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Kinematics Equations Calculator

This kinematics equations calculator solves constant-acceleration motion for whichever quantity you're missing: initial or final velocity, acceleration, time or displacement. Enter the three values a problem gives you, and it picks the equation, shows each substitution, and explains which square root it kept.

Formulas and facts checked November 6, 2026

Velocity and displacement after a known time.

Use a minus sign for motion in the negative direction. "From rest" means 0.

Free fall with up as positive: -9.8 m/s². Slowing down means a points opposite v₀.

Final velocity v
144.6
Displacement Δx
401.9
  1. 1

    Neither vv nor Δx\Delta x is given, so use v=v0+atv = v_0 + at for the velocity and Δx=v0t+12at2\Delta x = v_0 t + \tfrac{1}{2}at^2 for the displacement.

  2. 2

    Final velocity: v=0+26×5.56=144.6 m/sv = 0 + 26 \times 5.56 = 144.6\ \mathrm{m/s}

  3. 3

    Displacement: Δx=0×5.56+12×26×5.562=401.9 m\Delta x = 0 \times 5.56 + \tfrac{1}{2} \times 26 \times 5.56^2 = 401.9\ \mathrm{m}

  4. 4

    Check with the average velocity: Δx=12(0+144.6)×5.56=401.9 m\Delta x = \tfrac{1}{2}(0 + 144.6) \times 5.56 = 401.9\ \mathrm{m}

How to Use This Tool

  1. 1Find the three quantities the problem gives you, then pick the mode that lists them.
  2. 2Choose a positive direction and give every value its sign. With up as positive, gravity is -9.8 m/s².
  3. 3Pick units for each box. Speeds can be m/s, km/h, mph or ft/s.
  4. 4Read both results, then open the steps to see each substitution and the sign the tool kept.

The Four Equations and the Variable Each One Skips

Every constant-acceleration problem uses five quantities: initial velocity v0v_0, final velocity vv, acceleration aa, time tt and displacement Δx\Delta x. Each kinematic equation contains four of them and skips one.

EquationSkips
v=v0+atv = v_0 + atΔx\Delta x
Δx=v0t+12at2\Delta x = v_0 t + \tfrac{1}{2}at^2vv
v2=v02+2aΔxv^2 = v_0^2 + 2a\Delta xtt
Δx=12(v0+v)t\Delta x = \tfrac{1}{2}(v_0 + v)taa

OpenStax writes the same set with x−x0x - x_0 in place of Δx\Delta x. Some courses add a fifth, Δx=vt−12at2\Delta x = vt - \tfrac{1}{2}at^2, which skips v0v_0. In SI units, velocities are in m/s, acceleration in m/s², time in seconds and displacement in meters. Mixing km/h with seconds is the fastest way to get an answer that's off by a factor of 3.6, so convert first or set the unit menus above.

Choosing an Equation by What the Problem Never Mentions

A problem gives you three of the five quantities and asks for a fourth. The fifth one goes unmentioned, and that tells you which equation to use. A braking problem gives a starting speed, a final speed of zero and a deceleration, then asks how far the car travels. Time never comes up, so you reach for v2=v02+2aΔxv^2 = v_0^2 + 2a\Delta x, the one equation without tt.

The wording hides some of the givens. "From rest" means v0=0v_0 = 0. "Comes to a stop" means v=0v = 0. "Dropped" means v0=0v_0 = 0, and with up as positive, a=−9.8 m/s2a = -9.8\ \mathrm{m/s^2}. At the top of a vertical throw, v=0v = 0.

The six modes above follow this logic. Each one starts from a set of three knowns and returns the other two quantities, so a stopping-distance problem also gives you the stopping time.

Worked Example: A Car Merging Onto the Highway

OpenStax gives a car merging into traffic. It starts at 10.0 m/s, accelerates at 2.00 m/s² and covers 200 m. How long does that take?

  1. Final velocity isn't given and time is the unknown, so use Δx=v0t+12at2\Delta x = v_0 t + \tfrac{1}{2}at^2.
  2. Substitute: 200=10.0t+12(2.00)t2200 = 10.0t + \tfrac{1}{2}(2.00)t^2, which rearranges to t2+10t−200=0t^2 + 10t - 200 = 0.
  3. Factor or use the quadratic formula: t=10.0t = 10.0 s or t=−20.0t = -20.0 s.
  4. Drop the negative root. It would mean the merge happened 20 s before the car started accelerating.

The car merges after 10.0 s, moving at 10.0+2.00×10.0=30.010.0 + 2.00 \times 10.0 = 30.0 m/s. Enter v0=10v_0 = 10, a=2a = 2 and Δx=200\Delta x = 200 in the "Find v and t" mode and both numbers come out without a quadratic. The tool finds vv from v2=v02+2aΔxv^2 = v_0^2 + 2a\Delta x first, then gets the time from t=(v−v0)/at = (v - v_0)/a.

Signs in Free Fall

Choose a positive direction before you write any number, and keep it for the full problem. OpenStax takes up as positive, so a=−g=−9.8 m/s2a = -g = -9.8\ \mathrm{m/s^2} even while a ball is still rising. A ball thrown downward at 4.9 m/s from the top of a 98 m building has v0=−4.9v_0 = -4.9 m/s and Δx=−98\Delta x = -98 m. It hits the ground after 4.0 s at −44.1-44.1 m/s, and the minus sign says it's moving down.

A baseball hit straight up and caught 5.0 s later at the same height left the bat at 24.5 m/s. It climbs for 2.5 s to a peak of 30.6 m, falls for another 2.5 s, and comes down at −24.5-24.5 m/s. At the peak its velocity is zero. Its acceleration is still 9.8 m/s² downward.

When the Square Root Gives Two Answers

v2=v02+2aΔxv^2 = v_0^2 + 2a\Delta x hands you v2v^2, and every positive number has two square roots. OpenStax's rocket booster leaves its release point moving up at 200.0 m/s with only gravity acting on it. At 1.0 × 10³ m above release, v=±142.8v = \pm 142.8 m/s. Both roots describe the booster: +142.8 m/s on the way up and −142.8-142.8 m/s on the way back down. When a point is passed twice like this, the calculator reports the first pass and gives the time and velocity of the second in the note under the result.

Where the Equations Stop Applying

The equations hold only while the acceleration stays constant. When it changes, split the motion into phases and let the final velocity of one phase be v0v_0 for the next. OpenStax's car at 30.0 m/s covers 15.0 m during a 0.500 s reaction time, at constant speed, before the brakes engage. Braking at −7.00-7.00 m/s² on dry concrete adds 64.3 m, for 79.3 m in total. On wet concrete at −5.00-5.00 m/s², braking takes 90.0 m and the total grows to 105 m.

Free-fall problems also leave out air resistance. That works for a ball or a booster, and less well for a feather on Earth. The Physics Classroom drops its feather on the Moon instead, where g=1.67 m/s2g = 1.67\ \mathrm{m/s^2} and a 1.40 m fall takes 1.29 s.

Kinematics on the Chem/Phys Section

Introductory physics makes up about 25 percent of Chem/Phys, according to the AAMC outline summarized in the MCAT sections guide, and there's no calculator. Prep guides such as Shemmassian's use g≈10 m/s2g \approx 10\ \mathrm{m/s^2} for projectile work so the arithmetic stays clean. With that value, a jump to a height of 1.25 m needs a takeoff speed of 2×10×1.25=5\sqrt{2 \times 10 \times 1.25} = 5 m/s, and the hang time is 2×5/10=1.02 \times 5/10 = 1.0 s. The Physics Classroom gets 5.03 m/s and 1.03 s for a 1.29 m leap using 9.8, close enough that the rounding rarely changes which answer choice you pick.

Square roots are the slow step without a calculator. The no-calculator math guide covers estimating them, and the Arithmetic Trainer drills the same skills. The kinematic equations aren't among the 18 equations the AAMC outline writes out, as the formula memorization guide counts them, but motion problems still need them from memory. The Formula Writing Drill has you write each one from its name.

Frequently Asked Questions

What are the four kinematic equations?

They are v = v0 + at, Δx = v0·t + ½at², v² = v0² + 2aΔx, and Δx = ½(v0 + v)t. Each one leaves out one of the five quantities (displacement, final velocity, time and acceleration, in that order). All four assume the acceleration is constant.

How do I know which kinematic equation to use?

List the three quantities the problem gives you and the one it asks for. The fifth quantity is the one nobody mentions, so pick the equation that leaves it out. A problem with no time in it calls for v² = v0² + 2aΔx.

Do the kinematic equations work if acceleration is not constant?

No. They are derived for constant acceleration only. If the acceleration changes partway through, as when a driver reacts and then brakes, split the motion into phases with constant acceleration and solve each one, using the final velocity of one phase as the starting velocity of the next.

Is acceleration negative in free fall?

It depends on the direction you call positive. With up as positive, a = -9.8 m/s² for the full flight, including the part where the object is still rising. With down as positive, a = +9.8 m/s². Either works if you keep the same convention for every value.

What is the difference between displacement and distance in kinematics?

Displacement is final position minus starting position, so it has a sign and can be zero. Distance is the total path length. A baseball hit straight up and caught at the same height has zero displacement, but it traveled about 61 m, up 30.6 m and back down.

Why do I get two answers for time or velocity?

Equations with a squared unknown have two roots. A negative time is thrown out because it would describe a moment before the motion began. Two velocities with opposite signs can both be right, since an object thrown upward passes the same height once going up and once coming down.

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