Estimate jump distance, time in the air, peak height, and impact angle from takeoff speed, ramp angle, and height using a simplified projectile-motion model (not real stunt planning).
Advanced options
How to use our Car Jump Distance Calculator
- Choose a Calculation mode: use distance-from-speed for normal problems, or a Solve-for mode if you want the required speed or required ramp angle.
- Select a Unit system; then enter all length inputs (heights and distances) in that same length unit, and enter Takeoff speed (selected unit) in the matching speed unit.
- Enter Takeoff speed (selected unit) as the speed right at the instant the car leaves the ramp tip (not the speed far back on the approach).
- Enter Ramp angle (degrees) between 0 and 89.9. Use degrees (like 15), not radians.
- Enter Takeoff height above landing level (selected unit): type 0 for same-height landing, a positive number if takeoff is higher, or a negative number if the landing is higher than takeoff.
- Open Advanced options if needed: pick Gravity (preset) (or Custom), and choose a Number display style if you want to force Plain or Scientific.
- If you picked a Solve-for mode, enter Target gap distance (selected unit) and Landing height relative to takeoff (selected unit) (positive means the landing is higher than takeoff).
- Click Calculate and read the results, especially Horizontal jump distance and the Feasibility check note.
- Sanity-check: if you increase Takeoff speed (selected unit) while keeping the same angle and heights, the Horizontal jump distance should go up; if you make the landing higher (more negative takeoff height, or more positive landing height in Solve-for), the distance should usually go down or become N/A.
Common mistakes and quick fixes
Mistake: Typing the ramp angle in radians (like 0.26) instead of degrees.
Fix: Enter degrees only (for example 10, 15, 25) and keep Ramp angle (degrees) between 0 and 89.9.
Mistake: Switching to Imperial or SI after entering numbers, then trusting the old values.
Fix: After changing Unit system , re-enter Takeoff speed (selected unit) and every length input so they match the new units.
Mistake: Using the wrong sign for height difference (confusing which point is higher).
Fix: For Takeoff height above landing level (selected unit) , positive means takeoff is higher; negative means the landing is higher. In Solve-for, Landing height relative to takeoff (selected unit) is the opposite sign convention (positive means landing is higher).
Mistake: Seeing N/A and assuming the calculator failed.
Fix: Read Feasibility check . N/A usually means the landing height is too high to reach for the chosen speed and angle (no real solution). Increase speed, change angle, lower the target height, or shorten the target distance.
Mistake: In Solve-for mode, leaving the target distance or target height at a leftover value from an earlier problem.
Fix: Always set both Target gap distance (selected unit) and Landing height relative to takeoff (selected unit) for the exact situation you want, then interpret Solved value together with Feasibility check .
Mistake: Assuming Impact speed (magnitude) must equal takeoff speed.
Fix: If the landing is lower, impact speed is usually higher; if the landing is higher, impact speed is usually lower (or the landing may be unreachable).
Definitions
Takeoff speed (selected unit): The speed at the exact moment the car leaves the ramp. This becomes the starting speed for the math model.
Ramp angle (degrees): The ramp tilt above horizontal ground. It sets the starting direction of motion. [1]
Takeoff height above landing level (selected unit): Height difference between takeoff and the landing level used for the calculation. Positive means takeoff is higher; negative means the landing is higher.
Horizontal jump distance: The horizontal distance from takeoff until the path reaches the landing height.
Time in the air: The time from takeoff until the path reaches the landing height.
Peak height above takeoff: How much higher than the takeoff point the car gets at the top of its arc.
Impact angle (below horizontal): The downward angle of motion right when the path reaches the landing height (0 degrees is perfectly flat). [1]
Feasibility check: A note that explains when there is no real solution under this model (for example, the landing is too high to reach at the given speed and angle). [2]
Methodology
Model used (ideal projectile, no air drag): After the car leaves the ramp, the calculator treats it like a point moving under constant downward gravity only (projectile motion). The ramp only sets the starting speed and starting direction. [1]
v_x0 = v0*cos(α), v_y0 = v0*sin(α)
y(t) = h0 + v_y0*t - (1/2)*g*t^2
Here v0 is takeoff speed, α (ramp angle in degrees) is converted to radians internally, h0 is takeoff height above the landing level, g is gravity, and t is time. [1]
Time to reach the landing height: The landing moment is when the vertical position reaches the landing level, meaning y(t) = 0. Solving that quadratic and taking the positive time gives:
t_f = (v_y0 + sqrt(v_y0^2 + 2*g*h0)) / g
If the value under the square root is negative, the landing level is too high to reach with the given takeoff speed and angle, so the calculator reports N/A and explains it in Feasibility check. [2]
Main outputs (no drag):
R = v_x0 * t_f
y_max = h0 + (v_y0^2)/(2*g)
peak_above_takeoff = y_max - h0 = (v_y0^2)/(2*g)
v_xf = v_x0, v_yf = v_y0 - g*t_f, |v_f| = sqrt(v_xf^2 + v_yf^2)
impact_angle_deg = atan2(-v_yf, v_xf) * (180/pi)
With no drag, the horizontal speed stays constant, and gravity changes the vertical speed by g each second. [3]
Solve-for modes (no drag): These modes target a point (x, y) measured from takeoff, where x is Target gap distance and y is Landing height relative to takeoff. For required speed at a chosen angle:
v0^2 = (g*x^2)/(2*cos(α)^2*(x*tan(α) - y))
If the denominator is not positive, that target is unreachable at that angle (no real required speed), so the calculator returns N/A and explains why. [2]
For required angle at a chosen speed, the calculator rewrites the same relationship using T = tan(α) and solves a quadratic in T. This can produce 0, 1, or 2 real angles (often called a low-arc and a high-arc). The calculator reports the valid angle(s) in the allowed range and marks the case where there is no real solution. [1]
Mini-example (ideal projectile): Suppose Unit system is Imperial, takeoff speed is 60 mph, ramp angle is 15 degrees, takeoff height above landing level is 3 ft, and gravity is Earth standard. Conversions: 60 mph is about 26.82 m/s, and 3 ft is about 0.914 m. Using the formulas above gives time in air about 1.53 s and horizontal distance about 39.7 m, which is about 130 ft.
Assumptions and limits: This is an educational model, not a real stunt planner. It ignores ramp curvature, traction and wheel spin, suspension bounce, vehicle rotation, wind, and how the real landing surface changes forces and motion. Even if the math says a jump is possible, real-world outcomes can be very different and dangerous.