At a glance
The rule that 45° gives the longest shot is derived for a ball with no air around it. This sim flies one launch three ways, in vacuum, with linear drag and with quadratic drag, so you can test whether that rule survives air resistance.
What you'll learn
- How drag changes the shape of a trajectory, not just its length.
- How the best launch angle depends on air resistance, launch speed and mass.
- Why the linear drag law has an exact solution, and what it says about horizontal reach.
- How the linear and quadratic drag laws differ, and which one real air follows.
What's on screen
- Vacuum (cyan): gravity only, no air.
- Linear drag (amber): drag force −b·v, proportional to speed.
- Quadratic drag (violet): drag force −c|v|v, proportional to speed squared.
- Flags and apex line: where each ball lands, and a dotted drop from the top of the focused path.
- Readouts: range, flight time and more, for the model picked in Readout focus.
- 📈 Range vs angle (opens beside the scene): range against angle, with ● at your angle and ★ at the best one.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Trajectories | Shows or hides each model's path. Hiding a drag model also hides its slider. | 3 switches all on | |
| 🚀 Launch | Fires one shot at the current settings. Every visible model flies at once. | button | |
| Launch angle θ | The angle above the ground. | 30°–60° opens at 45° | |
| Launch speed v₀ | The speed the ball leaves at. | 18–30 m/s opens at 29 | |
| Drag b | Strength of linear drag, F = −b·v. At 0 the amber path is the vacuum path. | 0–0.35 kg/s opens at 0.30 | |
| Drag c | Strength of quadratic drag, F = −c|v|v. At 0 the violet path is the vacuum path. | 0–0.018 kg/m opens at 0.016 | |
| Mass m | The ball's mass. It changes both drag paths, not the vacuum one. | 1.0–2.0 kg opens at 1.0 | |
| 📈 Range vs angle | Opens the plot of range against angle (5°–85°), with ● at your θ and ★ at the best whole degree. | on / off | |
| Show axes & grid | Draws metre axes and a grid over the scene. | on / off opens off | |
| Readout focus | Picks which model the readouts, the apex line and the ★ describe. | 3 buttons opens on Linear | |
| Readouts | Range, best so far, flight time, terminal speed vT, and τ = m/b (linear only). | panel | |
| ▶ Play / ⏸ Pause | Runs or freezes the flight. After landing, Play replays it. | top bar | |
| Speed | Plays the flight faster or slower on screen. The physics stays the same. | 0.25×–4× | |
| ↻ Reset | Restores the defaults and restarts the mode you are in. | top bar |
Fixed: g = 9.81 m/s², flat ground, launch and landing at the same height, no wind and no spin.
Drag breaks the symmetry
In vacuum only gravity acts. The path is a parabola: the fall mirrors the climb, and both take the same time. Linear drag adds a force that always opposes the velocity:
- Drag takes away speed for the whole flight, so the ball is slower on the way down than on the way up.
- The slower descent covers less ground but takes longer: at the defaults, 26.3 m and 1.62 s up, then 18.5 m and 1.94 s down.
- The ball leaves at 45° but lands at about 64° below the horizontal. The range falls from 85.7 m to 44.9 m.
The best launch angle
In vacuum the range is a theorem with a clean peak:
- Drag removes speed every second the ball is in the air. Steeper shots stay up longest, so they lose the most.
- A flatter shot spends less time aloft, and that outweighs its lower vacuum range. At the defaults the best whole degree is 36°: 46.6 m, against 44.9 m at 45°.
- The peak is flat: 35° gives 46.6 m and 40° gives 46.3 m. A small error in angle costs little.
What moves the best angle
The more drag matters, the further the best angle falls below 45°. With linear drag, m = 1 kg:
| change | best angle |
|---|---|
| b = 0 (vacuum) | 45° |
| b = 0.10 kg/s | 41° |
| b = 0.30 kg/s (default) | 36° |
| v₀ = 18 m/s, b = 0.30 | 39° |
- Stronger drag pulls the best angle down.
- A faster launch meets more drag, since the force grows with speed. The best angle falls from 39° at 18 m/s to 36° at 29–30 m/s.
- A heavier ball is slowed less by the same force, so it moves the best angle back toward 45°.
- At b = 0 the vacuum result returns exactly: a symmetric parabola and a best angle of 45°.
The exact linear-drag flight
Linear drag acts on each direction separately, so the motion can be solved exactly. The sim flies this solution:
- A wall in x. The horizontal speed decays as e−t/τ and never reverses, so x can never pass v0xτ. At the defaults that limit is 68.4 m; the ball lands at 44.9 m.
- Only b/m matters. b and m enter only through τ = m/b, so b = 0.30 kg/s with m = 2.0 kg flies exactly like b = 0.15 kg/s with m = 1.0 kg.
These sliders move the sim too.
Real air: the quadratic law
- For a ball moving at these speeds, air drag grows close to the square of the speed. The linear law is the simpler model that can be solved exactly.
- Each law caps the speed of a falling ball. At the defaults: mg/b = 32.7 m/s (linear) and √(mg/c) = 24.8 m/s (quadratic).
- The conclusions survive: the path is lopsided, the range shrinks, and the best angle sits below 45°. At the defaults it is 40° for quadratic drag.
Where it matters
- Batted balls. In baseball the longest hits leave the bat at roughly 25°–35°, well under 45°. Drag, and the lift from backspin, reshape the path.
- Raindrops. Quadratic drag caps their speed: a drop 2 mm across falls at about 6.5 m/s, however high the cloud.
- Skydivers. Falling belly-down, a skydiver levels off near 55 m/s (about 200 km/h) within roughly 12 s of jumping.
Go deeper: which drag law applies when
- The ratio of the two forces is set by the Reynolds number, Re = ρvD/η. Linear (Stokes) drag rules when Re ≪ 1: fog droplets, dust, pollen. Quadratic drag rules for balls, people and cars.
- For quadratic drag, c = ½ρCdA. With air (ρ = 1.2 kg/m³) and a sphere (Cd ≈ 0.47), the sim's c = 0.016 kg/m is a ball about 13 cm in radius, roughly basketball-sized, but with m = 1 kg a heavy one.
Summary
Key points
- Drag always opposes the velocity, so the fall is shorter, steeper and slower than the climb.
- Drag costs speed for every second aloft, so flatter shots win: 36° at the defaults with linear drag, 40° with quadratic.
- Linear drag depends on b and m only through τ = m/b, and caps horizontal reach at v0xτ.
Common mix-ups
- "45° is always the best angle." Only in vacuum, on level ground.
- "Throw higher to win back the distance drag takes." Extra height means extra time aloft, which is exactly what drag charges for.
- "Mass doesn't matter, as Galileo showed." That is a vacuum result. With air, a heavier ball of the same size flies closer to the vacuum path.
Things to try on your own
- Set b = 0.10 kg/s, sweep θ to find the best angle, then check the ★.
- Raise m to 2.0 kg at b = 0.30 kg/s and watch the ★ climb back toward 45°.
- At the defaults, compare the Flight time readout for Linear and Quad focus.