stays constant. The vertical velocity changes at 9.81 m/s every second. The two motions share the same time of flight, but one does not affect the other."
Typical mark-allocation patterns (illustrative)
- 1 mark: a single recall or one-step calculation, for example "State the horizontal acceleration of a projectile" (zero).
- 2 marks: a short explanation or two-step calculation, for example find the vertical component, then the time to the top.
- 4 marks: a multi-step calculation with a unit, for example horizontal launch from a height, finding time and range.
- 6 marks: an extended response or a longer problem with explanation, such as comparing two launch angles, or explaining the effects of air resistance with a sketch. Use a clear structure: state the principle, apply it, conclude.
M. Curriculum map
This map is a guide to commonly taught topic areas. It is not an official statement from any exam board. Always check your current specification.
| Curriculum | Level | Where projectile motion appears (topic area) | Depth typically expected |
|---|---|---|---|
| UK GCSE Physics / Combined Science (AQA, OCR, Edexcel) | Ages about 14 to 16 | Forces and motion; motion graphs; free fall | Mainly qualitative (horizontal and vertical motion, free fall); two-dimensional calculations are not typically required. Depth varies, check the current specification. |
| UK A-level Physics: AQA | Ages about 16 to 18 | Mechanics and materials | Resolving vectors, projectile calculations with constant acceleration, qualitative effects of drag. Depth varies, check the current specification. |
| UK A-level Physics: OCR | Ages about 16 to 18 | Forces and motion | Components, constant acceleration in two dimensions, motion graphs. Depth varies, check the current specification. |
| UK A-level Physics: Edexcel | Ages about 16 to 18 | Mechanics | Horizontal and vertical components, kinematics in two dimensions, graphs. Depth varies, check the current specification. |
| Cambridge IGCSE Physics | Ages about 14 to 16 | Motion, forces and energy (general mechanics) | Mostly linear motion and free fall; depth of two-dimensional work varies, check the current specification. |
| Cambridge AS and A Level Physics | Ages about 16 to 19 | Kinematics (non-linear motion); dynamics | Independent horizontal and vertical motion, quantitative problems, effect of air resistance. Depth varies, check the current specification. |
| WAEC / WASSCE Physics | Senior secondary | Motion; projectiles (mechanics) | Component resolution, time of flight, range and maximum height are commonly taught; depth varies, check the current syllabus. |
| IB Diploma Physics (SL/HL) | Ages about 16 to 19 | Mechanics or space, time and motion (kinematics), depending on the syllabus version | Projectile motion with components; HL and some versions add drag and more demanding analysis. Depth varies, check the current guide. |
| US AP Physics 1 | High school, algebra-based | Kinematics (two-dimensional motion) | Quantitative projectile problems with components, usually launched horizontally or at an angle; graphs and explanations. Depth varies, check the current course description. |
| US AP Physics C: Mechanics | High school, calculus-based | Kinematics; Newton's laws | Calculus-based derivation of motion; linear drag treatments may appear. Depth varies, check the current course description. |
| NGSS high school (context) | High school, US framework | Motion and stability: forces and interactions; mathematical modelling | Projectile motion is context for using Newton's second law and for modelling; the framework is not a list of equations. Check your state and district materials. |
| First-year university introductory mechanics | Undergraduate | Kinematics in two and three dimensions; Newton's laws; drag | Calculus derivations, trajectory equation, optimisation, quadratic drag and numerical methods. Depth varies by course. |
N. Real-world applications
| Area | Example | Physics link |
|---|---|---|
| Sport | Javelin, shot put, football free kicks, basketball shots, long jump | Launch speed, angle and release height set the range. In throwing events the release height is above the ground, so the best angle is below 45° (note C8). Athletes also cannot release at the same speed at every angle, which lowers the best angle further. Drag and spin matter for football and javelin. |
| Ballistics and safety engineering | Safety zones around ranges, quarries and demolition sites | The envelope of all possible paths (note O) gives the greatest distance and height a projectile of a given speed can reach. Safety distances are set well beyond the ideal value because drag, ricochet and wind change the real path. |
| Firefighting hoses and fountains | A water jet aimed at a window, an ornamental fountain | Each small parcel of water follows a projectile path. The jet reaches farther and higher with higher exit speed. In practice the stream breaks up into droplets and drag becomes important, so real reach is less than the ideal. |
| Space and planetary surfaces | Throwing an object on the Moon, Mars or Jupiter | Same equations with different g: 1.62 m/s² on the Moon, 3.71 m/s² on Mars, 24.79 m/s² at Jupiter's cloud-top level. Range and time scale as 1/g (note D, Example 6). Without an atmosphere, as on the Moon, the ideal model is very accurate. |
| Fireworks | Shells launched from a mortar | A shell rises to near its highest point, where the vertical velocity is zero, before bursting, so the burst is high and the fragments spread symmetrically. Drag, shell mass and wind alter the actual height. |
| Engineering and airdrop | Supplies dropped from an aircraft; a conveyor belt dropping parts | The package keeps the aircraft's horizontal velocity when released and falls vertically under gravity. Ignoring drag, it lands ahead of the release point by (aircraft speed) × √(2h/g), so it must be released early. Parachutes are used precisely because drag then dominates. |
| Animation and game physics | An arrow, a thrown grenade or a jumping character in a video game | The engine updates velocity and position every frame (the Euler method of note F), with a constant downward acceleration. Games often choose a "gravity" different from 9.81 m/s² to make jumps feel right, which is a direct use of the 1/g scaling. |
O. Extension: beyond the syllabus
This section is extension material for HL, AP Physics C and university courses. It is not needed for standard A-level or AP Physics 1 examinations.
The safety parabola (envelope of trajectories)
Fix the launch speed u and the launch point, but allow any angle. Which points in the plane can be reached? Use the trajectory equation from the origin, y = x tan θ − gx2(1 + tan2θ) / (2u2), and treat it as a quadratic in k = tan θ:
(gx2 / 2u2) k2 − xk + (y + gx2 / 2u2) = 0
A point (x, y) is reachable only if this has a real solution, so the discriminant is not negative. This gives the boundary
y = u2 / (2g) − gx2 / (2u2)
called the safety parabola. Points under it can be reached by some launch angle; points above it cannot. It meets the ground at x = u2/g (the maximum level range) and has peak height u2/(2g) (the maximum height, for a vertical launch). Every individual trajectory touches this envelope at exactly one point.
Optimum angle with drag
With quadratic drag there is no neat formula. The best angle depends on the dimensionless ratio of the launch speed to the terminal speed, u/vt. When this ratio is small the optimum is near 45°, and as it grows the optimum decreases, with larger drag making the loss at high angles worse. In the simulation, try the table tennis ball at 60 m/s and compare it with the steel shot at the same speed.
Projectile on an incline
Launch at angle θ above the horizontal from the foot of a plane rising at angle β to the horizontal. Resolving parallel and perpendicular to the slope, and noting that gravity then has components along both axes, the range measured along the slope is
R = 2u2 cos θ sin(θ − β) / (g cos2β)
The range is a maximum when θ = 45° + β/2, and then Rmax = u2 / (g(1 + sin β)). For β = 0 this reduces to u2/g, as it should. A downhill slope is handled by making β negative.
Rotating Earth
Because the Earth rotates, a frame fixed to the ground is not an exact inertial frame. For long-range projectiles (artillery shells, ballistic missiles) the Coriolis effect produces a small sideways deflection that grows with flight time. For a sport or a classroom launch the effect is far smaller than other sources of error and can be ignored.
Magnus effect (qualitative)
A spinning ball drags a thin layer of air around with it. The air flows faster past one side than the other, which produces a net force perpendicular to both the velocity and the spin axis. Topspin pushes a ball downward so that it dips sooner; backspin lifts it and extends the flight; sidespin curves it sideways (a "swerve" in football). The size of the force depends on speed, spin rate and surface. The simulation does not include it.
Lagrangian and Hamiltonian formulations (mention only)
In advanced mechanics the same problem is posed through energy. The Lagrangian is L = ½m(ẋ2 + ẏ2) − mgy, and the Euler-Lagrange equations return ẍ = 0 and ÿ = −g, exactly the equations used above. The Hamiltonian is the total energy expressed in terms of momentum and position. The method becomes useful when constraints or complicated forces are present.
P. Key points to remember
- A projectile moves under gravity alone after launch (drag ignored in the ideal model).
- Horizontal and vertical motions are independent but share the same time.
- Horizontal acceleration is zero, so the horizontal velocity is constant.
- Vertical acceleration is −g (9.81 m/s² on Earth) everywhere on the path, including the top.
- Resolve the launch velocity: ux = u cos θ, uy = u sin θ.
- Choose a positive direction and keep to it throughout.
- At the top, vy = 0 but the speed is u cos θ, not zero.
- SUVAT applies to each component separately, not along the curved path.
- Time of flight from a height: T = [u sin θ + √(u2 sin2θ + 2gh)] / g.
- On level ground, T = 2u sin θ / g.
- Maximum height gained is u2 sin2θ / (2g).
- Level-ground range: R = u2 sin 2θ / g; use it only when launch and landing heights match.
- Complementary angles (θ and 90° − θ) give the same level-ground range.
- 45° gives the greatest level-ground range, u2/g.
- From a height, the best angle is tan θ = u / √(u2 + 2gh), below 45°.
- Impact speed without drag is √(u2 + 2gh), independent of angle and mass.
- The path is a parabola; x-t is a straight line, y-t a parabola, vx-t flat, and vy-t a straight line of gradient −g.
- Range, height and flight time are all proportional to 1/g for fixed launch conditions.
- Drag shortens range, makes the path asymmetric, and lowers the optimum angle; terminal speed is √(2mg/(ρCdA)).
- A graph of R against sin 2θ is a straight line through the origin of gradient u2/g, so g = u2/gradient.
Q. Glossary
- Acceleration
- The rate of change of velocity with time; a vector.
- Air resistance (drag)
- A force opposing motion through air, increasing with speed.
- Angle of projection
- The angle between the launch velocity and the horizontal.
- Complementary angles
- Two angles that add up to 90°.
- Component
- The part of a vector along a chosen direction, usually horizontal or vertical.
- Constant acceleration
- Acceleration whose size and direction do not change, so SUVAT applies.
- Drag coefficient (Cd)
- A dimensionless number describing how much drag a shape produces at a given speed.
- Envelope
- The curve that bounds all possible trajectories for a fixed launch speed; also called the safety parabola.
- Euler method
- A simple numerical method that advances a solution in small time steps using the current rate of change.
- Free fall
- Motion under gravity alone.
- Gradient
- The slope of a graph, the change in the vertical quantity divided by the change in the horizontal quantity.
- Gravitational field strength (g)
- The force per unit mass due to gravity; equals the free-fall acceleration in a vacuum.
- Independence of motion
- The principle that horizontal and vertical motions of a projectile do not affect each other (ideal case).
- Inertia
- The tendency of an object to keep its velocity unless a net force acts.
- Magnus effect
- A sideways force on a spinning object moving through a fluid.
- Maximum height
- The greatest height reached above the reference level.
- Parabola
- The curve described by a quadratic equation; the ideal projectile path.
- Projectile
- An object in flight acted on by gravity (and possibly drag) only.
- Quadratic drag
- A drag force proportional to the square of the speed.
- Random error
- Unpredictable scatter in repeated measurements.
- Range
- The horizontal distance from the launch point to the landing point.
- Resolution
- The smallest change an instrument can detect.
- Resolving a vector
- Splitting a vector into perpendicular components.
- Runge-Kutta (RK4)
- A higher-accuracy numerical method that combines four estimates of the rate of change in each step.
- Scalar
- A quantity with size only, such as speed or time.
- Speed
- The size of the velocity; a scalar.
- SUVAT
- The set of equations for constant acceleration using s, u, v, a and t.
- Systematic error
- A consistent offset in measurements in one direction.
- Terminal velocity
- The constant speed reached when drag balances weight.
- Time of flight
- The time from launch to landing.
- Trajectory
- The path followed by a projectile.
- Uncertainty
- The range of values within which the true value is expected to lie.
- Vector
- A quantity with both size and direction, such as velocity or displacement.
- Velocity
- The rate of change of displacement; a vector with speed and direction.
- Weight
- The gravitational force on an object, mg.
R. References and further reading
Only titles and publishers are given, together with stable home pages. Search each site for the title to reach the exact page.
- OpenStax, University Physics Volume 1, Chapter 4 "Motion in Two and Three Dimensions", section 4.3 "Projectile Motion". Free and open textbook. https://openstax.org/
- OpenStax, College Physics. Free algebra-based textbook with a chapter on two-dimensional kinematics, including projectile motion. https://openstax.org/
- Bureau International des Poids et Mesures (BIPM), The International System of Units (SI Brochure), which records the conventional standard value of gravity as 9.80665 m/s². https://www.bipm.org/
- NASA, Planetary Fact Sheets (NASA Space Science Data Coordinated Archive), for the surface gravity of the Moon, Mars and Jupiter. Values used in the simulation: Moon 1.62, Mars 3.71, Jupiter 24.79 m/s². https://nssdc.gsfc.nasa.gov/planetary/factsheet/
- Taylor, J. R., Classical Mechanics, University Science Books. Contains a full treatment of projectiles with linear and quadratic drag (extension reading).
The simulation uses g = 9.81 m/s² for Earth, a rounded value near the conventional 9.80665 m/s².
8Practise: extra problems
Use g = 9.81 m/s² and ignore air resistance. Attempt each problem before opening the answer.
Problem 1 (Foundation)
A ball is hit from level ground at 18 m/s at 35° above the horizontal. Find the time of flight and the range.
Show the answer
uy = 18 sin 35° = 10.32 m/s, so T = 2uy/g = 2.10 s. R = u² sin 2θ / g = 324 × sin 70° / 9.81 = 31.0 m.
Problem 2 (Core)
A stone is thrown horizontally at 15 m/s from a platform 30 m above the ground. Find where it lands and its speed on impact.
Show the answer
t = √(2 × 30 / 9.81) = 2.47 s, so x = 15 × 2.47 = 37.1 m from the base. vy = gt = 24.3 m/s, so v = √(15² + 24.3²) = 28.5 m/s (check: √(15² + 2 × 9.81 × 30) = 28.5 m/s).
Problem 3 (Core)
What minimum launch speed is needed to throw a ball 100 m on level ground?
Show the answer
The best angle is 45°, so R = u²/g. u = √(100 × 9.81) = 31.3 m/s.
Problem 4 (Core)
A ball is launched at 30 m/s at 30° on level ground. Compare the range on Earth and on the Moon (g = 1.62 m/s²).
Show the answer
R = u² sin 2θ / g. Earth: 900 × 0.866 / 9.81 = 79.5 m. Moon: 900 × 0.866 / 1.62 = 481 m. The ratio is 9.81 / 1.62 = 6.06.
Problem 5 (Core)
A projectile is launched at 25 m/s at 60°. Find its maximum height and its time of flight on level ground.
Show the answer
uy = 25 sin 60° = 21.65 m/s. H = uy² / 2g = 23.9 m. T = 2uy/g = 4.41 s.
Problem 6 (Extension)
A ball is thrown from 15 m above the ground at 20 m/s. Show that its impact speed does not depend on the launch angle, and calculate it.
Show the answer
Gravity is the only force doing work and it is conservative, so ½mv² = ½mu² + mgh and the angle cancels. v = √(20² + 2 × 9.81 × 15) = 26.4 m/s. The direction of impact does depend on the launch angle.