How To Improve Your Reaction Time In Drag Racing – So you finally make it to your first drag strip. You launch your car, reach the finish line safely, and on your way back, the track official will give you a certificate. Your friend tells you it’s your weirdest time, so you take a photo of your 15-second run time, and post it to your Instagram. If this is all you do with your time slip, then you are wrong. Taking time off can be a great guide to improving your racing technique. Instead of using it to see how fast (or slow) your speed is, here’s how to use it to your advantage so you can start improving and save the brag until you increase your car’s power and performance. the better you and your car are capable of achieving.
While it may look like a Walmart receipt, the time slip contains valuable information that is essential to progress and good rotation, even for the most adventurous players. In the previous issue of DSPORT (issue 219), we discussed everything you need to know about scheduling. In that story, we discuss everything that happens from burning until your light turns green and your front tire crosses the stage light. So, what happens after? As soon as the stage beam is unobstructed from your front tire, you trigger the timer and now the timer is officially running. On the time slide, you’ll see R/T (Reaction Time), 60′, 330′, 660′, 1/8-mile, MPH (for 1/8-mile), 1,000′, ΒΌ-mile, and MPH (again per quarter-mile). Here’s a breakdown of how each of these calculates and what they mean to you behind the wheel.
How To Improve Your Reaction Time In Drag Racing
Taking your time can tell you a lot about your driving style. Your 60-foot time is important to your overall performance. A slow 60 may indicate a poor launch. Adjusting tire PSI, launch RPM, clutch slip, etc. can improve your launch, which will improve your 60 time and elapsed time.
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The reaction time is the time it takes from the time your light turns green, until your front tire stops blocking the stage light. This plays into the shallow and deep theater discussed in the previous issue. The deeper you level, the more you are at risk of red-light. The shallower you level, the higher your taste time will be, but you will have more of a chance to complete the run without red-light. Be sure to read our Drag Racing 101 story in a previous issue to find the best workout for you. Once you pass the level beam, you go to a 60-foot time on your skid.
In the midst of being overwhelmed with your first launch, beginner players often forget to turn off their traction control. With traction control on, your system detects the slightest wheel slip and automatically applies ABS to that wheel or cuts engine power to it. Obviously, the last thing you want during a launch is any kind of braking. This completely kills your time. While wheel slippage is said to hurt your 60 time, some degree of slippage is necessary to protect your movement.
As the name implies, the 60-foot mark is 60 feet from the starting line and is illuminated by an infrared light. The first time I raced, I was watching the time pass and I never noticed my 60-ft. My timing was not good even though I kept trying to change speed. When I looked at my 60-ft time, I realized that my AWD WRX should be capable of half that time on the worst day. This tells me that I launched every error. This time will tell you how to launch properly. If your tires are spinning too much on launch, your 60-ft time will hurt. The shorter your 60-ft time, the better your launch will get. Your 60-ft time will vary depending on the tires you use, the type of tires, your launch technique (clutch release, launch RPM, etc.), track preparation, and how hot the track is. However, if you are comparing runs from the same day, you should be able to adjust your trend to lower that number.
Switching to performance tires or pulling radials will show a huge improvement in your 60-foot time, which will greatly improve your past. Tire removal will hurt your 60 time, and while adjusting tire pressure, launching RPM, and clutch removal/unloading procedures may show lower times; upgrading the tires will be the most rewarding.
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He launched successfully, the car took off, and he had a best 60-ft time. Now is the change. 330-feet away from there is another light, followed by 660-feet (1/8-mile), and 1,000′. These lights measure all these times respectively. Beyond the 60-foot time is the first-to-second gear change, and how quickly you shift, how well you shift, and the correct RPM you’re shifting at will affect your time. 330′ and 660′ is a center-of-track guide that allows you to improve on the shift between first-to-second, and second-to-third depending on your transmission gear ratios. Some tracks like Irwindale Dragstrip are only 1/8-mile. In which case, that’s your last stop before braking. Everything between your 60-ft and your finish line can help you improve on moving through the gears.
The goal is to have the best quarter-mile time, so your last step is a 1/4-mile beam/finish line. Once you cross the finish line, the clock stops and the elapsed time is the result. The elapsed time starts when the level beam is uninterrupted and the finish line beam is interrupted. So, if your bar goes green and you don’t move, your lap timer won’t start until your front tire passes the light; however, his taste begins with the green. Finally, to measure your MPH, the speed trap sits 66 feet before the finish line. The speed trap records your average speed between those 66 feet and the finish line, and it shows your time in seconds as miles per hour.
A bracket race is when a competitor predicts (speed-in) how long it will take to reach the finish line. If the competitor reaches the finish line at, or below, his call time before his opponent, he is the winner (given he didn’t run a red light). So, if you clock in at 10.40 seconds, you launch without a red light, reach the finish line before your opponent, and finish with 10.40 seconds or less, you win. If you finish with 10.41-seconds or higher, you lose.
The same concept goes for handicap racing. The only difference is the drive with the slower-pressing time-releases is the first to have a head start. The difference between the two speed dial numbers is the difference in launch time between the competitors.
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Each competitor decides their call time before the race. Some drivers have been racing for decades and know their cars really well, while others play a few games before their race to determine their call time. The time of the call is written on the car.
Also under the bracket race is the index class. In this type, the handicap is already determined and the competitor’s goal is to get as close to the arrow as possible without running too fast. If the index is 10.00-second, the competitors will try to get as close as possible to the 10.00-second mark, but not fast.
As for the leadership race, both competitors launch at the same time, and the first to cross the finish line wins. Head-up racing does not include a timed call or break-out; however, red-light kicks you out of the race as in any type of drag race.
The leadership race has no speed dial or breakout time. Both competitors launch at the same time, and whoever crosses the finish line first without a red light wins.
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As you can see, timing slip is important whether you are trying to improve your launch, maneuvers, or you are racing in some popular drag racing classes and need to find your calling time. The most important time when you start is your 60-ft. This will tell you if you are doing the best in your submissions or if you are slowing down. The better the launch, the better past time you’ll have. Experiment with your grip if you are racing a manual. If you’re dropping the clutch and your tires are spinning too much, try sliding instead. Experiment with your launch RPM to make sure it is not too low that you have a weak launch or too high that you are spinning. If you continue to roll, try lowering your tire pressure two to five PSI at a time. Most importantly, make one change at a time and learn what works for you. Once you’ve established what works, then try to make one more change, revise, and repeat. Starting strong, sprinting off the blocks is absolutely essential to swimming a great race. Improve your swimming start with these tips.
A faster start leads to a faster swim. This is why starting with a strong, fast dive off the blocks is absolutely necessary