Free Fall with Air Drag Simulator Back
Free Fall Simulator

Free Fall with Air Drag Simulator

Vary mass, drag coefficient, and cross-sectional area to numerically integrate free fall in real time. Compare vacuum vs. air fall and experience terminal velocity — essential for parachute and aerodynamics education.

Parameters
Presets
Mass m
kg
Drag coefficient Cd
Sphere: 0.47 / Streamlined body: 0.04 / Flat plate: 1.17
Cross-sectional area A
Air Density ρ
kg/m³
Sea level: 1.225 / 10 km altitude: 0.41 / Vacuum: 0
Initial Height h₀
m
Initial Velocity (downward) v₀
m/s
Results
Terminal velocity v_t [m/s]
Landing Time [s]
Landing speed [m/s]
Time to Terminal Velocity [s]
Drop
t = 0.00 s
With air resistance
Vacuum (Cd=0)
Terminal velocity
Velocity v(t) [m/s]
V
Height h(t) [m]
H
CAE Applications Drop impact analysis (LS-DYNA / Abaqus Drop Test) initial velocity setup / Automotive aerodynamic drag calculation (CFD) Cd verification / Preliminary estimation of spacecraft capsule re-entry velocity / Integration with Reynolds number calculations.
Theory & Key Formulas
$$m\frac{dv}{dt}= mg - \frac{1}{2}C_d \rho A v^2$$

Terminal velocity($dv/dt = 0$ when ):

$$v_t = \sqrt{\frac{2mg}{C_d \rho A}}$$

Vacuum free fall($C_d=0$):$v = v_0 + gt$,$h = h_0 - v_0 t - \frac{1}{2}gt^2$

Numerical integration: All data points calculated by Euler method (Δt = 0.01s) then plotted

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What is Terminal Velocity?

🙋
What exactly is "terminal velocity"? I know things stop accelerating when they fall, but why?
🎓
Basically, it's the constant speed a falling object reaches when the upward air drag force perfectly balances the downward weight. In practice, the net force becomes zero, so acceleration stops. Try moving the "Mass" and "Cross-sectional Area" sliders above—you'll see the terminal velocity value change instantly.
🙋
Wait, really? So a heavier object has a higher terminal speed? That seems counterintuitive. What about the drag coefficient?
🎓
Exactly! A skydiver with a weight belt will fall faster than one without, if everything else is the same. The drag coefficient $C_d$ is a shape factor—a streamlined shape has a low $C_d$, reducing drag and allowing a higher terminal speed. For instance, a skydiver in a head-down position falls much faster than in a spread-eagle. Adjust the $C_d$ slider to see this effect.
🙋
So in the simulator, the blue "With Air" curve flattens out at terminal velocity. But how does the computer actually calculate that curvy path from the equation?
🎓
Great question! The simulator uses a numerical method called integration. It starts with your initial height and velocity, then uses the force equation to calculate a tiny acceleration for a tiny time step, updates the velocity and position, and repeats. This is exactly how professional CAE software like LS-DYNA works for complex simulations. The "Results" table shows these step-by-step values.

Physical Model & Key Equations

The motion is governed by Newton's second law. The net force is weight minus the air drag force, which is proportional to the square of the velocity (this is called quadratic drag).

$$m\frac{dv}{dt}= mg - \frac{1}{2}C_d \rho A v^2$$

$m$: Mass (kg) | $g$: Gravity (9.81 m/s²) | $C_d$: Drag coefficient (unitless) | $\rho$: Air density (kg/m³) | $A$: Cross-sectional area (m²) | $v$: Velocity (m/s)

Terminal velocity $v_t$ is found by setting the acceleration $dv/dt$ to zero in the equation above—the forces are balanced. Solving for $v$ gives us this key result.

$$v_t = \sqrt{\frac{2mg}{C_d \rho A}}$$

This shows clearly how terminal velocity increases with mass $m$ and decreases with a larger frontal area $A$ or a less aerodynamic shape (higher $C_d$). This is the value the blue curve asymptotically approaches in the simulator.

Frequently Asked Questions

Terminal velocity depends on mass, drag coefficient, cross-sectional area, and air density. Increasing mass raises terminal velocity, while increasing cross-sectional area lowers it. If the changes are small, the difference may not be visually apparent, so try changing the values drastically (e.g., mass from 1 kg to 100 kg) and compare.
If the simulator can display two cases simultaneously—'no air resistance (vacuum)' and 'with air resistance'—run them under the same initial conditions and compare the velocity and position graphs. In a vacuum, velocity increases linearly, while in air, it asymptotically approaches terminal velocity.
Typical values are approximately 0.47 for a sphere, 0.04 for a streamlined object, and 1.0 to 1.3 for a flat plate. For example, try Cd ≈ 1.5 for a parachute (high drag) or Cd ≈ 0.24 for a golf ball to experience realistic differences in falling.
The larger the mass and the smaller the air resistance, the longer it takes to reach terminal velocity. For example, a sphere with a mass of 1 kg and a cross-sectional area of 0.01 m² reaches nearly terminal velocity in about 2 to 3 seconds, while a mass of 100 kg and a cross-sectional area of 0.1 m² may take over 10 seconds. Check the point where the graph's slope approaches horizontal.

Real-World Applications

Drop Impact Testing (CAE): In product design (e.g., smartphones), engineers use LS-DYNA or Abaqus to simulate drops. The initial impact velocity is often the terminal velocity calculated from the product's mass and aerodynamic properties. This simulator provides a first-principles estimate for that critical input.

Skydiving & Parachute Design: Skydivers control their terminal velocity (from ~200 km/h head-down to ~50 km/h spread-eagle) by changing their cross-sectional area $A$ and drag coefficient $C_d$. Parachutes are designed to drastically increase $A$ and $C_d$ to lower $v_t$ to a safe landing speed.

Automotive & Aerospace Aerodynamics (CFD): Computational Fluid Dynamics (CFD) software calculates the drag coefficient $C_d$ of vehicles. The formula here works in reverse—knowing a car's mass, frontal area, and measured top speed (where thrust balances drag), you can verify its effective $C_d$.

Meteorology & Particle Settling: The terminal velocity of raindrops, hail, or atmospheric pollutants determines how fast they fall. This affects weather models and pollution dispersion. Small droplets have low $v_t$, allowing them to stay suspended in clouds.

Common Misconceptions and Points to Note

Here are a few points that beginners often stumble over when using this simulator. First, you might think "if mass doubles, terminal velocity also doubles," but that's incorrect. Looking at the terminal velocity formula $v_t = \sqrt{2mg / (C_d \rho A)}$, you can see velocity is proportional to the square root of mass $\sqrt{m}$. This means even if you quadruple the mass, the terminal velocity only doubles. For example, comparing a 100kg object to a 400kg one results in just a 2x difference in speed. This nonlinear relationship is counterintuitive, so pay close attention.

Next, set parameter units and scales realistically. Please don't just run a simulation with mass as "1" and cross-sectional area as "1" and leave it at "hmm." If you're modeling a raindrop, its mass is about 0.001kg (1 gram) and its diameter is a few millimeters. For a skydiver, a mass of 70kg and a cross-sectional area of roughly 0.5–1.0 m² (depending on body position) is realistic. Moving the tool's sliders to extreme values will yield unrealistic results (like terminal velocities of thousands of km/h). When using data for practical purposes, always be mindful of real-world orders of magnitude.

Finally, don't forget that this model is based on the idealized condition of "a stationary fluid of constant density." In reality, air density $\rho$ increases as altitude decreases, and if an object falls at high speed, the surrounding air becomes turbulent, causing the drag coefficient $C_d$ itself to become velocity-dependent. Furthermore, if the object rotates or falls in an unstable posture, the motion becomes even more complex. This simulator is for learning the fundamentals and does not include these higher-order phenomena. Thoroughly understanding the basic model first, and then knowing its limitations, is the fastest route to the next step.