That page doesn't exist. Search or drop a file below to find the tool you need.
What do you need to get done?
- Stays on this device
- No watermark
- Works offline
Drop a file here
or .
Open an app
Follow a recipe
Use one tool
Kinematics calculator (SUVAT)
Solve constant acceleration problems with the SUVAT equations. Enter any three of distance, start speed, end speed, acceleration and time, and this free kinematics calculator gives you the rest. It runs in your browser.
How to solve SUVAT problems
- 1Type the three values you know
- 2Leave the other two fields empty
- 3Read all five values in the result
- Distance, speeds, acceleration and time, all filled in.
What you get
- All five values.Distance s, start speed u, end speed v, acceleration a and time t.
- Any three as input.Pick whichever three your exercise gives you.
- Nothing is uploaded.The numbers are worked out in your browser and not sent anywhere.
What you can do
- Find the end speed from start speed, acceleration and time: v = u + at.
- Find the distance with s = ut + ½at² or s = ½(u + v)t, depending on what you know.
- Find acceleration, time or start speed from other combinations, including v² = u² + 2as.
- Results are given in meters, m/s, m/s² and seconds.
Good to know
- Enter at least three of the five fields. Until then you only see a hint.
- Use consistent SI units: meters, seconds, m/s and m/s². Convert km/h first (divide by 3.6).
- SUVAT only holds for constant acceleration in a straight line.
- If a value cannot be worked out from your three, such as time when acceleration is zero, it stays unsolved.
Questions
What does SUVAT stand for?
s is distance, u start speed, v end speed, a acceleration and t time. They are linked by the constant acceleration equations.
Which three values do I need?
Any three of the five. Which equation is used does not matter, the tool picks one that fits.
Can I use km/h?
Convert to m/s first. Divide km/h by 3.6, and enter the acceleration in m/s².
Does it work for a ball thrown straight up?
Yes, with a = -9.81 m/s² for the upward direction. For angled throws use the projectile motion calculator.