At a glance
This sim launches a ball from flat ground at the speed and angle you choose, draws its arc, and splits its velocity into a horizontal and a vertical part. Extra balls let you race launches against each other, which is how you find out what the arc really depends on.
What you'll learn
- What the horizontal and vertical parts of the velocity each do during the flight.
- What sets how long a ball stays in the air.
- How the range depends on the launch angle.
- How the range depends on the launch speed.
What's on screen
- Ball A (amber ring): your launch. Its arrows show vₓ (amber) and vy (blue).
- Launcher: the v₀ arrow at angle θ, split into its two parts.
- Ball B (cyan): the twin, from ⇅ Twin ball.
- Ball M (violet): the ball at 90° − θ, from ⧉ 90°−θ.
- Previous trials: faint arcs of earlier launches.
- Landing flags: each ball's flight time and range.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Launch speed v₀ | How fast the ball leaves the launcher. | 5–50 m/s opens at 25 m/s | |
| Angle θ | The launch angle above the horizontal. | 0°–90° opens at 40° | |
| 🚀 Launch | Fires a new run at the current settings. The previous arc stays as a faint trial (up to four). | button | |
| ↻ Auto | When on, letting go of a slider or switching a comparison ball fires a new run straight away. When off, changes wait for 🚀 Launch. | on / off opens off | |
| 🧹 Clear | Removes the previous trials and refits the view. | button | |
| ⇅ Twin ball | Adds ball B, thrown straight up at the same instant with the same vertical speed v₀ sin θ and no horizontal speed. | on / off | |
| ⧉ 90°−θ | Adds ball M, launched at the same speed and at angle 90° − θ. | on / off | |
| Show axes & grid | Draws metre axes and a grid on the scene. | on / off | |
| Readouts | Time since launch, and the range of ball A's last landing. | panel | |
| 📈 Range vs angle | Plots range against launch angle for the current v₀, with a marker at your θ. | panel | |
| 📊 Data | Exact vₓ, vy, flight time, peak height and range for the current sliders. | panel | |
| ▶ Play / ⏸ Pause | Freezes or resumes the flight. After a landing, ▶ Play launches again. | top bar | |
| Speed | Plays the flight faster or slower on screen. The physics is unchanged. | 0.25×–4× | |
| ↻ Reset | Restores the defaults and restarts the mode you are in. | top bar |
Fixed: g = 9.81 m/s², no air drag, and every ball is launched from and lands on the same flat ground.
Two motions share one clock
After launch the only force is gravity, and it points straight down. So the ball has no horizontal acceleration, and a constant downward acceleration g.
- The two motions share only the time t. Neither one affects the other.
- x grows steadily with t while y is quadratic in t, so the path is a parabola.
- At the top only vy is zero. The ball still moves sideways at v₀ cos θ, and its acceleration is still g, downward.
What sets the flight time
The flight time and the peak height come from the vertical motion alone:
- Twin ball B starts with the same vertical speed v₀ sin θ as A, but no horizontal speed. Its y(t) is the same as A's, term by term.
- So the two balls are at the same height at every instant, and land together. At 25 m/s and 40° both land after 3.28 s.
- A's horizontal speed only carries it sideways. It does not keep A up any longer.
Range is drift times flight time
The ball drifts sideways at a steady v₀ cos θ for the whole flight time T, so the range is their product:
These sliders move the sim too.
- Launch speed feeds both factors: double v₀ and the drift doubles and so does T. The range grows four times (R ∝ v₀²).
- At 40°: 25 m/s gives 62.74 m, and 50 m/s gives 250.97 m.
How the angle sets the range
The angle enters the range only through sin 2θ, and sin 2θ takes the same value for θ and 90° − θ:
- At 25 m/s, 30° and 60° both land 55.17 m away. The steeper ball stays up longer (4.41 s against 2.55 s) but drifts more slowly, and the two effects cancel.
- 45° pairs with itself, and there sin 2θ = 1 is largest: Rmax = v₀²/g, which is 63.71 m at 25 m/s.
Where it matters
- Throwing events. Shot-putters release well below 45°, typically in the mid-30s. The shot leaves from about 2 m above the ground, and athletes can throw faster at flatter angles. Both break the sim's assumptions.
- Air drag. For a fast, light ball such as a hit baseball, drag shortens the flight a lot and pulls the best angle below 45°. The sim leaves drag out so the two motions stay separate.
- On the Moon, g = 1.62 m/s². Since R ∝ 1/g, the same 25 m/s throw at 45° would land about 386 m away, six times farther, after about 22 s in the air.
Go deeper: the shape of the path
- Take t = x / (v₀ cos θ) from the horizontal motion and put it into y(t). The time drops out: y = x tan θ − g x² / (2 v₀² cos² θ).
- This is a downward parabola in x. It starts with slope tan θ, peaks halfway along at x = R/2, and lands with slope −tan θ.
Summary
Key points
- aₓ = 0 and ay = −g, so vₓ = v₀ cos θ never changes.
- Flight time T = 2v₀ sin θ / g depends only on the vertical launch speed.
- R = v₀² sin 2θ / g: angles θ and 90° − θ share a range, and 45° gives the most.
- Doubling v₀ doubles T and quadruples R and H.
Common mix-ups
- "A faster sideways throw stays up longer." vₓ does not appear in y(t), so the twin lands at the same moment.
- "At the top the ball is at rest." Only vy is zero there. vₓ is unchanged, and the acceleration is still g.
- "Double the speed, double the range." Drift and flight time both double, so the range quadruples.
Things to try on your own
- Launch at 90° with the twin on, and compare the two balls.
- Launch at 30° with 20 m/s, then 40 m/s, and compare the ranges.
- At 25 m/s, find the two angles that both land 31.86 m away.