Simulated range
98.99 m
Horizontal distance reached in the drag simulation.
Simulate projectile range with quadratic air drag, launch height, wind, mass, diameter, drag coefficient, and no-drag comparison.
Enter the launch conditions, projectile size, mass and drag assumptions. Use a realistic drag coefficient and air density for the environment.
Simulated range
98.99 m
Horizontal distance reached in the drag simulation.
Flight time
4.34 s
Time until the projectile crosses the landing height.
Range loss
49.64 %
Percent range lost compared with an ideal no-drag trajectory.
Read simulated range against no-drag range to see the cost of air resistance. The drag-to-weight ratio explains why light, wide projectiles lose range quickly.
Maximum height
24.14 m
Impact speed
24.03 m/s
Terminal velocity
34.83 m/s
No-drag range
196.58 m
Initial drag / weight
1.669
A ballistic drag estimator shows how much air resistance can shorten a projectile's range compared with the ideal classroom formula. In introductory physics, projectile motion is often solved without drag. That assumption is useful for learning, but it can be far from reality for balls, arrows, pellets, thrown objects and lightweight test bodies. This calculator simulates two-dimensional flight with quadratic drag, launch height and wind, then compares the result with a no-drag trajectory.
Quadratic drag is the standard first model for objects moving through air at everyday speeds. The force depends on air density, drag coefficient, frontal area and relative speed squared. Because relative speed changes during flight, there is no single simple range formula for the drag case. A numerical simulation is therefore more practical: update velocity and position in small time steps until the projectile reaches the landing height.
Enter launch speed, launch angle and launch height. Add the projectile mass and diameter. Choose a drag coefficient appropriate for the shape: a smooth sphere is roughly 0.47, streamlined shapes are lower and blunt irregular shapes may be higher. Air density is about 1.225 kg/m³ at sea level in standard conditions. Use positive wind for tailwind and negative wind for headwind. The time step controls the simulation resolution; smaller steps are more accurate but slower.
The calculator converts mass to kilograms, diameter to frontal area and angle to velocity components. At each step it calculates velocity relative to the moving air. Drag acceleration is proportional to 0.5 × air density × Cd × area × relative speed, divided by mass, and it acts opposite the relative velocity. Gravity is added vertically. Position and velocity are advanced until height crosses the landing surface.
Simulated range is the practical range under the selected drag assumptions. No-drag range is the ideal comparison. Range loss shows how strongly drag changes the outcome. Initial drag-to-weight ratio is a useful diagnostic: if it is close to or above one, drag is as important as gravity at launch. Terminal velocity gives another scale for how quickly the object can fall through air.
A light ball launched at 45 m/s and 35 degrees may travel far less than the no-drag equation predicts. Increasing diameter raises frontal area and drag. Increasing mass with the same diameter reduces drag acceleration. A headwind increases relative airspeed and shortens range, while a tailwind can extend it. These sensitivities make the calculator useful for demonstrations, sports estimates and engineering intuition.
The model does not include spin, lift, changing drag coefficient, turbulence transitions, ground slope, bouncing, humidity effects or three-dimensional crosswind drift. Euler-style time stepping is an approximation, so extremely small or fast projectiles may need more specialized solvers. Use the result as an educational estimate and sensitivity tool, not as a safety-critical ballistic prediction.