You stand on the edge of a bridge or roof and push a ball sideways. You give it no upward or downward speed: you start from height h with speed only in the horizontal direction. That is a horizontal throw.
At launch vy0 = 0, so the vertical motion is free fall from that height. Horizontally, with no drag, vx = v0 stays constant. Flight time comes from the fall. Range comes from constant vx.
The vector split is simple: vx = v0, vy0 = 0, ax = 0, ay = -g (y upward). With y = 0 at the landing level and launch at y = h:
x(t) = v0·t
y(t) = h - ½·g·t²
The path in the xy plane is a parabolic arc. Weight has no horizontal component in this model, so x motion is uniform and y motion is independent. Close t from h and g first, then multiply by v0.
Landing y(t) = 0 gives ½·g·t² = h, so the flight time is:
t = √(2h/g)
Horizontal range is the x distance in that time:
Z = v0·t = v0·√(2h/g)
Units: h in meters, v0 in m/s, t in seconds, Z in meters, g in m/s². If your speed is in km/h, divide by 3.6. First intuition, a bridge: h = 20 m, v0 = 10 m/s, g = 9.81 m/s² gives t ≈ 2.02 s and Z ≈ 20.2 m. That is the same set you enter in the horizontal-throw calculator.Units: h in feet, v0 in ft/s, t in seconds, Z in feet, g in ft/s². If your speed is in mph, convert to ft/s. First intuition, a bridge: h = 20 m, v0 = 10 m/s, g = 9.81 m/s² gives t ≈ 2.02 s and Z ≈ 20.2 m. That is the same set you enter in the horizontal-throw calculator.
A taller bridge at the same v0 means longer flight and larger Z, but the dependence on h is a square root, not linear. Two balls from the same height, one dropped and one pushed horizontally, hit the water at the same instant in the no-drag model. The second one is only farther in x.
At landing, vx = v0 never changes. The y component grows as in free fall: |vy| = √(2·g·h). The speed magnitude is v = √(v0² + 2·g·h). Many problems only need Z and t; landing speed appears when they ask for energy or how hard it hits.
If the launch angle is not zero, it is already projectile motion, even with h0 > 0. Do not force cos α ≈ 1 when the problem gives α = 10° or 15°. Conversely, a horizontal throw is the angled-throw limit as α → 0° from a tower. If h → 0 at α = 0, range vanishes: there is no flight time.
A common mistake sounds like this: “range is v0²/g, because that is what we used at 45°.” That formula belongs to flat-ground projectile motion, not to a bridge. Here there is no 45° angle and no h0 = 0. Take time from the fall √(2h/g), then Z = v0·t. Another trap is t = h/v0, as if the vertical motion were uniform.
Second numeric intuition: if you are given v in km/h, convert at once. With h = 45 m and v0 = 72 km/h (that is 20 m/s), time t = √(90/9.81) ≈ 3.03 s and Z ≈ 60.6 m. Compute that example once on paper and once in the calculator to see where zeros usually disappear in unit conversion.Second numeric intuition: if you are given v in mph, convert at once to ft/s. With h = 45 m and v0 = 72 km/h (that is 20 m/s), time t = √(90/9.81) ≈ 3.03 s and Z ≈ 60.6 m. Compute that example once on paper and once in the calculator to see where zeros usually disappear in unit conversion.
At launch Em = ½·m·v0² + m·g·h (if Ep = 0 on the ground). At landing Ep = 0 and Ek = ½·m·(v0² + 2·g·h). With no drag, energy is conserved; you still compute range from kinematics, because energy alone does not say how far you travel in x.
When the problem gives flight time instead of h, invert the formula: h = ½·g·t², then Z = v0·t. When it gives Z and h, you can find v0 = Z / √(2h/g). The algebra runs both ways, even if the calculator is built for the usual inputs v0, h, g.
Watch the effective height: if you throw from a hand above the edge, h is the vertical distance from the release point to the landing level, not the bridge height in a datasheet. A few tens of centimeters at small h change t a lot, because t depends on the square root of h.
One more unit trap: mixing “stories” with meters or feet without converting. If the problem says “from the third floor”, turn that into a concrete h before you take the square root. Otherwise, Z becomes guesswork.
Switch to full projectile motion when you are given an angle, you want H_max above the start, a path chart, or landing is not the simple “flat ground under a tower” case. Then use full projectile motion. Keep the horizontal tool when the problem says horizontal throw or “pushed horizontally”.
Before you calculate, check: vy0 = 0? h known in length units? g fixed? t from the vertical? Z from v0·t? If any point fails, you are not in a pure horizontal throw or you lack data. Then return to the throw comparison or to projectile motion.
Horizontal throw trains one habit: split the components. Vertical sets time. Horizontal sets range. Once that clicks, moving to an angled throw is mostly adding vy0 = v0·sin α and a longer equation for t.