AP subjects/AP Physics 1/Projectile Motion Simulator
CED 1.5AP Physics 1

Projectile Motion Simulator

Use this free projectile motion simulator to choose a launch speed and angle, see the full trajectory, and read off the horizontal and vertical velocity components, the range, the maximum height and the time of flight for a launch from level ground.

Controls
launch-speedlaunch-anglelaunch

How to use the simulator

The projectile leaves the ground at the origin and lands back at the same height. There is no air resistance, and g=9.8g = 9.8 m/s² downward. The trajectory is drawn in coral on a grid that runs to 95 m horizontally and 48 m vertically, so every setting fits on screen.
  • launch speed v0: 5 to 30 m/s in steps of 1 m/s.
  • launch angle θ: 5° to 85° above the horizontal in steps of 1°.
  • Launch animates the ball along the path in real time, so a 3-second flight takes 3 seconds on screen.
  • Reset returns to 20 m/s at 45°. Moving either slider stops any animation and redraws the path.
The readout lists vxv_x and vy0v_{y0} (the two components of the launch velocity), the range R, the maximum height H and the flight time, all to two decimal places. On the graph, a teal dot and dashed line mark the peak, which always sits halfway along the range, and a navy dot marks the landing point.
Some comparisons to try: hold the speed fixed and step the angle from 30° up to 60°. The range rises to its largest value at 45° and then falls again, and any two angles that add to 90° land at the same spot. Then hold the angle fixed and double the speed from 10 to 20 m/s: the range and the maximum height both become four times larger, and the flight time doubles.

The equations

Split the launch velocity into components: vx=v0cos⁡θvy0=v0sin⁡θv_x = v_0\cos\theta \qquad v_{y0} = v_0\sin\theta The horizontal and vertical motions are independent. Horizontally there is no force, so vxv_x stays constant and x=vxtx = v_x t. Vertically the acceleration is −g-g, so vy=vy0−gtv_y = v_{y0} - gt and y=vy0t−12gt2y = v_{y0}t - \tfrac{1}{2}gt^2.
At the peak, vy=0v_y = 0 but vxv_x is unchanged. Setting vy=0v_y = 0 gives the time to the top, vy0/gv_{y0}/g, and for a launch that returns to the same height the total flight time is twice that: tflight=2vy0gH=vy022gR=vx tflightt_{flight} = \frac{2v_{y0}}{g} \qquad H = \frac{v_{y0}^2}{2g} \qquad R = v_x\,t_{flight}
Combining these gives R=v02sin⁡2θgR = \dfrac{v_0^2\sin 2\theta}{g}, which explains the 45° maximum and the equal ranges for complementary angles. That shortcut is not on the AP Physics 1 equation sheet and only works for level ground, so on the exam build the answer from the kinematics equations, which are on the sheet.

Worked example

A ball is kicked from level ground at 25 m/s, 40° above the horizontal. Find its range, maximum height and time in the air.
Components. vx=25cos⁡40°=19.15v_x = 25\cos 40° = 19.15 m/s and vy0=25sin⁡40°=16.07v_{y0} = 25\sin 40° = 16.07 m/s.
Time of flight. t=2(16.07)/9.8=3.28t = 2(16.07)/9.8 = 3.28 s.
Range. R=(19.15)(3.28)=62.8R = (19.15)(3.28) = 62.8 m.
Maximum height. H=(16.07)2/(2×9.8)=13.2H = (16.07)^2 / (2 \times 9.8) = 13.2 m, reached at t=1.64t = 1.64 s.
Set the sliders to 25 m/s and 40°. The readout should show vx = 19.15, vy0 = 16.07, R = 62.81 m, H = 13.18 m and a flight time of 3.28 s. Now move the angle to 50°: the components swap, the range stays at 62.81 m, but H rises to 18.71 m and the flight lasts 3.91 s. The steeper launch spends longer in the air but moves forward more slowly, and the two effects exactly balance.
The ball lands at the same speed it was launched with, 25 m/s, but pointed 40° below the horizontal, because vxv_x is unchanged and vyv_y has simply reversed sign.

Common mistakes on the AP exam

  • Saying the velocity is zero at the top. Only the vertical component is zero; the speed at the peak equals vxv_x.
  • Saying the acceleration is zero at the top. It is gg downward at every point of the flight, including the peak.
  • Putting the whole launch speed into one direction. Use v0cos⁡θv_0\cos\theta horizontally and v0sin⁡θv_0\sin\theta vertically, and check that your calculator is in degree mode.
  • Inventing a horizontal force. With no air resistance, nothing pushes the projectile forward after launch; its horizontal velocity simply continues.
  • Using the range shortcut off level ground. For a launch from a cliff or onto a platform, solve the vertical motion for the time first.
  • Mixing up signs. Pick up as positive and keep −g-g for the vertical acceleration throughout.

When the AP exam uses this

Projectile motion is part of Topic 1.5, Vectors and Motion in Two Dimensions. Expect questions that compare two launches (which lands first, which goes farther), questions about a horizontally launched object such as a ball rolling off a table, and graph questions where you sketch vxv_x against time as a flat line and vyv_y against time as a straight line with slope −g-g.
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