Free Fall Calculator with Weight

Free Fall Calculator with Weight – Calculate Terminal Velocity & Impact Force :root { –primary-color: #004a99; –success-color: #28a745; –background-color: #f8f9fa; –text-color: #333; –border-color: #ccc; –shadow-color: rgba(0, 0, 0, 0.1); } body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: var(–background-color); color: var(–text-color); line-height: 1.6; margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; } .container { width: 100%; max-width: 960px; margin: 20px auto; padding: 25px; background-color: #fff; border-radius: 8px; box-shadow: 0 2px 10px var(–shadow-color); display: flex; flex-direction: column; align-items: center; } h1, h2, h3 { color: var(–primary-color); text-align: center; margin-bottom: 20px; } h1 { font-size: 2.2em; } h2 { font-size: 1.8em; margin-top: 30px; } h3 { font-size: 1.4em; margin-top: 25px; color: #555; } .calculator-section { width: 100%; margin-bottom: 30px; padding: 20px; border: 1px solid var(–border-color); 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Free Fall Calculator with Weight

Calculate crucial free fall parameters like terminal velocity and impact force, considering object weight.

Free Fall Parameters Calculator

Mass of the object in kilograms (kg).
Dimensionless value representing air resistance (e.g., 0.5 for a sphere).
The area facing the direction of motion in square meters (m²).
The vertical distance the object falls in meters (m).
Results copied to clipboard!

Your Free Fall Results

— m/s
Terminal Velocity (Vt) = sqrt((2 * m * g) / (ρ * A * Cd))
Impact Force (F) is approximated as F = m * a, where 'a' is acceleration at impact. Time to Fall (t) = sqrt((2 * h) / g) for free fall without air resistance. This calculator considers air resistance for terminal velocity.
Time to Fall
— s
Impact Velocity
— m/s
Approx. Impact Force
— N

Velocity Over Time

This chart visualizes how velocity changes during the fall, approaching terminal velocity.

Fall Dynamics Data

Velocity and Time Progression
Time (s) Velocity (m/s) Height Fallen (m)
0.0 0.0 0.0

What is Free Fall Calculator with Weight?

A free fall calculator with weight is a specialized tool designed to quantify the physics of an object falling under the influence of gravity, critically factoring in its mass and the presence of air resistance. Unlike simplified physics problems, real-world free fall is influenced by several variables. This calculator helps users understand how an object's weight, shape (represented by drag coefficient and cross-sectional area), and the environment (like air density, though simplified here by assuming standard conditions) affect its descent speed, time taken to fall, and the force experienced upon impact.

Understanding free fall is crucial in various fields. For engineers designing safety equipment, parachutes, or even analyzing structural integrity under dynamic loads, precise calculations are paramount. Athletes in sports like skydiving, base jumping, or even those involved in launching projectiles need to grasp these principles. Researchers in aerodynamics, automotive safety, and even geological sciences studying meteor impacts might employ similar calculations.

A common misconception is that all objects fall at the same rate regardless of their weight. While this is true in a vacuum (as famously demonstrated by Galileo), on Earth, air resistance plays a significant role. Heavier objects, given similar shapes, tend to fall faster because the force of gravity pulling them down is greater, and it takes a higher velocity for air resistance to counteract this pull. Another misconception is that impact force is solely determined by height; while height influences impact velocity (without air resistance), the mass and the object's ability to decelerate upon impact are equally critical in determining the actual force. This free fall calculator with weight addresses these nuances.

Free Fall Calculator with Weight Formula and Mathematical Explanation

The core of this free fall calculator with weight relies on principles of classical mechanics and fluid dynamics. We aim to calculate terminal velocity, time to fall, and approximate impact force.

Terminal Velocity (Vt)

Terminal velocity is the maximum speed an object reaches when falling through a fluid (like air). At this point, the drag force (air resistance) equals the force of gravity pulling the object down, resulting in zero net force and thus zero acceleration. The object continues to fall at a constant speed.

The formula for terminal velocity, considering air resistance, is derived from balancing gravitational force (Fg) and drag force (Fd):

Fg = m * g

Fd = 0.5 * ρ * v² * Cd * A

Where:

  • m = mass of the object
  • g = acceleration due to gravity (approx. 9.81 m/s²)
  • ρ (rho) = density of the fluid (for air, approx. 1.225 kg/m³ at sea level)
  • v = velocity of the object
  • Cd = drag coefficient (dimensionless, depends on shape)
  • A = cross-sectional area of the object

At terminal velocity (Vt), Fg = Fd:

m * g = 0.5 * ρ * Vt² * Cd * A

Solving for Vt:

Vt² = (2 * m * g) / (ρ * A * Cd)

Vt = sqrt((2 * m * g) / (ρ * A * Cd))

Time to Fall (t)

For a simplified calculation (ignoring air resistance for initial fall time calculation, but using gravity), the time it takes to fall a certain height is given by:

h = 0.5 * g * t²

Solving for t:

t = sqrt((2 * h) / g)

Note: For significant heights where air resistance becomes dominant before reaching terminal velocity, a more complex integration is required. This calculator provides an approximate time based on constant acceleration for simplicity, and then uses a dynamic simulation for velocity.

Impact Velocity (v_impact)

If the fall height is less than the height required to reach terminal velocity, the impact velocity will be less than Vt. If the height is greater than or equal to the height required to reach terminal velocity, the impact velocity will be equal to Vt. The calculator determines this by comparing calculated Vt with the velocity based on height using constant acceleration: v = sqrt(2gh). If sqrt(2gh) < Vt, then v_impact = sqrt(2gh). Otherwise, v_impact = Vt.

Approximate Impact Force (F_impact)

Calculating the exact impact force is complex as it depends on the duration of the impact and the material properties of the object and the surface it hits. A common simplification uses Newton's second law (F=ma) in relation to the deceleration upon impact. A more relevant calculation for impact energy relates to kinetic energy (KE = 0.5 * m * v_impact²). However, for a direct force calculation during the impact event, we often consider the impulse (change in momentum). A common approximation, especially in contexts like safety standards, relates impact force to the kinetic energy and a characteristic impact duration or deceleration. For this calculator, we simplify by stating the force at the moment of impact assuming continuous acceleration up to that point, or more practically, we can relate it to the object's weight as a baseline. A more physics-accurate force would require understanding the impact duration (how long it takes to stop).

A simplified approach for illustrative purposes: assuming impact occurs over a very short time 'Δt', F ≈ m * (v_impact / Δt). Since Δt is unknown, we can approximate impact force by considering the object's weight as the dominant force if air resistance is minimal, or by stating that the force is proportional to the momentum change. For this calculator, we'll provide a simplified calculation based on the impact velocity, and acknowledge its approximate nature. A common simplified estimate relates force to weight at impact if considering sustained motion, or a calculation involving deceleration if impact time is known. Let's represent it conceptually as the force required to stop the object.

Given the complexity, the calculator will provide an approximation. A more accurate value would involve impulse-momentum theorem or energy dissipation calculations.

Variables Table

Variable Meaning Unit Typical Range/Value
m (Mass) Mass of the falling object kilograms (kg) 0.01 – 1000+ kg
g (Gravity) Acceleration due to gravity meters per second squared (m/s²) ~9.81 m/s² (Earth)
ρ (Density) Density of the fluid (air) kilograms per cubic meter (kg/m³) ~1.225 kg/m³ (sea level)
v (Velocity) Instantaneous speed of the object meters per second (m/s) 0 – Vt
Cd (Drag Coefficient) Dimensionless measure of drag resistance dimensionless 0.04 (streamlined) – 1.5 (blunt)
A (Area) Cross-sectional area facing motion square meters (m²) 0.001 – 100+ m²
h (Height) Total vertical distance of fall meters (m) 0.1 – 10000+ m
Vt (Terminal Velocity) Maximum constant speed reached meters per second (m/s) 0 – ~200+ m/s
t (Time) Duration of the fall seconds (s) 0 – many minutes
F (Force) Force exerted upon impact Newtons (N) Highly variable based on impact

Practical Examples (Real-World Use Cases)

Let's explore how this free fall calculator with weight can be applied.

Example 1: A Skydiver

A skydiver with their gear has a mass of 100 kg. Their average drag coefficient (Cd) is about 1.0 due to their body position and parachute deployment. The approximate cross-sectional area facing downwards during free fall is 1.0 m². The skydiver jumps from an altitude of 4000 meters.

Inputs:

  • Object Mass: 100 kg
  • Drag Coefficient (Cd): 1.0
  • Cross-Sectional Area: 1.0 m²
  • Fall Height: 4000 m

Using the calculator:

  • Terminal Velocity: Approximately 56 m/s (about 200 km/h or 125 mph).
  • Time to Fall (ignoring air resistance for estimation): ~28.6 seconds.
  • Impact Velocity: Since 4000m is more than enough to reach terminal velocity, the impact velocity will be close to Vt, around 56 m/s.
  • Approx. Impact Force: Varies greatly with parachute, but initial free fall impact could be immense if stopped abruptly.

Interpretation: The skydiver reaches a dangerous speed quickly. This highlights the critical need for a parachute to drastically increase drag and reduce descent rate to a safe landing speed. The calculated terminal velocity is a key parameter for parachute deployment timing and safety.

Example 2: A Small Drone

A consumer drone weighs 1.5 kg. Due to its shape and propellers, its drag coefficient (Cd) is estimated at 0.7, and its cross-sectional area is 0.05 m². It accidentally falls from a height of 50 meters.

Inputs:

  • Object Mass: 1.5 kg
  • Drag Coefficient (Cd): 0.7
  • Cross-Sectional Area: 0.05 m²
  • Fall Height: 50 m

Using the calculator:

  • Terminal Velocity: Approximately 56 m/s.
  • Time to Fall (ignoring air resistance): ~3.2 seconds.
  • Impact Velocity: The velocity based on height (sqrt(2*9.81*50)) is approx. 31.3 m/s. Since this is less than the calculated terminal velocity (56 m/s), the drone will not reach terminal velocity before hitting the ground. Thus, the impact velocity is ~31.3 m/s.
  • Approx. Impact Force: Calculated based on impact velocity, demonstrating the force that can damage the drone.

Interpretation: Even though the drone is light, its shape and fall height determine its impact speed. In this case, it doesn't reach terminal velocity, but the impact speed is still significant enough to potentially cause damage. This information is useful for assessing risk and designing protective measures or understanding failure modes for such devices. This free fall calculator with weight assists in these analyses.

How to Use This Free Fall Calculator with Weight

Our free fall calculator with weight is designed for ease of use. Follow these simple steps to get your results:

  1. Input Object Mass: Enter the mass of the object you are analyzing in kilograms (kg). Accurate mass is fundamental to the gravitational force.
  2. Enter Drag Coefficient (Cd): Input the drag coefficient for the object's shape. This dimensionless value quantifies how aerodynamically efficient the object is. A lower Cd means less air resistance. Common values range from 0.4 (streamlined) to 1.0+ (blunt).
  3. Specify Cross-Sectional Area: Provide the area of the object that faces the direction of its fall in square meters (m²). A larger area generally means more air resistance.
  4. Set Fall Height: Enter the total vertical distance the object will fall in meters (m). This determines how long it falls and its potential impact speed.
  5. Click 'Calculate': Once all values are entered, click the 'Calculate' button. The calculator will process the inputs using the relevant physics formulas.

How to Read Results:

  • Terminal Velocity (Vt): This is the maximum speed the object will reach if it falls far enough. If your 'Fall Height' is very large, your 'Impact Velocity' will approach this value. It's crucial for understanding potential speeds.
  • Time to Fall: This is an estimation of how long the object will take to reach the ground. Note that the simplified calculation here might not perfectly account for reaching terminal velocity. The chart and table provide a more dynamic view.
  • Impact Velocity: This is the estimated speed of the object at the moment of impact. It will be either the velocity calculated from the fall height (if terminal velocity is not reached) or the terminal velocity itself.
  • Approx. Impact Force: This provides an estimate of the force experienced during impact. Remember this is a simplification; the actual force depends heavily on the duration of the impact.
  • Chart and Table: The dynamic chart and table show the progression of velocity and distance fallen over time, offering a more detailed understanding of the fall dynamics, especially as the object approaches terminal velocity.

Decision-Making Guidance:

Use the results to assess risk. A high terminal velocity or impact velocity indicates a potentially dangerous situation, whether it's for a person, a piece of equipment, or even a falling object from a height. Compare the calculated impact velocity to what a structure or person can withstand. If the impact velocity is high, consider methods to increase drag (like a parachute) or reduce fall height.

Key Factors That Affect Free Fall Results

Several elements significantly influence the outcome of a free fall scenario, and our free fall calculator with weight attempts to model some of these. Understanding these factors is key to accurate analysis:

  • Mass (Weight): As seen in the formula, mass directly impacts both the gravitational force pulling the object down and its inertia. Heavier objects require higher velocities for air resistance to match gravity, thus generally reaching higher terminal velocities for the same shape.
  • Drag Coefficient (Cd): This is a critical factor related to the object's shape and surface texture. A streamlined object (low Cd) experiences less air resistance than a blunt object (high Cd) of the same size, leading to a higher terminal velocity.
  • Cross-Sectional Area (A): The larger the area presented to the direction of motion, the greater the air resistance. This is why a parachute, with its enormous area, dramatically increases drag and slows descent.
  • Air Density (ρ): Air density varies with altitude and temperature. Denser air (at lower altitudes, cooler temperatures) exerts more drag, leading to a lower terminal velocity. Thinner air (at higher altitudes, warmer temperatures) results in less drag and a higher terminal velocity. Our calculator assumes standard air density for simplicity.
  • Gravity (g): While constant on Earth's surface for practical purposes, gravity varies slightly with altitude and latitude. On other celestial bodies, gravity would be significantly different, altering fall dynamics entirely.
  • Object Orientation: The way an object falls (e.g., tumbling, stable) can change its effective cross-sectional area and drag coefficient dynamically, making real-world fall paths more complex than simplified models.
  • Wind: Horizontal wind does not directly affect vertical fall speed but can alter the trajectory and drift of an object. Extreme updrafts or downdrafts can also influence vertical speed.
  • Spin/Rotation: Certain object shapes might experience lift or unique drag forces when spinning, affecting their descent path and speed.

Frequently Asked Questions (FAQ)

Q1: Does weight directly determine how fast something falls?
A1: In a vacuum, yes, all objects fall at the same rate regardless of weight. On Earth, weight is a primary factor because it increases the force of gravity pulling the object down. However, for an object to fall faster, its weight must overcome air resistance. For objects of the same shape and size, the heavier one will generally fall faster and reach a higher terminal velocity because more force is needed to generate sufficient air resistance to match its weight.
Q2: What is the difference between impact velocity and terminal velocity?
A2: Terminal velocity is the *maximum constant speed* an object reaches when air resistance balances gravity. Impact velocity is the object's speed *at the moment it hits the ground*. If an object falls from a great height, it will likely reach terminal velocity, so impact velocity will equal terminal velocity. If it falls from a lower height, it might not reach terminal velocity, and its impact velocity will be less than its potential terminal velocity.
Q3: How does the shape of an object affect its fall?
A3: Shape is crucial because it dictates the drag coefficient (Cd) and influences the cross-sectional area (A). Objects with aerodynamic shapes (like a dart) have low Cd values and fall slower relative to their mass compared to blunt objects (like a flat plate), which have high Cd values and experience more air resistance, thus falling slower if their area is large.
Q4: Is the impact force calculated by this calculator exact?
A4: No, the impact force calculation is an approximation. The true impact force depends heavily on the duration of the deceleration (how quickly the object stops). A very short impact duration results in a very high force, while a longer duration results in a lower force. This calculator provides a generalized estimate and highlights the importance of impact velocity.
Q5: What if I don't know the drag coefficient or cross-sectional area?
A5: For common shapes, you can find typical drag coefficients online (e.g., sphere ~0.47, cube ~1.05, skydiver ~1.0). For the cross-sectional area, estimate the largest area projected perpendicular to the direction of fall. If you have a complex shape, use values for similar objects or consult engineering resources.
Q6: Does air density matter significantly?
A6: Yes, air density plays a role. At higher altitudes where air is thinner, terminal velocity is higher. At lower altitudes with denser air, terminal velocity is lower. This calculator uses a standard density value for simplicity.
Q7: Can this calculator be used for objects falling in water?
A7: While the principles are similar, the formulas would need adjustment. Water is much denser than air, and the drag coefficient can also differ. You would need to input the density of water and potentially adjust the drag coefficient accordingly.
Q8: What is the role of weight vs. mass in free fall?
A8: Mass is a measure of inertia (resistance to acceleration) and the amount of matter. Weight is the force of gravity acting on that mass (Weight = Mass × Gravity). In free fall calculations, mass is used in the gravitational force (Fg = mg) and in kinetic energy (KE = 0.5mv²). While weight is the force pulling it down, it's the mass that resists acceleration and determines momentum.

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var g = 9.81; // Acceleration due to gravity (m/s^2) var rho = 1.225; // Density of air at sea level (kg/m^3) var chartInstance = null; // Global variable to hold chart instance function validateInput(id, minValue, maxValue = Infinity) { var inputElement = document.getElementById(id); var errorElement = document.getElementById(id + "Error"); var value = parseFloat(inputElement.value); if (isNaN(value)) { errorElement.textContent = "Please enter a valid number."; errorElement.style.display = "block"; return false; } if (value <= 0 && id !== 'dragCoefficient') { // Allow Cd to be 0 for theoretical cases, though not practical. Mass area height must be positive. errorElement.textContent = "Value must be positive."; errorElement.style.display = "block"; return false; } if (value maxValue) { errorElement.textContent = "Value cannot exceed " + maxValue + "."; errorElement.style.display = "block"; return false; } errorElement.textContent = ""; errorElement.style.display = "none"; return true; } function calculateFreeFall() { var mass = parseFloat(document.getElementById("objectMass").value); var cd = parseFloat(document.getElementById("dragCoefficient").value); var area = parseFloat(document.getElementById("crossSectionalArea").value); var height = parseFloat(document.getElementById("fallHeight").value); var valid = true; valid = validateInput("objectMass", 0.01) && valid; valid = validateInput("dragCoefficient", 0) && valid; // Allow Cd = 0 theoretically valid = validateInput("crossSectionalArea", 0.001) && valid; valid = validateInput("fallHeight", 0.1) && valid; if (!valid) { document.getElementById("resultMessage").textContent = "Please correct the errors above."; return; } // Calculate Terminal Velocity (Vt) var vtSquared = (2 * mass * g) / (rho * area * cd); var terminalVelocity = (cd > 0 && vtSquared > 0) ? Math.sqrt(vtSquared) : 0; // Avoid sqrt of negative or if Cd=0 // Calculate Time to Fall (simplified: without air resistance) var timeToFallSimplified = Math.sqrt((2 * height) / g); // Calculate Impact Velocity var velocityFromHeight = Math.sqrt(2 * g * height); var impactVelocity = Math.min(terminalVelocity, velocityFromHeight); if (terminalVelocity === 0) { // If Cd is 0, assume it doesn't reach terminal velocity unless height is infinite impactVelocity = velocityFromHeight; } // Approximate Impact Force (using kinetic energy and a conceptual impact duration) // This is highly simplified. A more accurate force requires impact time. // We'll show a force related to momentum change over a small time step. // Let's use a conceptual impact duration of 0.1 seconds for illustration. var impactDuration = 0.1; // seconds – highly variable! var impactForce = (impactVelocity > 0) ? (mass * impactVelocity) / impactDuration : 0; if (impactForce > 1e9) impactForce = 1e9; // Cap for display if it becomes extremely large // Update results display document.getElementById("terminalVelocityResult").textContent = terminalVelocity.toFixed(2) + " m/s"; document.getElementById("timeToFallValue").textContent = timeToFallSimplified.toFixed(2) + " s"; document.getElementById("impactVelocityValue").textContent = impactVelocity.toFixed(2) + " m/s"; document.getElementById("impactForceValue").textContent = impactForce.toFixed(0) + " N"; // Rounded to nearest Newton document.getElementById("resultMessage").textContent = ""; // Update Table and Chart Data updateChartAndTable(height, terminalVelocity, impactVelocity); } function updateChartAndTable(fallHeight, terminalVelocity, impactVelocity) { var tableBody = document.getElementById("fallTableBody"); tableBody.innerHTML = "; // Clear previous data var timeData = []; var velocityData = []; var heightFallenData = []; var dt = 0.1; // Time step for simulation var currentTime = 0; var currentHeight = 0; var currentVelocity = 0; var currentAcceleration = g; // Start with gravity // Simulation loop until object hits the ground or exceeds a reasonable time limit while (currentHeight < fallHeight && currentTime < 600) { // Max 10 minutes simulation // Add data for the current time step timeData.push(currentTime.toFixed(1)); velocityData.push(currentVelocity.toFixed(2)); heightFallenData.push(currentHeight.toFixed(2)); // Add row to table var row = tableBody.insertRow(); var cellTime = row.insertCell(0); var cellVelocity = row.insertCell(1); var cellHeight = row.insertCell(2); cellTime.textContent = currentTime.toFixed(1); cellVelocity.textContent = currentVelocity.toFixed(2); cellHeight.textContent = currentHeight.toFixed(2); // Update physics for the next step // Calculate drag force: Fd = 0.5 * rho * v^2 * Cd * A var dragForce = 0.5 * rho * Math.pow(currentVelocity, 2) * parseFloat(document.getElementById("dragCoefficient").value) * parseFloat(document.getElementById("crossSectionalArea").value); // Net force: F_net = Fg – Fd = m*g – Fd var mass = parseFloat(document.getElementById("objectMass").value); var netForce = (mass * g) – dragForce; // Acceleration: a = F_net / m currentAcceleration = netForce / mass; // Update velocity and height using Euler method (simple integration) // Ensure acceleration does not cause velocity to exceed terminal velocity unrealistically if starting calculation from drag if (currentVelocity 0) { // If not yet at terminal velocity, calculate acceleration and update velocity currentVelocity += currentAcceleration * dt; if (currentVelocity > terminalVelocity) { currentVelocity = terminalVelocity; // Cap at terminal velocity } } else if (terminalVelocity === 0) { // If no drag, standard constant acceleration currentVelocity += g * dt; } else { // If already at or above terminal velocity (e.g. due to numerical quirks or starting above it) currentVelocity = terminalVelocity; } currentHeight += currentVelocity * dt; // If the current height exceeds the fall height, adjust the last step to land precisely if (currentHeight >= fallHeight) { var overshoot = currentHeight – fallHeight; var timeAdjustment = overshoot / currentVelocity; currentTime = currentTime + dt – timeAdjustment; currentHeight = fallHeight; // Velocity at impact is already capped by terminal velocity logic or calculated directly if (velocityData.length > 0) { // Update the last recorded velocity if it's a case of overshooting var lastValidVelocity = parseFloat(velocityData[velocityData.length – 1]); // Find the velocity corresponding to the final height. This is complex. // For simplicity, we can either use the impactVelocity calculated earlier // or re-evaluate based on last acceleration. // Using the pre-calculated impactVelocity is simpler and consistent. currentVelocity = parseFloat(document.getElementById("impactVelocityValue").textContent); velocityData[velocityData.length-1] = currentVelocity.toFixed(2); heightFallenData[heightFallenData.length-1] = currentHeight.toFixed(2); timeData[timeData.length-1] = currentTime.toFixed(1); } // Update last row for precise landing row.cells[0].textContent = currentTime.toFixed(1); row.cells[1].textContent = currentVelocity.toFixed(2); row.cells[2].textContent = currentHeight.toFixed(2); break; // Stop simulation } currentTime += dt; } // Ensure at least one data point if fall height is very small if (timeData.length === 0) { timeData.push("0.0"); velocityData.push("0.0"); heightFallenData.push("0.0"); var row = tableBody.insertRow(); row.insertCell(0).textContent = "0.0"; row.insertCell(1).textContent = "0.0"; row.insertCell(2).textContent = "0.0"; } updateChart(timeData, velocityData, heightFallenData, terminalVelocity); } function updateChart(times, velocities, heights, terminalVelocity) { var ctx = document.getElementById('velocityChart').getContext('2d'); // Destroy previous chart instance if it exists if (chartInstance) { chartInstance.destroy(); } // Convert velocity strings to numbers for charting var numericVelocities = velocities.map(Number); var numericTimes = times.map(Number); var numericHeights = heights.map(Number); // Not directly plotted but useful // Create a new chart instance chartInstance = new Chart(ctx, { type: 'line', data: { labels: times, datasets: [ { label: 'Velocity (m/s)', data: numericVelocities, borderColor: 'var(–primary-color)', backgroundColor: 'rgba(0, 74, 153, 0.1)', fill: true, tension: 0.1 }, { label: 'Terminal Velocity (Vt)', data: Array(times.length).fill(terminalVelocity), borderColor: 'var(–success-color)', borderDash: [5, 5], backgroundColor: 'transparent', fill: false, pointRadius: 0 // Hide points for the Vt line } ] }, options: { responsive: true, maintainAspectRatio: false, // Allow custom height/width if needed scales: { x: { title: { display: true, text: 'Time (s)' } }, y: { title: { display: true, text: 'Velocity (m/s)' }, beginAtZero: true } }, plugins: { title: { display: true, text: 'Object Velocity During Free Fall' }, legend: { position: 'top' } } } }); } function resetCalculator() { document.getElementById("objectMass").value = "10"; document.getElementById("dragCoefficient").value = "0.5"; document.getElementById("crossSectionalArea").value = "0.1"; document.getElementById("fallHeight").value = "100"; // Clear error messages document.getElementById("objectMassError").textContent = ""; document.getElementById("objectMassError").style.display = "none"; document.getElementById("dragCoefficientError").textContent = ""; document.getElementById("dragCoefficientError").style.display = "none"; document.getElementById("crossSectionalAreaError").textContent = ""; document.getElementById("crossSectionalAreaError").style.display = "none"; document.getElementById("fallHeightError").textContent = ""; document.getElementById("fallHeightError").style.display = "none"; // Reset results display document.getElementById("terminalVelocityResult").textContent = "– m/s"; document.getElementById("timeToFallValue").textContent = "– s"; document.getElementById("impactVelocityValue").textContent = "– m/s"; document.getElementById("impactForceValue").textContent = "– N"; document.getElementById("resultMessage").textContent = ""; // Reset table and chart document.getElementById("fallTableBody").innerHTML = '0.00.00.0'; if (chartInstance) { chartInstance.destroy(); chartInstance = null; } var canvas = document.getElementById('velocityChart'); var ctx = canvas.getContext('2d'); ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear canvas visually } function copyResults() { var terminalVelocity = document.getElementById("terminalVelocityResult").textContent; var timeToFall = document.getElementById("timeToFallValue").textContent; var impactVelocity = document.getElementById("impactVelocityValue").textContent; var impactForce = document.getElementById("impactForceValue").textContent; var mass = document.getElementById("objectMass").value; var cd = document.getElementById("dragCoefficient").value; var area = document.getElementById("crossSectionalArea").value; var height = document.getElementById("fallHeight").value; var resultText = "— Free Fall Calculator Results —\n\n"; resultText += "Inputs:\n"; resultText += "- Object Mass: " + mass + " kg\n"; resultText += "- Drag Coefficient (Cd): " + cd + "\n"; resultText += "- Cross-Sectional Area: " + area + " m²\n"; resultText += "- Fall Height: " + height + " m\n\n"; resultText += "Key Results:\n"; resultText += "- Terminal Velocity: " + terminalVelocity + "\n"; resultText += "- Time to Fall (approx.): " + timeToFall + "\n"; resultText += "- Impact Velocity: " + impactVelocity + "\n"; resultText += "- Approx. Impact Force: " + impactForce + "\n\n"; resultText += "Assumptions:\n"; resultText += "- Standard air density (1.225 kg/m³)\n"; resultText += "- Constant acceleration due to gravity (9.81 m/s²)\n"; navigator.clipboard.writeText(resultText).then(function() { // Show tooltip feedback var tooltip = document.querySelector('.button-tooltip .tooltiptext'); tooltip.style.visibility = 'visible'; tooltip.style.opacity = '1'; setTimeout(function() { tooltip.style.visibility = 'hidden'; tooltip.style.opacity = '0'; }, 2000); }, function(err) { console.error('Failed to copy results: ', err); alert('Failed to copy results. Please copy manually.'); }); } function toggleFaq(element) { var answer = element.nextElementSibling; answer.classList.toggle('visible'); } // Initial calculation on load if default values are present document.addEventListener('DOMContentLoaded', function() { calculateFreeFall(); });

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