Bracket, or ET, racing is a great way
to get into the sport of drag racing. You don't need a lot of money or
special equipment to get started, but it helps to know "the basics".
What is a Bracket Race? A bracket drag race is a
straight-line acceleration contest between two cars, usually starting at
different times, from a standing start over a specified distance,
usually a 1/4 mile or an 1/8 mile. Racers line up in front of a
countdown device, called a Christmas Tree. When they leave the
starting line, timers record how long it takes them to reach the finish
line. This is called elapsed time, or ET for short. Top
speed is also recorded.
Getting Started
The best way to get your feet wet is
to come out to a Thursday street legal event or a Friday "test and tune"
session. For a small fee, you can practice your starting line
procedure, learn how the car reacts to tuning changes, and make passes
down the track without the pressure of racing against someone.
You should also take time to watch
how other racers do things, and most importantly, ask questions. Most
racers will be happy to give you pointers on improving your technique.
Competing
When you're ready to race against other
people, you can compete in our monthly bracket races. Your car will be
put in a category, or class, based on the elapsed time of your car and
vehicle equipment ( electronics, non-electronics ). Top speed is not a
factor in bracket racing.
You will need to determine how quick
you think your car will be. This is called the dial-in. When
you are matched up with another car, the dial-ins are compared and the
slower car is given a head start equal to the difference between the
two. To win, you want to run as close to your dial-in as possible
without going faster, or "breaking out."
You can also win if both cars run
faster than the dial-ins (called running under) and you are closest to
your dial-in. If both of you get down the track exactly at your dial-in
or have the same break out, the driver who reacted quickest to the
Christmas Tree -- called reaction time, or RT -- wins the
race. Here are possible outcomes for a race between Car A with a 14.50
second dial-in and Car B with a 15.25 second dial-in.
Car A runs 14.55 seconds, Car B runs
15.35 seconds
Car A wins (runs closest to dial-in
without breaking out)
Car A runs 14.0 seconds, Car B runs
15.20 seconds
Car B wins (both cars run under, Car
B runs closest to dial-in)
Car A runs 14.50 seconds with .510 RT,
Car B runs 15.25 seconds with .505 RT
Car B wins (runs at dial in, has
better reaction time)
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The Track
Burnout Box
This is an area on the track surface
just before the starting line which is sprayed down with water. You
pull the car forward until the "drive" tires are just at the edge of the
water, then do a quick burnout to warm up the tires and get rid of any
debris lodged in the tread. Be sure that burnout light is on green and
not red. When light is red, do not advance forward to starting line nor
begin burnout.
60 Foot Timer
Measures the time it takes the car to
cross the first 60 feet of the quarter-mile. This shows you how well
the car launches, which affects your elapsed times. Most street-tired
cars have 60 foot times around 2 seconds.
660 Foot Timer
The 660 foot mark is the halfway point of
a quarter-mile track. Your elapsed time is recorded. We also have
timers at the 330 and 1,000 foot intervals.
Mile Per Hour Timer
Also known as the speed trap, this timer
is located 66 feet before the finish line. It records the car's average
speed between it and the finish line. This is the mile per hour figure
on your timeslip.
Finish Line
When you cross the light beam at the
end of the quarter-mile, you stop the ET clock. The amount of time (in
seconds) between when the timer was activated and when it stopped is the
ET figure on the timeslip.
Shutdown Area
Beyond the finish line is the shutdown
area, approximately a quarter-mile or so in length, where you can safely
slow the car down to take the turnout that will take you to the timeslip
booth (ET booth). Please note that we have three turnouts in the
shutdown area, if you miss one, go to the next, DO NOT TURN AROUND ON
THE TRACK. If something goes wrong and you can't stop the car, we have
a sand trap set up at the end of the shutdown to help stop you.
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The Tree
Getting a good reaction time at the
starting line ( better known as cutting a light ) all starts with the
Christmas Tree. A "good light" will give you a big advantage over your
opponent, especially if you are running the slower car.
In simple terms, the Tree is a set of
vertical lights that gives the driver a visual countdown to the start of
a race.
Pre-Stage Indicator Lights
Round yellow bulbs that warn you when
you are getting close to the starting line and the "staged" (ready to
race) position.
Stage Indicator Lights
Second set of round yellow bulbs that
tell you when you are on the starting line and ready to race. The bulbs
light up when the front wheels of the car cross a beam of light that
goes to a set of photo cells. These cells trigger the timer when the
car leaves the light beam.
Countdown Lights
Round amber (yellow) floodlights that
count down to the green "go" light. There are two types of countdowns,
or starts. The pro start flashes all three lights simultaneously, with
a .400 second difference between the amber and green lights. This is
called a Pro Tree or .400 Tree. The bracket start flashes on
light at a time with a .500 second difference between the last amber and
the green light. This is known as a .500 Tree, Sportsman Tree, or Full Tree.
Green Light
This is the one you're waiting for.
When the green light flashes, it means you're free to mash the gas pedal
and make a run. This is called the launch.
Red Light
If this bottom bulb flashes, you're
out. The red light will go off when you leave the starting line before
the green light is activated, resulting in a disqualification. Known as
redlighting, this action automatically gives the win to your opponent.
Most drivers, try to begin their
launch just as the last of the three amber lights goes off. That puts
the car in motion when the green light activates. This is where most
bracket races are won or lost, so time practicing your staging and
launching techniques is time well spent.
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The Timeslip
After you make a run, the guy in the
little booth (ET booth) after the turnout at the end of the track, will
hand you a piece of paper with numbers all over it. This paper is
called the timeslip.
The timeslip provides a wealth of
information about a run. It tells you how well you launched, how quick
and fast you went at various points on the track, and what your final ET
and mile per hour were. And if you were drag racing an opponent, the
timeslip tells you how he did, also.
Lane
Shows which lane you ran in.
Car Number
Cars are assigned a number and marked on
windows.
Dial-In
This is the elapsed time you think your
car will run.
Reaction Time
This tells you how quickly you reacted
to the green light on the Christmas Tree. If running a Full Tree, it is
set as .500 second. You want your RT to be at or as close to .500 as
possible. If you react faster than that, you've just redlighted.
60, 330, 660, 1,000 ET, and MPH
Times
These figures give you elapsed times at
the 60 foot, 330 foot, 660 foot (1/8 mile), and 1,000 foot marks. You
also get the mile per hour figure.
1/4 and MPH Quarter Mile ET and MPH
These are your finishing elapsed time
and mile per hour numbers. When it comes to bragging rights, these are
the ones that count. |