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Velocity Calculator: Final Velocity, Acceleration, Average Speed and Free Fall

The Velocity Calculator: Final Velocity, Acceleration, Average Speed and Free Fall finds final velocity with v = u + at, acceleration from two speeds, average velocity from distance and time, or free fall time and impact speed from a height.

Quick Answer: Starting from rest and accelerating at 3 m/s² for 8 seconds, an object reaches 24 m/s (86.4 km/h) and covers 96 m. The formula is v = u + at: final velocity equals initial velocity plus acceleration times time.

Assumptions

Computed

Preset scenarios

Result
24 m/s
Velocity in m/s
24 m/s
Velocity in km/h
86.4 km/h
Velocity in mph
53.6865 mph
Acceleration
3 m/s² (0.3059 g)
Distance covered
96 m (314.961 ft)
Time
8 s

Free fall time and impact speed by height

Download CSV
Each row is this calculator run in free fall mode on the height in the first column, from rest under standard gravity (9.80665 m/s²) with no air resistance. Values are rounded to six significant figures.
Height (m)Fall timeImpact speedImpact speed in km/h
10.451601 s4.42869 m/s15.9433 km/h
20.63866 s6.26311 m/s22.5472 km/h
51.00981 s9.90285 m/s35.6503 km/h
101.42809 s14.0047 m/s50.4171 km/h
202.01962 s19.8057 m/s71.3005 km/h
503.1933 s31.3156 m/s112.736 km/h
1004.51601 s44.2869 m/s159.433 km/h
2006.3866 s62.6311 m/s225.472 km/h
50010.0981 s99.0285 m/s356.503 km/h
1,00014.2809 s140.047 m/s504.171 km/h

This table and its CSV are free to reuse with a link to this page, CC BY 4.0.

Velocity Calculator: Final Velocity, Acceleration, Average Speed and Free Fall: Result 24 m/s (Solve for: Final velocity (v = u + at); Initial velocity (u): 0; Velocity unit: metres per second (m/s); Acceleration (a): 3; Acceleration unit: metres per second squared (m/s²); Time (t): 8; Time unit: seconds).

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A one-page summary of this calculator's default example, drawn from the same calculation as the result above.

The infographic is free to reuse with a link to this page, CC BY 4.0.

Illustration of a red ball rolling down a wooden ramp with a second ball waiting at the top
Quick Answer: Starting from rest and accelerating at 3 m/s² for 8 seconds, an object reaches 24 m/s (86.4 km/h) and covers 96 m. The formula is v = u + at: final velocity equals initial velocity plus acceleration times time.

What does this calculator do?

This velocity calculator works the four questions students and drivers ask most about straight-line motion. It finds the final velocity after a period of steady acceleration, the acceleration needed to change from one velocity to another, the average velocity over a distance and a time, and the time and impact speed of an object dropped from a height.

Every calculation uses the constant-acceleration equations from introductory mechanics. Inputs can be typed in metres per second, kilometres per hour, miles per hour or feet per second, with times in seconds, minutes or hours and distances in metres, kilometres, feet or miles. The calculator turns everything into SI units (metres, seconds, metres per second) before any formula runs, then converts the answer back to the unit you chose. That order matters: mixing kilometres per hour with seconds is the most common reason a hand calculation comes out 3.6 times too big or too small.

Free fall uses standard gravity, g = 9.80665 m/s². That figure is exact by definition (it was fixed by the General Conference on Weights and Measures in 1901) and is the value NIST lists in the CODATA tables. Real gravity varies by a fraction of a percent with latitude and altitude, which the free fall section below discusses.

Using the Velocity Calculator

  1. Pick what to solve for: final velocity, acceleration, average velocity, or free fall.
  2. Fill in the boxes that mode uses. Only the boxes that mode uses are shown.
  3. Choose units for velocity, acceleration, time and distance. The velocity unit also sets the unit of the headline answer.
  4. Read the result at the top. The cards below repeat the velocity in m/s, km/h and mph, and give the acceleration, the distance covered and the time.

The preset buttons load four common cases: a car accelerating from rest, a car braking to a stop, a 100 m sprint, and a ball dropped from 20 m.

How is this calculated?

  1. Convert to SI. Velocities are converted to metres per second, accelerations to metres per second squared, times to seconds and distances to metres, using exact unit definitions (1 km/h is 1/3.6 m/s, 1 mile is 1,609.344 m, 1 ft/s² is 0.3048 m/s², 1 g is 9.80665 m/s²).
  1. Final velocity mode. The final velocity is the starting velocity plus the change that the acceleration produces over the time. The distance covered comes from the second constant-acceleration equation.

v = u + at; s = ut + 1/2at²

  1. Acceleration mode. The acceleration is the change in velocity divided by the time taken. The distance covered is the average of the two velocities times the time, which holds whenever acceleration is constant.

a = (v − u)/t; s = ((u + v) t)/2

  1. Average velocity mode. The distance is divided by the time. No acceleration is assumed or reported, because an average says nothing about how the speed changed along the way.

v̄ = d/t

  1. Free fall mode. The object starts from rest and falls through the height h with nothing slowing it. The fall time and the impact speed both follow from the constant-acceleration equations with a = g.

t = √(2h/g); v = √2gh; g = 9.80665 m/s²

  1. Round for display. The arithmetic runs at 34 significant digits. Results are converted back to your units and rounded half up to six significant figures, with trailing zeros dropped. A time of zero or less is refused, since every formula above except free fall divides by it or needs it to be positive.

Worked Example

The default inputs describe a car pulling away from a standstill at 3 m/s² for 8 seconds:

  1. Initial velocity u = 0, acceleration a = 3 m/s², time t = 8 s.
  2. Final velocity: v = 0 + 3 × 8 = 24 m/s, which is 86.4 km/h or 53.6865 mph.
  3. Distance covered: s = 0 × 8 + ½ × 3 × 8² = 96 m.

Braking is the same equation with the sign flipped. A car doing 20 m/s that stops in 4 seconds has an acceleration of (0 − 20) ÷ 4 = −5 m/s², about half of standard gravity, and travels (20 + 0) × 4 ÷ 2 = 40 m while stopping.

For an average, the 100 m world record of 9.58 seconds works out to 100 ÷ 9.58 = 10.4384 m/s, or 37.5783 km/h. The top speed during that run was higher, because the sprinter started from rest.

A stone dropped from 20 m takes 2.01962 s to fall and hits the ground at 19.8057 m/s (71.3005 km/h), ignoring air resistance.

What Is the Formula for Velocity?

There are two everyday formulas, and which one you need depends on what you know. If you know a distance and a time, velocity is distance divided by time, v = d / t, and the answer is the average velocity over that stretch.

If you know a starting velocity, a steady acceleration and a time, the velocity at the end is v = u + at. The calculator's average and final velocity modes are these two formulas.

Velocity and speed are not quite the same. Velocity has a direction, so a car reversing at 5 m/s has a velocity of −5 m/s if forward is positive. Speed is the size of the velocity without the direction. On a straight line with no reversing, the two numbers match, which is the situation this calculator models.

How Do You Find Acceleration?

Subtract the starting velocity from the final velocity and divide by the time it took: a = (v − u) / t. Going from 0 to 100 km/h in 10 seconds comes out at 2.77778 m/s² when you enter the speeds in km/h. A negative answer means the object slowed down.

Free Fall Formula and Common Drop Heights

The free fall equations are t = √(2h/g) for the time and v = √(2gh) for the impact speed. They assume the object starts at rest and that air does nothing to it. The reference table on this page runs the calculator at a range of heights, and can be downloaded as a CSV file.

What does this calculator not account for?

  • Air resistance. Free fall here is a fall in a vacuum. A real object reaches a terminal velocity where drag balances its weight, and a skydiver tops out far below the speeds the table shows for 500 m and 1,000 m.
  • Changing acceleration. Every mode assumes acceleration is constant over the interval. A car's acceleration falls as its speed rises, so the final velocity mode gives the result for an average acceleration, not a real launch curve.
  • Local gravity. Standard gravity is a defined value. Measured gravity is a little lower at the equator and a little higher near the poles, which changes free fall times in the fourth significant figure.
  • Direction in two or three dimensions. Velocities are along one line. Projectile motion, where horizontal and vertical motion are separate, is not modelled.
  • Relativity. At speeds that are a sizeable fraction of the speed of light, these equations stop holding. Nothing in everyday life gets close.

What mistakes do people make with this?

  • Mixing km/h with seconds. 100 km/h in 10 s is not an acceleration of 10. Divide km/h by 3.6 to get m/s first, or let the calculator do it by setting the velocity unit.
  • Dropping the sign. Deceleration is negative acceleration. If you enter a braking problem with a positive acceleration, the formula speeds the car up.
  • Treating average velocity as top speed. The sprint example averages 10.4384 m/s, but the runner was faster than that near the finish.
  • Using 10 m/s² for g. It is a fine mental shortcut, but it makes fall times about 1% short. The calculator uses 9.80665 m/s².
  • Doubling the height to double the speed. Impact speed grows with the square root of height. Going from 5 m to 20 m only doubles the speed, from 9.90285 m/s to 19.8057 m/s, as the table shows.

Frequently Asked Questions

How do you calculate velocity from distance and time?

Divide the distance by the time. Choose the average velocity mode, enter both, and pick the units. Driving 120 miles in 2 hours gives 60 mph whichever units you work in, because the calculator converts both to SI and back.

How do I work out velocity with acceleration and time?

Use v = u + at. Multiply the acceleration by the time and add the starting velocity. From rest at 3 m/s² for 8 s, that is 24 m/s.

What is the formula of acceleration?

Acceleration is the change in velocity divided by the time taken, a = (v − u) / t, measured in metres per second squared. One g, the standard acceleration of gravity, is 9.80665 m/s².

What is the terminal velocity formula?

Terminal velocity is the speed at which air drag equals weight, usually written v = √(2mg / (ρ C A)), where ρ is the air density, C the drag coefficient and A the frontal area. This calculator does not compute it, because the drag coefficient has to be measured for each object. Its free fall mode is the no-drag limit, which is accurate for short drops of dense objects.

How is angular velocity related to velocity?

For something moving in a circle of radius r, the speed along the circle is v = ωr, with ω in radians per second. This calculator handles straight-line motion only; the momentum calculator on this site works with angular velocity for spinning objects.

Why does the free fall answer not depend on mass?

Without air resistance, a heavier object feels a larger pull but also needs more force to accelerate, and the two cancel. Every object falls with the same acceleration, g. Air resistance is what makes a feather fall slowly.

Can velocity be negative?

Yes. The sign shows direction along the line you chose as positive. Enter a negative initial velocity for an object moving backwards, and the formulas carry the sign through.

Sources

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How this calculator is tested

This calculator is checked by 8 automated test cases: specific inputs whose correct result is known in advance, and rules the output must always obey. They run on every change to the site. See the testing and corrections policy.

Show the test cases
  • Default: from rest at 3 m/s² for 8 s reaches 24 m/s
  • Braking from 20 m/s to rest in 4 s is minus 5 m/s² over 40 m
  • 100 m in 9.58 s averages 10.4384 m/s
  • A 20 m drop takes 2.01962 s and lands at 19.8057 m/s
  • converts input units before the formula runs
  • round trip: final velocity then acceleration returns the input
  • edge cases: zero time is refused, a zero drop is instant
  • builds the free fall table from compute()

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