Free Fall Calculator

Work out how long an object takes to fall, and how fast it is moving when it lands. Enter a drop height and this calculator returns the fall time and the impact speed in metres per second, kilometres per hour and miles per hour — then animates the drop so you can watch the object accelerate, scrub t...

THE DROP

HOW IT STARTS

GRAVITY — 9.81 m/s²

DROP FROM

FALL TIME

4.52 s

IMPACT SPEED

44.3 m/s

That is 159.5 km/h · 99.1 mph

Drop height

100.00 m

Initial speed

0.00 m/s (rest)

Acceleration

9.81 m/s²

Time to peak

n/a

Speed after 1 s

9.81 m/s

Fallen in 1 s

4.91 m

FALL TIMELINE

TIME

FALLEN

SPEED

LEFT

0.75s

2.8m

7.4

97.2m

1.51s

11.1m

14.8

88.9m

2.26s

25.0m

22.1

75.0m

3.01s

44.4m

29.5

55.6m

3.76s

69.4m

36.9

30.6m

4.52s

100.0m

44.3

0.0m

STEPS

1

Released from rest, so the whole fall is driven by gravity alone: h = ½gt²

2

Rearranged: t = [−v₀ + √(v₀² + 2gh)] ÷ g = [-0.00 + √(0.00 + 1,962.00)] ÷ 9.81

3

Fall time: t = 4.5152 s

4

Impact speed: v = √(v₀² + 2gh) = √(1,962.00) = 44.2945 m/s

DROP SIMULATION

RELEASE2.8m18.3m213.9m319.4m425.0m530.6m6100.0mEACH NUMBERED BAR = DISTANCE COVERED IN THAT TIME SLICE

TIME

0.00 s

FALLEN

0.0 m

REMAINING

100.0 m

SPEED

0.0 m/s

Galileo's odd-number rule. Each bar is the distance covered in one equal slice of time. Released from rest the six bars grow as 1 : 3 : 5 : 7 : 9 : 11 — the odd numbers, which is the signature of constant acceleration and the pattern Galileo measured on inclined ramps four centuries ago. They sum to 36, or six squared, which is why the last slice alone covers almost a third of the whole drop.

SPEED vs TIME — straight line

44 m/s04.52s0slinear

DISTANCE vs TIME — curve

100 m04.52s0squadratic

Speed climbs in a straight line — gravity adds 9.81 m/s every second. Distance curves upward, because it is the running total of an ever-growing speed.

THE SAME DROP ELSEWHERE

Earth
4.52s
Moon
11.11s
Mars
7.33s
Venus
4.75s
Jupiter
2.84s

Vacuum model. Gravity is the only force here — no air resistance. Real objects stop speeding up once drag balances their weight, and from tall drops the true impact speed is far lower than the ideal figure above.

Live simulation · drawn to scale · updates as you type

Created with❤️byeaglecalculator.com

HOW TO USE

  1. 1

    Enter the DROP HEIGHT — the vertical distance from the release point down to the ground, in metres. Use the preset chips for familiar reference heights such as a diving board, the Leaning Tower of Pisa or the Empire State Building.

  2. 2

    Choose how the motion starts. Released means the object begins at rest and gravity does all the work. Thrown down gives it a head start, so it lands sooner and faster. Thrown up makes it rise, stop, and then fall back past the release point.

  3. 3

    Pick a planet if you want gravity other than Earth's 9.81 m/s², and use the M ⇄ FT button to switch the readout between metres and feet. All results update instantly as you type.

  4. 4

    Read the fall time and impact speed in the black box, then study the simulation: press PLAY or REPLAY to watch the drop, or drag the scrubber to freeze any instant and read the distance fallen, speed and height remaining at that moment.

THE FORMULAS

Distance fallenh = v₀t + ½gt²
From resth = ½gt²
Speed at time tv = v₀ + gt
Speed from heightv = √(v₀² + 2gh)
Fall timet = [−v₀ + √(v₀² + 2gh)] / g
Fall time from restt = √(2h / g)
Rise before fallingpeak = v₀² / (2g)
Earth gravityg ≈ 9.81 m/s²

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Last updated: July 28, 2026 · Formula verified · Eagle-eyed accuracy for every calculation.