Impulse and Momentum Calculator

Find the change in velocity from a force and contact time, or the average force needed to change an object's velocity, using the impulse-momentum theorem.

💥 Impulse and Momentum Calculator
Mass (m)
kg
0.01 kg2000 kg
Initial velocity (vi)
m/s
-100 m/s100 m/s
Average force (F)
Contact time (Δt)
Mass (m)
kg
0.01 kg2000 kg
Initial velocity (vi)
m/s
-100 m/s100 m/s
Final velocity (vf)
m/s
-100 m/s100 m/s
Contact time (Δt)
Impulse (J = F Δt)
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Change in velocity (Δv)
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Final velocity (vf)
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Initial momentum
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Final momentum
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Initial kinetic energy
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Final kinetic energy
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Change in kinetic energy
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Average acceleration
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Chart: the curve shows the average force needed for the same momentum change at other contact times. The blue dot and dashed line mark your contact time, and the hollow dot shows the force if the time were doubled.

Average force (F)
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Average force (kN)
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Average force (lbf)
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Impulse (J)
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Force as multiples of weight
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Average acceleration
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Peak force, half-sine pulse
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Peak force, triangular pulse
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Change in kinetic energy
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Chart: this mode reuses the same force against contact time curve, which is a heuristic view of the trade-off. The blue dot and dashed line mark your contact time, and the hollow dot shows the force if the time were doubled.

💥 What is the Impulse and Momentum Calculator?

Impulse is the product of a force and the time it acts, and momentum is mass times velocity. The impulse-momentum theorem links them: the impulse delivered to an object equals the change in its momentum, J = Favg Δt = Δp = m (vf − vi). This calculator applies that theorem in two directions. In the first mode you know the push (force and contact time) and it returns the change in velocity and the final velocity. In the second mode you know how the velocity changed and how long the change took, and it returns the average force that must have acted.

The theorem is the tool of choice for any short, hard interaction where the force is huge but brief and hard to measure directly: a bat hitting a ball, a golf club striking a ball, a car crash, a person landing from a jump, a catch, a kick or a hammer blow. Engineers use it to size airbags and crumple zones, coaches use it to explain follow-through, and students use it to solve collision problems without needing the detailed force curve. You only need the masses, the velocities before and after, and an estimate of the contact time.

Two points are commonly misunderstood. First, impulse is not the same as momentum: momentum describes a moving object, impulse describes what a force does to it over time. Second, the force the theorem gives is an average over the contact time. A real impact force rises quickly, peaks and falls, so the peak can be well above the average. The second mode estimates the peak for two idealised pulse shapes so you can see how much headroom a design needs. Impulse here also has nothing to do with specific impulse in rocketry, which measures engine efficiency in seconds, although both ideas start from force acting over time.

The chart shows the practical lesson of the theorem. For a fixed change in momentum the average force is inversely proportional to the contact time, so a curve of force against time is a hyperbola. Doubling the stopping time halves the force. If you want the forces and energies separately, see the force calculator, the kinetic energy calculator and the velocity calculator.

📐 Impulse-Momentum Formulas

J  =  Favg × Δt  =  Δp  =  m (vf − vi)
Velocity mode: Δv = F Δt / m  and  vf = vi + Δv
Force mode: Favg = m (vf − vi) / Δt  and  g-force = |Favg| / (m g)
Peak force: half-sine ≈ (π/2) Favg, triangle = 2 Favg
J = impulse, in newton seconds (N·s = kg·m/s)
Favg = average net force over the contact time, in newtons
Δt = contact time, in seconds
m = mass, in kilograms
vi, vf = velocity before and after, in m/s (signed along one chosen direction)
g = standard gravity, 9.80665 m/s²
Example: m = 1,200 kg, vi = 0, F = 5,000 N, Δt = 4 s gives J = 20,000 N·s and vf = 16.67 m/s

The theorem follows from Newton's second law, F = dp/dt, by integrating over the contact time. For a force that varies with time the impulse is the area under the force-time curve, and Favg is that area divided by Δt. The half-sine factor π/2 comes from the fact that the average of sin over half a cycle is 2/π, so peak divided by average is π/2, about 1.571. The triangular factor 2 follows because a triangle's area is half its base times its height. Real impacts rarely match either shape, so the peak factors are rules of thumb. Kinetic energy uses KE = ½ m v².

📖 How to Use This Calculator

Steps

1
Choose a mode - Find velocity change if you know the force and contact time, or Find average force if you know the velocity change.
2
Enter mass and velocities - use kilograms and metres per second, and keep one positive direction for every signed value.
3
Enter force and time - choose N, kN or lbf for the force and s or ms for the contact time. Impacts usually last milliseconds.
4
Read the results and the chart - the results update as you type. The chart shows how the force would change with a shorter or longer contact time.

💡 Example Calculations

Example 1 — Baseball struck by a bat

0.145 kg ball arriving at 40 m/s and leaving at 45 m/s the other way, contact 0.7 ms (illustrative values)

1
Take the outgoing direction as positive: vi = −40 m/s, vf = +45 m/s, so Δv = 85 m/s.
2
J = 0.145 × 85 = 12.325 N·s
3
Favg = 12.325 / 0.0007 = 17,607 N, which is about 12,382 times the ball's weight. Kinetic energy rises by 30.8 J.
Average force = 17,607 N (about 17.6 kN)
Try this example →

Example 2 — Car stopping with and without a crumple zone

1,200 kg car at 15 m/s stopped in 50 ms (rigid) versus 150 ms (crumple zone)

1
J = 1,200 × (0 − 15) = −18,000 N·s in both cases, because the momentum change is the same.
2
Rigid, 0.05 s: F = −18,000 / 0.05 = −360,000 N, which is 30.6 g. Kinetic energy removed: 135,000 J.
3
Crumple zone, 0.15 s: F = −18,000 / 0.15 = −120,000 N, which is 10.2 g.
Tripling the stopping time cuts the average force from 360,000 N to 120,000 N
Try this example →

Example 3 — Catching a ball with soft hands versus stiff hands

0.15 kg ball caught at 25 m/s, stopped in 20 ms (stiff) versus 200 ms (soft)

1
J = 0.15 × (0 − 25) = −3.75 N·s
2
Stiff hands, 0.02 s: F = −3.75 / 0.02 = −187.5 N, which is 127.5 g.
3
Soft hands, 0.2 s: F = −3.75 / 0.2 = −18.75 N, which is 12.7 g.
Pulling your hands back stretches the catch and lowers the force from 187.5 N to 18.75 N
Try this example →

Example 4 — Golf club striking a ball

0.0459 kg ball leaving the club at 70 m/s after a 0.5 ms contact (illustrative values)

1
The ball starts at rest, so J = 0.0459 × 70 = 3.213 N·s
2
Favg = 3.213 / 0.0005 = 6,426 N, about 14,276 times the ball's weight.
3
Kinetic energy gained by the ball: ½ × 0.0459 × 70² = 112.5 J. A half-sine peak would be near 10,094 N.
Average force = 6,426 N
Try this example →

Example 5 — Pushing a stalled car (velocity mode)

1,200 kg car at rest pushed with a steady 5,000 N for 4 s (friction ignored)

1
J = 5,000 × 4 = 20,000 N·s
2
Δv = 20,000 / 1,200 = 16.67 m/s, so vf = 0 + 16.67 = 16.67 m/s
3
Kinetic energy gained = ½ × 1,200 × 16.67² = 166,667 J
Final velocity = 16.67 m/s with impulse 20,000 N·s
Try this example →

❓ Frequently Asked Questions

What is the impulse-momentum theorem?+
The impulse-momentum theorem says the impulse on an object equals its change in momentum: J = Favg Δt = Δp = m (vf − vi). A larger force or a longer contact time gives a larger impulse and a larger change in velocity. It is Newton's second law written in terms of momentum, and it holds even when the force changes during the contact.
How do you calculate impulse?+
Multiply the average force by the time it acts: J = F × Δt. A 5,000 N force acting for 4 s gives J = 20,000 N·s. Equivalently, impulse is mass times the change in velocity, so both routes must give the same number. The unit is the newton second, which equals one kilogram metre per second.
How do you find average impact force from velocity and time?+
Use Favg = m (vf − vi) / Δt. A 1,200 kg car going 15 m/s that stops in 0.05 s needs F = 1,200 × 15 / 0.05 = 360,000 N. Choose the final velocity carefully: zero if the object stops, a value of opposite sign if it rebounds. The sign of F tells you the direction of the push.
Why does a longer contact time reduce the force?+
For a fixed change in momentum, Favg = Δp / Δt. The numerator is set by the masses and velocities, so the only way to lower the force is to lengthen the time. Doubling the stopping time halves the average force. This is why crumple zones, airbags, padded floors and bent knees reduce injury.
What is the difference between impulse and momentum?+
Momentum p = m v is a property of a moving object at one instant. Impulse is the effect of a force acting over a time, and it equals the change in momentum between two instants. Both are measured in N·s (kg·m/s), but momentum describes the state while impulse describes the change.
What is the difference between average force and peak force?+
The average force is the impulse divided by the contact time. The peak force is the largest instantaneous value. For a symmetric triangular pulse the peak is 2 times the average, and for a half-sine pulse it is π/2, about 1.57 times the average. Real impacts have irregular shapes, so treat these factors as rules of thumb.
What is g-force and how is it calculated here?+
G-force in this calculator is the average force divided by the object's weight, F / (m g), with g = 9.80665 m/s². A result of 10 means the average force is ten times the weight of the object. It is a convenient way to compare very different masses, but it is not the same as the acceleration felt by every part of a body.
Is this the same as specific impulse in rocketry?+
No. Impulse here is force times time, in N·s. Specific impulse in rocketry is a measure of engine efficiency, thrust per unit weight flow of propellant, expressed in seconds. Total engine impulse is thrust times burn time, which is why the name is shared, but this calculator solves collisions and pushes. See the specific impulse calculator for rockets.
What sign should I use for velocity and force?+
Choose one direction as positive and give every velocity and force a sign relative to it. A ball arriving at 40 m/s in the negative direction and leaving at 45 m/s in the positive direction has Δv = +85 m/s, not 5 m/s. Forgetting the sign is the most common reason a bounce gives too small a force.
Does the calculator include gravity or friction?+
No. The force you enter, or the force the calculator returns, is the net force along the line of motion during the contact. For a short impact gravity is usually negligible next to the impact force. For a long push, such as a car on a road, add friction and other forces into the net force before using the result.
Why is kinetic energy not conserved in a collision?+
The impulse-momentum theorem fixes the momentum change, but kinetic energy depends on velocity squared and can change by any amount. In the car stop in Example 2 all 135,000 J of kinetic energy is removed by deformation and heat. In the bat strike energy is added by the swing. See the kinetic energy calculator for the energy side.
How long is a typical contact time?+
It depends on the objects. Hard, small objects such as a bat and a ball or a club and a golf ball touch for around a millisecond or less, while a car crash lasts tens to hundreds of milliseconds and a soft catch can take a fifth of a second or more. The values in the examples are illustrative, so use measured or published figures for real work.

What is the impulse-momentum theorem?

The impulse-momentum theorem says the impulse on an object equals its change in momentum: J = F_avg x delta t = delta p = m (v_f - v_i). A larger force or a longer contact time gives a larger impulse and therefore a larger change in velocity. It is Newton's second law written in terms of momentum, and it holds even when the force changes during the contact.

How do you calculate impulse?

Multiply the average force by the time it acts: J = F x delta t. A 5,000 N force acting for 4 s gives J = 20,000 N s. Equivalently, impulse is mass times the change in velocity, m (v_f - v_i), so both routes must give the same number. The unit is the newton second, which equals one kilogram metre per second.

How do you find average impact force from velocity and time?

Use F_avg = m (v_f - v_i) / delta t. A 1,200 kg car going 15 m/s that stops in 0.05 s needs F = 1,200 x 15 / 0.05 = 360,000 N. Pick the final velocity carefully: zero if the object stops, a negative value if it rebounds. The sign of F tells you the direction of the push.

Why does a longer contact time reduce the force?

For a fixed change in momentum, F_avg = delta p / delta t. The numerator is set by the masses and velocities, so the only way to lower the force is to lengthen the time. Doubling the stopping time halves the average force. This is why crumple zones, airbags, padded floors and bent knees reduce injury.

What is the difference between impulse and momentum?

Momentum p = m v is a property of a moving object at one instant. Impulse is the effect of a force acting over a time, and it equals the change in momentum between two instants. Both are measured in N s (kg m/s), but momentum describes the state while impulse describes the change.

What is the difference between average force and peak force?

The average force is the impulse divided by the contact time. The peak force is the largest instantaneous value. For a symmetric triangular pulse the peak is 2 times the average, and for a half-sine pulse it is pi/2, about 1.57 times the average. Real impacts have irregular shapes, so treat these as rules of thumb.

What is g-force and how is it calculated here?

G-force in this calculator is the average force divided by the object's weight, F / (m g), with g = 9.80665 m/s squared. A result of 10 g means the average force is ten times the weight of the object. It is a convenient way to compare very different masses, but it is not the same as the acceleration felt by every part of a body.

Is this the same as specific impulse in rocketry?

No. Impulse here is force times time, in N s. Specific impulse in rocketry is a measure of engine efficiency, thrust per unit weight flow of propellant, expressed in seconds. The two share a name because total engine impulse is thrust times burn time, but this calculator solves collisions and pushes, not rocket engine efficiency.