My Age Group Tools Field Notes Why It Works
New · A physics game

Launch Lab

Pick how hard and how high. Pick the field. Swing, and watch real drag and spin decide where it lands and who gets there. Then change one thing and swing again.

Your swing
Left field lineCenterRight field line
Blowing inCalmBlowing out
Ground balls only score the call, not the distance.
Scientist score
0
Swings
0
Calls right
0
One-change tests
Tip: change one thing per swing. That is how you find out what caused what.
Distance guesses: none yet.
Experiments
    Your progress saves on this device. No login.
    Ready
    Set your swing and tap Swing.
    From the side
    From above
    Why it happened
    • Every swing gets an explanation here: the forces, the timing, and who had a chance.
    The science inside

    Three forces act on the ball. Gravity pulls it down. Drag pushes against its motion and grows with the square of speed, so a ball hit twice as hard feels about four times the drag. Backspin creates lift (the Magnus force), which is why a well-hit fly ball hangs and carries.

    No air, no drag. After each swing we show how far the same ball would go in a vacuum. The gap between the two numbers is what the air did.

    Thin air carries. At a mile high the air is roughly a fifth less dense, so there is less drag and less lift, and the drag drop wins. Same swing, more distance.

    Fielders are a race against hang time. A fielder reacts, then runs. If he can cover the distance before the ball lands, it is an out. On ground balls the race is fielder plus throw against the runner going to first.

    The sweet spot. Statcast calls launch angles from 8 to 32 degrees the sweet spot. Below 10 is a ground ball, 10 to 25 a line drive, 25 to 50 a fly ball, above 50 a pop-up.

    For coaches

    This is a thinking toy, not a swing lesson. Kids must call the result before every swing. That is on purpose: guessing first, then seeing why the guess was wrong, is where the learning happens. The scientist score rewards good calls and changing one thing at a time, not big hits.

    Best use: sit next to them. When a call is wrong, ask one question: what surprised you?

    Guidelines & sources this game follows

    Ready to run a whole game with this physics under the hood? Try Skipper.

    Note on certainty: this is a simplified model. Spin is estimated from launch angle. Fielders run at a steady speed. There is no sidespin, no bounce off the wall, and no bad hops. The typical exit velocity range shown for each field is a rough estimate, not a study. Use it to learn how the forces work, not to judge a player. The prediction study was with college physics students; we expect it to carry to kids, but that is not proven.