Vertical Throw & Free Fall Solver – Tutorial
On this page, you can find the logic, usage, and important details of the Vertical Throw & Free Fall Solver calculator.
What Is Vertical Throw / Free Fall?
Vertical throw and free fall describe one-dimensional motion (straight up or down) under constant gravitational acceleration. In the ideal model only gravity acts; air resistance, wind and spin are ignored.
- Free fall: v₀ = 0 — object released from rest, gravity only.
- Downward throw: v₀ < 0 — initial velocity directed downward.
- Upward throw: v₀ > 0 — object rises, slows, reaches peak (v = 0), then falls.
Sign Convention
This calculator uses upward as positive. Therefore:
- Enter g as a positive number, e.g. 9.81 m/s²
- The acceleration in the equations is −g (downward is negative)
- Upward throw: v₀ > 0; downward throw: v₀ < 0
- Impact velocity is negative (object moving downward) — its magnitude |v| is shown separately
Core Equations
1 – Position equation
2 – Velocity equation
3 – Velocity–position relation (time-independent)
How Is Impact Time Found?
Setting ground level at y = 0 and solving y(t) = 0 gives a quadratic equation in t:
→ (−½g)·t² + v₀·t + h₀ = 0
The physically valid root is t > 0 (the smallest positive root).
If the discriminant D < 0, there is no real root — the object never reaches y = 0 under these conditions.
Maximum Height (Upward Throw Only, v₀ > 0)
The object decelerates; when velocity reaches zero it is at the peak:
h_max = h₀ + v₀² / (2·g)
Example: Free Fall (h₀ = 45 m, v₀ = 0)
0 = 45 − 4.905·t² → t = √(45/4.905) ≈ 3.03 s
v_impact = −9.81 · 3.03 ≈ −29.7 m/s (|v| ≈ 29.7 m/s)
What Does the Time Table Show?
The table acts like a film strip of the motion: at each time step Δt, height y(t) and velocity v(t) are listed. This makes it easy to see:
- y(t) changes parabolically — curving downward (or first upward then downward).
- v(t) changes linearly — confirming constant acceleration.
- At the peak, velocity passes through zero and becomes negative (downward).
How Accurate Is This Model in the Real World?
- No air resistance: Real objects slow down due to drag; light/large objects (e.g. feathers) are most affected.
- Constant g: Valid near Earth's surface; g varies very slightly at high altitudes.
- One dimension: Horizontal motion not included; use a projectile calculator for oblique throws.
Despite these simplifications, this model is the standard first step in engineering and physics education.
Note: This calculator is intended for educational and preliminary estimation purposes. It assumes no air resistance and constant gravity.
