Mechanics · Kinematics
SUVAT Calculator
Solve straight-line motion under constant acceleration — enter any three of s, u, v, a, t and watch the v–t sketch fill in as the missing values resolve.
0/3 minimum — add 3 more values
Live motion preview
Velocity–time preview
Enter u, v, and t to sketch motion and shade displacement
Results
Awaiting inputs
v = u + at · s = ut + ½at²
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Enter any three of s, u, v, a, t — the missing pair fills in automatically.
Five equations for straight-line motion under constant acceleration.
SUVAT names the five variables in uniform-acceleration kinematics: displacement s, initial velocity u, final velocity v, acceleration a, and time t. Given any three, the others follow — this calculator picks the right equation automatically.
- v = u + atFinal velocity from initial speed and constant acceleration
- s = ut + ½at²Displacement with initial velocity
- s = ((u + v)/2)tDisplacement via average velocity
- v² = u² + 2asLinks velocities to displacement without time
- s = vt − ½at²Displacement from final velocity
Displacement
Distance traveled along the line of motion
Initial velocity
Speed at t = 0 in the positive direction
Final velocity
Speed after time t
Acceleration
Constant rate of change of velocity
Time
Duration of the motion interval
- Constant acceleration — a does not change over the interval
- Linear motion — motion along a straight line with a fixed sign convention
- Point particle — no rotation or internal deformation
- Inertial frame — neglect relativistic effects at everyday speeds
Physics
- Free fall
- Projectile components
- Particle kinematics
- Collision prep
Engineering
- Vehicle braking distance
- Elevator profiles
- Robotics waypoints
- Conveyor timing
Everyday
- Sports sprint analysis
- Traffic stopping distance
- Drop tests
- Ballistics estimates
- At 100 km/h, a car travels ~28 m every second — SUVAT turns speed + decel into stopping distance.
- Galileo rolled balls down ramps to isolate constant acceleration before writing the equations.
- The area under a v–t graph equals displacement — that's why s = ((u + v)/2)t works.
- Drag makes real projectiles non-uniform; SUVAT is the first pass before numerical integration.
- Sign convention matters: pick positive direction once and keep u, v, a, and s consistent.