Two forces, one of them constant, one growing
A falling object feels gravity pulling down at a fixed mg, and air resistance pushing back up, growing as it speeds up. In the regime everyday objects fall through, drag is well modelled as proportional to the square of speed:
F_drag = ½ · ρ · v² · Cd · A ρ = density of the fluid (air ≈ 1.225 kg/m³ at sea level) v = speed relative to the fluid Cd = drag coefficient (shape-dependent: ≈0.47 sphere, ≈1.0-1.3 skydiver belly-down) A = frontal (cross-sectional) area facing the flow
Where the two forces meet
Because drag scales with v² while gravity is fixed, there is exactly one speed at which they balance and net force drops to zero: the terminal velocity. Setting F_drag = mg and solving for v:
½ρv_t²CdA = mg v_t = √( 2mg / (ρ·Cd·A) )
Everything here is fixed by the object's properties — v_t doesn't depend on how the object started or how far it has already fallen, only on its mass-to-area ratio and shape. Once it reaches v_t, net force is zero, so by Newton's first law it simply continues at that constant speed until something else changes (like deploying a parachute, which suddenly increases A and demands a whole new, much lower v_t).
The differential equation, and its exact solution
Writing k = ½ρCdA/m for convenience, Newton's second law for the fall becomes a first-order nonlinear ODE that, unlike the pendulum, does have a clean closed-form solution:
dv/dt = g - k·v² starting from rest, v(0) = 0 v(t) = v_t · tanh( g·t / v_t ) where v_t = √(g/k)
tanh starts at 0 with slope g (pure free fall, as expected when v is still small and drag negligible) and asymptotically flattens to 1 as t grows — meaning v smoothly approaches v_t and never technically exceeds it starting from rest. That's exactly the shape the simulation's velocity-time graph traces out.
Why a feather, a ball and a skydiver disagree so much
v_t depends on m/A — mass per unit frontal area — not on mass alone. A feather has almost no mass but a relatively huge area, so its m/A is tiny and it reaches a very low terminal velocity, drifting rather than falling. A dense compact ball has a much higher m/A and needs a much higher speed before drag can catch up. A skydiver belly-down maximises A relative to their mass (roughly 50 m/s, about 180 km/h) but reorients head-down to shrink A and can exceed 90 m/s — the same body, same mass, wildly different terminal velocities purely from changing shape.
The classic (wrong) intuition, and why Galileo's experiment mattered
Aristotelian physics held that heavier objects simply fall faster, full stop — a belief that survives folk intuition to this day, largely because it's true in air for shapes with similar drag coefficients but different densities. In a vacuum, with no drag at all, every object accelerates at exactly g regardless of mass, famously demonstrated by dropping a feather and a hammer together on the Moon. Terminal velocity is the whole reason air makes that Moon experiment come out differently on Earth: it isn't that gravity treats masses differently, it's that drag does.
Frequently asked questions
Why does a feather fall so much slower than a ball, if gravity pulls them equally?
Gravity does pull every mass at the same 9.8 m/s² — in a vacuum they'd fall together. But terminal velocity depends on the ratio m/A (mass per unit frontal area). A feather has enormous area for its tiny mass, so drag catches gravity at a very low speed; a compact ball has much more mass per unit area and needs to go far faster before drag matches gravity.
Does an object actually reach exactly v_t, or just get close?
Mathematically, v(t) = v_t · tanh(gt/v_t) only approaches v_t as t → ∞, so it's technically never reached in finite time. Practically, tanh saturates fast — an object is typically within 1% of terminal velocity after just a few multiples of v_t/g, which for a skydiver is usually well under 15 seconds.
Why is drag proportional to v² and not just v?
At the moderate-to-high Reynolds numbers typical of falling everyday objects, drag is dominated by inertial effects — the object must continuously accelerate the air in its path out of the way, and the rate of momentum transferred to that air scales with v². At very low Reynolds numbers (tiny particles, thick fluids) viscous (Stokes) drag proportional to v dominates instead.
Try it live
Everything above runs in your browser — open Terminal Velocity and change the parameters while it is running. Nothing is installed, nothing is uploaded, the whole model lives in one tab.
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