How to Solve Projectile Motion Problems Step by Step

Split the motion into x and y. Horizontal velocity is constant, so range equals horizontal velocity times flight time. Vertical motion is free fall at 9.8 m/s^2. Find the time from the vertical equations first, then multiply by the horizontal velocity to get the range.

AP Physics: Unit 1 (topics 1.5 Vectors and Motion in Two Dimensions). Projectile motion is Topic 1.5 in AP Physics 1 Unit 1 (Kinematics), which carries 10 to 15 percent of the multiple-choice section. The same x/y separation method applies in AP Physics C: Mechanics Unit 1.

Get your number first

Set launch speed, angle, and height to get range, flight time, and peak height, plotted to scale. Open the full calculator.

horizontal range (R)

35.35 m

Time of flight: 2.04 s. Maximum height: 5.10 m. No air resistance; g = 9.8 m/s^2.

Steps

  1. 1.v0x = v0 cos(theta) = 20 m/s x cos(30) = 17.32 m/s; v0y = v0 sin(theta) = 20 m/s x sin(30) = 10 m/s
  2. 2.t = (v0y + sqrt(v0y^2 + 2 g h)) / g = (10 + sqrt(10^2 + 2 x 9.8 x 0)) / 9.8 = 2.04 s
  3. 3.R = v0x x t = 17.32 m/s x 2.04 s = 35.35 m
  4. 4.H = h + v0y^2 / (2 g) = 0 + 10^2 / (2 x 9.8) = 5.10 m

Range and peak drawn to scale, no air resistance. Want to set angle and speed by hand? drag the full simulator.

The method in five steps

  1. Split the motion into x and y. Horizontal velocity stays constant; vertical motion is free fall.
  2. List the knowns by axis, breaking an angled launch into vx0=v0cosθv_{x0} = v_0\cos\theta and vy0=v0sinθv_{y0} = v_0\sin\theta.
  3. Solve the vertical direction for the time of flight.
  4. Multiply that time by the horizontal velocity to get the range, R=vx0tR = v_{x0} t.
  5. Combine the components if the question asks for the impact speed or its direction.

The sections below apply this recipe to horizontal and angled launches.

Split the motion into x and y

Every projectile problem gets solved the same way: break the motion into a horizontal part and a vertical part, solve them separately, and connect them with time. Once the object leaves your hand (or the table, or the cannon), the only force acting on it is gravity, so the two directions behave completely differently.

  • Horizontal (x): no acceleration. The horizontal velocity never changes, so x=vx0tx = v_{x0} t.
  • Vertical (y): constant downward acceleration of magnitude g=9.8 m/s2g = 9.8 \text{ m/s}^2. This is ordinary free fall.

The two directions are independent. Gravity does nothing to the horizontal velocity, and the horizontal motion does nothing to the fall. The one quantity they share is time. That single fact is the whole method: almost every projectile problem is solved by finding time from the y direction, then feeding it into the x direction.

The equations, one axis at a time

Every equation here is on the AP Physics 1 equation sheet, which prints exactly three kinematics equations, and you apply them separately in each direction. See the kinematic equations guide for how to choose between them.

In the x direction, ax=0a_x = 0, so only one survives:

x=x0+vx0tx = x_0 + v_{x0} t

In the y direction, all three apply with ay=ga_y = -g (taking up as positive):

vy=vy0gtv_y = v_{y0} - g t
y=y0+vy0t12gt2y = y_0 + v_{y0} t - \frac{1}{2} g t^2
vy2=vy022g(yy0)v_y^2 = v_{y0}^2 - 2 g (y - y_0)

Before touching any equation, write down what you know in each column: vx0v_{x0}, vy0v_{y0}, y0y_0, and the landing height. A two-column table of knowns takes 20 seconds and prevents the most common mistake, which is mixing an x quantity into a y equation.

Horizontal vs vertical motion at a glance

The two directions behave differently, and the table lines up exactly why.

QuantityHorizontal (x)Vertical (y)
VelocityConstantChanges by gg each second
Accelerationax=0a_x = 0ay=g=9.8 m/s2a_y = -g = -9.8 \text{ m/s}^2 (up positive)
Governing equationx=x0+vx0tx = x_0 + v_{x0} tvy=vy0gtv_y = v_{y0} - g t; y=y0+vy0t12gt2y = y_0 + v_{y0} t - \frac{1}{2} g t^2; vy2=vy022g(yy0)v_y^2 = v_{y0}^2 - 2 g (y - y_0)

Time is the one variable shared across both columns, which is why you solve the vertical column for tt and hand it to the horizontal column.

Horizontal launch problems

A horizontal launch problem is the easiest type: something rolls off a table or drives off a cliff moving horizontally, so vy0=0v_{y0} = 0. The object falls exactly like a dropped object while coasting sideways at constant speed.

The recipe:

  1. Find the fall time from the drop height hh. With vy0=0v_{y0} = 0, the position equation reduces to h=12gt2h = \frac{1}{2} g t^2, so t=2h/gt = \sqrt{2h/g}.
  2. Find the range: R=v0tR = v_0 t, where v0v_0 is the launch speed.
  3. If asked for impact velocity, compute vy=gtv_y = -g t, then combine components: speed =vx2+vy2= \sqrt{v_x^2 + v_y^2}.

Notice that the launch speed never appears in step 1. A ball rolling off a cliff at 2 m/s and one at 50 m/s hit the ground at the same instant; the faster one just lands farther from the base.

Angled launch problems

When the launch velocity points at an angle θ\theta above the horizontal, first break it into components:

vx0=v0cosθvy0=v0sinθv_{x0} = v_0 \cos\theta \qquad v_{y0} = v_0 \sin\theta

For a launch that lands at the same height it started (a kick from level ground), the recipe is:

  1. Time of flight: the motion is symmetric, so t=2v0sinθgt = \frac{2 v_0 \sin\theta}{g}.
  2. Range: R=vx0tR = v_{x0} t.
  3. Max height: at the top of the arc vy=0v_y = 0, so H=(v0sinθ)22gH = \frac{(v_0 \sin\theta)^2}{2g}.

Combining steps 1 and 2 gives the level-ground range formula R=v02sin(2θ)gR = \frac{v_0^2 \sin(2\theta)}{g}. That formula is not printed on the AP equation sheet and fails the moment launch and landing heights differ, so treat it as a shortcut for checking answers, not as a starting point.

How to find time of flight

Time of flight always comes from the vertical direction, and the right move depends on where the projectile lands.

  • Horizontal launch from height hh: use h=12gt2h = \frac{1}{2} g t^2, so t=2h/gt = \sqrt{2h/g}.
  • Angled launch landing at launch height: use symmetry. The trip up takes exactly as long as the trip down, so t=2vy0/gt = 2 v_{y0} / g.
  • Landing at a different height: put everything into y=y0+vy0t12gt2y = y_0 + v_{y0} t - \frac{1}{2} g t^2 and solve the quadratic for tt. Keep the positive root that matches the physical situation.

A useful check: vertical velocity is zero at the top of the arc, so the time to reach the peak is vy0/gv_{y0}/g. For a level launch, the total flight time is exactly double that.

How to find the range of a projectile

Range is the horizontal distance traveled, and there is only one equation for it: R=vx0tR = v_{x0} t. The horizontal velocity never changes, so range is that constant velocity multiplied by the total time in the air.

This means you cannot find range directly. The order is forced:

  1. Solve the y direction for the time of flight.
  2. Multiply that time by the horizontal velocity.

Students who memorize R=v02sin(2θ)gR = \frac{v_0^2 \sin(2\theta)}{g} and reach for it on every problem get burned as soon as a projectile launches from a cliff, a ramp, or a building, because the formula silently assumes level ground. The two-step method works on every geometry, and showing the time calculation is what AP free-response graders want to see anyway.

Common mistakes and how to check your work

The errors that cost the most points:

  • Using the full launch speed v0v_0 in a y equation instead of the component vy0=v0sinθv_{y0} = v_0 \sin\theta.
  • Sign confusion. Pick up as positive, set ay=9.8 m/s2a_y = -9.8 \text{ m/s}^2, and keep that choice for the entire problem.
  • Setting vy=0v_y = 0 at the landing point. Vertical velocity is zero only at the peak of the arc.
  • Forgetting that a dropped object and a horizontally launched object fall for the same amount of time.

To check a numeric answer, run the same inputs through the projectile motion calculator. To build intuition for how launch angle and speed trade off, spend five minutes with the projectile launcher interactive, which lets you vary both and watch the trajectory respond.

Horizontal launch off a cliff

A ball rolls off the edge of a 45 m high cliff with a horizontal speed of 12 m/s. How long is it in the air, how far from the base of the cliff does it land, and how fast is it moving at impact? Use g=9.8 m/s2g = 9.8 \text{ m/s}^2 and ignore air resistance.

  1. List knowns by axis. Horizontal: vx0=12v_{x0} = 12 m/s, ax=0a_x = 0. Vertical (up positive): vy0=0v_{y0} = 0, y0=45y_0 = 45 m, landing at y=0y = 0, ay=9.8 m/s2a_y = -9.8 \text{ m/s}^2.

  2. Find time of flight from the y direction: 0=45+(0)t12(9.8)t20 = 45 + (0)t - \frac{1}{2}(9.8)t^2, so 4.9t2=454.9\, t^2 = 45, which gives t2=9.18 s2t^2 = 9.18 \text{ s}^2 and t=3.03t = 3.03 s.

  3. Find the range from the x direction: R=vx0t=(12 m/s)(3.03 s)=36.4R = v_{x0} t = (12 \text{ m/s})(3.03 \text{ s}) = 36.4 m.

  4. Find the impact velocity components: vx=12v_x = 12 m/s (unchanged) and vy=0(9.8 m/s2)(3.03 s)=29.7v_y = 0 - (9.8 \text{ m/s}^2)(3.03 \text{ s}) = -29.7 m/s.

  5. Combine the components for impact speed: v=122+29.72=144+882=1026=32.0v = \sqrt{12^2 + 29.7^2} = \sqrt{144 + 882} = \sqrt{1026} = 32.0 m/s.

The ball is in the air for 3.03 s, lands 36.4 m from the base of the cliff, and hits the ground at 32.0 m/s, directed about 68 degrees below the horizontal.

Angled launch from level ground

A soccer ball is kicked from the ground at v0=20v_0 = 20 m/s at 3030^\circ above the horizontal. Find the time of flight, the range, and the maximum height. Use g=9.8 m/s2g = 9.8 \text{ m/s}^2 and ignore air resistance.

  1. Break the launch velocity into components: vx0=20cos30=17.3v_{x0} = 20 \cos 30^\circ = 17.3 m/s and vy0=20sin30=10.0v_{y0} = 20 \sin 30^\circ = 10.0 m/s.

  2. Time of flight: the ball lands at launch height, so the motion is symmetric and t=2vy0g=2(10.0 m/s)9.8 m/s2=2.04t = \frac{2 v_{y0}}{g} = \frac{2(10.0 \text{ m/s})}{9.8 \text{ m/s}^2} = 2.04 s.

  3. Range: R=vx0t=(17.3 m/s)(2.04 s)=35.3R = v_{x0} t = (17.3 \text{ m/s})(2.04 \text{ s}) = 35.3 m.

  4. Maximum height: at the top vy=0v_y = 0, so 0=vy022gH0 = v_{y0}^2 - 2 g H, giving H=(10.0 m/s)22(9.8 m/s2)=10019.6=5.10H = \frac{(10.0 \text{ m/s})^2}{2(9.8 \text{ m/s}^2)} = \frac{100}{19.6} = 5.10 m.

Time of flight 2.04 s, range 35.3 m, maximum height 5.10 m. Sanity check: the peak comes at t=1.02t = 1.02 s, exactly half the flight time, and 5.10 m is about the height of a 5 m diving platform, reasonable for a hard kick.

Frequently asked questions

Why can you treat horizontal and vertical motion separately?

Because gravity only acts vertically. Nothing pushes or pulls the projectile horizontally (once air resistance is ignored), so the horizontal velocity stays constant while the vertical velocity changes by 9.8 m/s every second. The two motions happen at the same time but do not affect each other; time is the only quantity they share.

What launch angle gives the maximum range?

45 degrees, but only when the projectile lands at the same height it launched from and air resistance is ignored. Launching from a cliff shifts the best angle below 45 degrees. Complementary angles, like 30 and 60 degrees, give the same range on level ground but different flight times.

Does the mass of the projectile matter?

No. With air resistance ignored, every projectile accelerates downward at 9.8 m/s^2 regardless of mass, so a bowling ball and a golf ball launched with identical velocities follow identical paths. Mass only starts to matter in real life because air resistance affects light objects more strongly.

How do I find time of flight for a horizontal launch?

Use the drop height alone. The initial vertical velocity is zero, so h = (1/2)g t^2, which rearranges to t = sqrt(2h/g). A launch from 45 m gives t = sqrt(90/9.8) = 3.03 s. The horizontal launch speed has no effect on the fall time; it only sets how far the object travels.

Is the range formula on the AP Physics 1 equation sheet?

No. The sheet prints three kinematics equations, and the range formula R = v0^2 sin(2 theta)/g is not one of them. It also works only when launch and landing heights match. Graders expect the two-step method: find the time of flight from the vertical motion, then multiply by the horizontal velocity.