Acceleration CalculatorFrom velocity and time, distance, or force and mass, in m/s² and g

Pick the data you have, get acceleration with every step shown, and see it as g-force and as an equivalent 0–100 km/h time.

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How do you calculate acceleration?

Acceleration = change in velocity ÷ time: a = (v − u) ÷ t. A car going from 0 to 100 km/h (27.78 m/s) in 6.0 s accelerates at 27.78 ÷ 6.0 = 4.63 m/s², which is 0.47 g. Without time, use a = (v² − u²) ÷ 2d, and from a net force use a = F ÷ m.

4.63m/s²0.47 g

15.19ft/s²
6.00 s0–100 km/h time
5.79 s0–60 mph time

   

Acceleration formulas

a = (v − u) ÷ tfrom speeds and time
a = 2(d − ut) ÷ t²from distance and time
a = (v² − u²) ÷ 2dwithout time
a = F ÷ mNewton’s second law

The three kinematic forms assume constant acceleration. If acceleration varies, these give the average. Convert to g by dividing by 9.80665 m/s².

Worked examples

1. A car from 0 to 100 km/h

u = 0, v = 100 km/h = 27.78 m/s, t = 6.0 s. a = 27.78 ÷ 6.0 = 4.63 m/s² = 0.47 g. This is the calculator’s default.

2. Emergency braking

From 100 km/h to rest in 3.0 s: a = (0 − 27.78) ÷ 3.0 = −9.26 m/s², a deceleration of 0.94 g, close to the limit of good tyres on dry asphalt.

3. From distance only

A cart starts from rest and covers 100 m in 5 s: a = 2 × 100 ÷ 5² = 8 m/s². Its final speed is a × t = 40 m/s, which you can confirm with the final velocity calculator.

Typical accelerations and g-forces

SituationAccelerationg-force
Passenger lift starting≈ 1 m/s²0.1 g
Family car, 0–100 km/h in 10 s2.8 m/s²0.28 g
Free fall on Earth9.81 m/s²1 g
Performance EV, 0–100 km/h in 2.1 s13.2 m/s²1.35 g
Space Shuttle launch (peak)≈ 29 m/s²3 g
Roller coaster loop (peak)30–50 m/s²3–5 g
Fighter jet hard turn≈ 88 m/s²9 g

Acceleration FAQs

Average acceleration is a = (v − u) ÷ t, the change in velocity divided by the time taken. With v and u in m/s and t in seconds, acceleration is in m/s².

Subtract the starting speed from the final speed and divide by the time. A car going from 0 to 100 km/h (27.78 m/s) in 6.0 s accelerates at 27.78 ÷ 6.0 = 4.63 m/s².

If the object starts with speed u and covers distance d in time t at constant acceleration, a = 2(d − ut) ÷ t². Starting from rest, 100 m in 5 s means a = 2 × 100 ÷ 25 = 8 m/s².

Use a = (v² − u²) ÷ 2d. Accelerating from rest to 20 m/s over 50 m gives a = 400 ÷ 100 = 4 m/s².

g-force expresses acceleration as a multiple of standard gravity, 9.80665 m/s². An acceleration of 19.6 m/s² is 2 g. Fighter pilots can tolerate about 9 g briefly with special suits.

Negative acceleration means the velocity is decreasing in the chosen direction, commonly called deceleration. Braking from 27.78 m/s to 0 in 4 s is −6.94 m/s², about −0.71 g.

The SI unit is meters per second squared (m/s²). Other units include ft/s², km/h per second and g. 1 g = 9.80665 m/s² = 32.174 ft/s².

Yes. Acceleration has magnitude and direction. A car turning at constant speed is accelerating because its direction of motion is changing.

By Newton's second law, a = F ÷ m. A net force of 100 N on a 20 kg object produces 5 m/s² of acceleration.

Everyday cars reach 0–100 km/h in about 8–12 s (2.3–3.5 m/s²). Performance electric cars can do it in about 2–3 s (9–14 m/s², over 1 g).

Yes. The distance-based formulas assume acceleration is constant. For changing acceleration, the result is an average.

Most roller coasters peak between about 3 and 5 g for short moments at the bottom of drops and loops, which is why ride designers limit how long those forces last.

Sources

  1. OpenStax University Physics Volume 1, Section 3.3: Average and Instantaneous Acceleration
  2. OpenStax University Physics Volume 1, Section 3.4: Motion with Constant Acceleration
  3. NIST CODATA: Standard acceleration of gravity
  4. NASA: Human Integration Design Handbook (acceleration limits)
  5. NIST SP 811: Unit conversions

This acceleration calculator assumes constant acceleration in a straight line. Vehicle and human-tolerance figures are typical values for illustration.