Trebuchet Simulator Back
CLASSICAL MECHANICS · BALLISTICS

Trebuchet Physics Simulator

Watch a medieval siege weapon convert counterweight potential energy into projectile kinetic energy. Tune mass ratio, arm geometry, and air drag to maximize range.

Presets
Trebuchet Parameters
Counterweight M (kg)
kg
Projectile mass m (kg)
kg
Long arm L (m)
m
Short arm L (m)
m
Launch & Aerodynamics
Launch angle θ (°)
°
Drag coefficient Cd
Air density ρ (kg/m³)
kg/m³
Animation Speed
Results
Range (m)
Max Height (m)
Launch v₀ (m/s)
Flight Time (s)
Efficiency η
Ready
Status
Treb

Dashed: ideal parabola (no drag) / Solid: actual trajectory (with drag)

Theory & Key Formulas
$$v_0 = \eta\sqrt{\frac{2 M_{cw} g h}{m}}$$ $$F_d = \frac{1}{2}\rho C_d A v^2$$ η=0.75 efficiency, A=sphere cross-section (d=0.25 m)

What is Trebuchet Physics?

🙋
What exactly is the "efficiency" in the launch velocity formula? Why isn't it 100%?
🎓
Good catch! Basically, the formula $v_0 = \eta\sqrt{\frac{2 M_{cw} g h}{m}}$ assumes all the counterweight's potential energy perfectly transfers to the projectile. In practice, energy is lost to friction in the pivot, the sling's complex motion, and air resistance on the arm. That's why we use $\eta=0.75$ (75% efficient). Try lowering the "Counterweight M" in the simulator—you'll see a smaller launch velocity than the ideal calculation predicts because of these inherent losses.
🙋
Wait, really? So the long arm and short arm lengths matter for more than just looks? How?
🎓
Absolutely! The arm lengths are a classic lever system. The height $h$ that the counterweight falls depends directly on the short arm length. A longer short arm gives a larger fall height, meaning more potential energy ($M_{cw}g h$). For instance, try increasing the "Short arm" parameter while keeping the "Long arm" fixed. You'll see the projectile go much farther because $h$, and thus the energy input, increased.
🙋
So air drag is that big of a deal? The FAQ says the optimal launch angle drops from 45° to like 30° because of it.
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It's huge! The drag force $F_d$ grows with the square of velocity ($v^2$). At high launch speeds, drag robs the projectile of energy and range quickly. A lower angle keeps the projectile's velocity in the denser lower air for less time, reducing total drag work. A common case is a baseball pitcher's fastball. In the simulator, crank up the "Drag coefficient Cd" and watch how the trajectory becomes steeper and shorter—you'll need to find a new, lower optimal "Launch angle θ" to maximize range.

Physical Model & Key Equations

The core energy conversion model assumes a fraction of the counterweight's gravitational potential energy is converted into the kinetic energy of the projectile. This gives the theoretical launch velocity.

$$v_0 = \eta\sqrt{\frac{2 M_{cw} g h}{m}}$$

$v_0$: Launch velocity (m/s)
$\eta$: Mechanical efficiency (≈0.75)
$M_{cw}$: Counterweight mass (kg)
$g$: Gravitational acceleration (9.81 m/s²)
$h$: Vertical drop height of counterweight (m), determined by short arm length and geometry.
$m$: Projectile mass (kg)

During flight, air resistance (drag) opposes motion. The drag force depends on air density, the projectile's shape (via drag coefficient), its cross-sectional area, and the square of its instantaneous velocity.

$$F_d = \frac{1}{2}\rho C_d A v^2$$

$F_d$: Drag force (N)
$\rho$: Air density (kg/m³)
$C_d$: Drag coefficient (≈0.47 for a smooth sphere)
$A$ : Projectile's cross-sectional area (m²), $A=\pi d^2/4$ for diameter $d$
$v$: Projectile's instantaneous velocity (m/s)
This force is applied in the direction opposite to velocity, making the trajectory non-parabolic.

Real-World Applications

Historical Siege Engineering: Trebuchets were the heavy artillery of the medieval world. Engineers empirically optimized arm ratios and counterweight masses, as seen in reconstructions that can hurl 150 kg stones over 200 meters, directly applying the lever and energy principles you simulate here.

Modern Ballistics & Ordnance Design: The coupled analysis of launch dynamics and aerodynamic flight is fundamental for designing mortar shells, rockets, and precision-guided munitions. CAE tools perform detailed Multi-Body Dynamics (MBD) simulations of the launch mechanism coupled with Computational Fluid Dynamics (CFD) for drag, just like this simulator's simplified model.

Sports Science & Equipment Design: Analyzing the flight of baseballs, golf balls, or javelins involves the same drag equation. Engineers tweak surface texture (affecting $C_d$) and mass to optimize range and stability, using wind tunnel tests to validate their CFD models.

Entertainment & Theme Park Rides: The physics of projectile motion with drag is used to simulate realistic trajectories in video games and movies. Furthermore, the safety analysis for "catapult" or "shot" style amusement rides relies on accurately modeling the launch phase and subsequent ballistic path under various conditions.

Common Misconceptions and Points to Note

First, you might think that "the heavier the counterweight, the longer the range," but it's not that simple. While the initial velocity does increase, the load on the trebuchet's structure also increases simultaneously. For example, doubling the counterweight from 100kg to 200kg roughly doubles the torque on the bearing parts at launch, by simple calculation. In a real machine, this can lead to component failure or create significant inertial resistance at the start of the arm's swing, potentially reducing the efficiency (η) instead. The simulator assumes a constant "mechanical efficiency η," but in actual machine design, you must always consider how efficiency changes with parameter adjustments.

Next, the idea that setting an extremely long throwing arm maximizes range. Theoretically, the velocity ratio increases, but the mass and moment of inertia of the arm itself become non-negligible. Energy is consumed accelerating the heavy arm, reducing the energy transferred to the projectile. For instance, increasing the arm length from 5m to 10m doubles the velocity ratio, but simulations that account for the arm's mass show an optimal length exists for maximum range. This can be understood through the concept of "equivalent mass."

Finally, a pitfall when setting the drag coefficient Cd to realistic values. Cd depends heavily on shape. This simulator assumes a "sphere," but actual medieval stone projectiles had irregular shapes, resulting in a Cd around 0.4–0.6, significantly higher than that of a smooth sphere (~0.1). Furthermore, if rotation or fluctuation occurs during flight, Cd is no longer constant. In practical CFD analysis, recognizing this "difficulty of representation by a single value" is the first step.

How to Use

  1. Set counterweight mass (vMcw) and projectile mass (vMproj) in kilograms; typical ratios range 100:1 to 150:1 for medieval designs.
  2. Adjust long arm length (vLlong) in metres; longer arms (3–4 m) increase mechanical advantage and launch velocity.
  3. Modify air drag coefficient (sMcw, sMproj) to simulate environmental resistance; increase for windy conditions or non-aerodynamic payloads.
  4. Read output metrics: Range, Max Height, Launch v₀, Flight Time, and Efficiency η to evaluate performance.

Worked Example

Configure a trebuchet with counterweight mass 1200 kg, projectile mass 8 kg, long arm 3.5 m, and drag coefficient 0.4. Potential energy from the falling counterweight (PE = 1200 × 9.81 × 3.5 ≈ 41.3 kJ) converts to projectile kinetic energy. Simulator outputs: Launch v₀ ≈ 65 m/s, Range ≈ 320 m, Max Height ≈ 140 m, Flight Time ≈ 8.2 s, Efficiency η ≈ 78%. Increasing drag to 0.6 reduces range to ~275 m as aerodynamic losses increase.

Practical Notes

  1. Trebuchet efficiency peaks at counterweight-to-projectile ratios near 120:1; extreme ratios (>200:1) waste energy accelerating the sling.
  2. Long arm length gains logarithmically—extending from 3 m to 4 m adds ~12% range, but structural loads increase quadratically.
  3. Drag coefficients: compact stone ≈0.25, clay pot ≈0.5, loose bundle ≈0.8; high-spin projectiles reduce effective drag by 15–20%.
  4. Medieval trebuchets achieved 45–55 m/s launch velocity; simulate historical designs by setting mass ratios and arm lengths within documented specifications.