Fall Calculator

Here are some of the basic equations for falling/dropping objects. Equations #1 and #2 do not take air resistance or terminal velocity into account. Equations #3 and #4 take air resistance into account.

The variables use the metric system, click here for the default values. Column #2 values are for a human male. Column #3 values are for the planet Earth, except for the gravitational constant which should always remain the same. The gravitational acceleration value of 9.81 is for Earth as well.

  • (d) distance dropped
  • (g) grav. acceleration
  • (m) mass of falling object
  • (v) current velocity
  • (t) time in free-fall
  • (ρ) density of fluid
  • (A) frontal area
  • (Cd) drag coefficient
  • mass of planet
  • radius of planet
  • grav. constant

Fall Simulation

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Starting Variables
Mass (kilograms)
Frontal Area (meters)
Drag Coefficient
Distance (meters)
Air Density (kg/m^3)
Gravitational Acc. (m/s)
Elasticity of Collision
The Adjuster
Falling object
Environment
Falling Distance
Elasticity of Collision
Mass (pounds)
Distance (feet)
Information
Seconds:
Simulation Seconds:
Calculations:
Distance (feet):
Terminal Vel. (m/s):
Velocity (m/s):
Velocity (mph):
Weight (N):
Air Resistance (N):
Net Force (N):
Acceleration (m/s/s):
Energy (j):
KE (j):
GPE (j):
Settings:
Variable Information
Mass (kg):
Frontal Area (m):
Drag Coefficient
Distance (m):
Air Density:
Gravitational Accel. (m/s/s):
Elasticity of Collision:
Settings
Delta Time:
Meters Per Pixel:
Integration Method:

FORCE: Notice how terminal velocity is reached once the weight in Newtons is equal to air resistance in Newtons. Once the downward force (weight), and the upward force (air resistance) are equal, there is no more acceleration. Without air resistance (the upward force), acceleration would continue since the upward force of air resistance would remain at zero in a vacuum.

ATTENTION! This simulation can give you an a basic sense of how fast something will fall, it is not extremely precise. Don't try to use this in Internet Explorer, it seems to be too slow and innaccurate. Mozilla Firefox and Apple Safari work fine, the standalone .NET version works fine as well. Also, the .NET version is a little more advanced, it has collision detection and elasticity of collision.