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
quarter mile or an eighth 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 go to a "test and
tune" session (most tracks have them weekly). 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 question. 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 your track's weekly series. Your car will be put
in a category, or class, based on the elapsed time of your
car. 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 different 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 classes 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 quicker 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 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 14.40 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 0.510 RT, Car B runs
15.25
seconds with 0.505 RT
Car B wins (runs at dial-in, has better reaction
time)
The Track
Burnout Box - Small depressions in the track surface just
before the starting line which are sprayed down with water.
You pull the car forward until the rear 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.
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. At some
tracks, speed (in miles per hour) is also recorded. Some
track also have timers at 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 time slip.
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 time slip.
Shutdown Area - Beyond the finish line is the shutdown area,
usually a quarter-mile or more in length, where you can
safely slow the car down to take the turnout that takes you
to the time slip booth. If something goes wrong and you
can't stop the car, most tracks have a sand trap, net, or
other setup at the end of the shutdown to stop you.
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. Some guys, like NHRA Super Stock driver Dan Fletcher,
are known for their consistently quick reaction times.
In simple terms, the Tree is a set of vertical lights that
gives the driver a visual countdown to the start of a race.
Referring to the illustration, the lights are as follows,
from top:
Pre-Stage Indicator Lights - Round yellow bulbs that warn
you when you are getting close to the s starting line and
the "stage" (ready to race) position.
Stage Indicator Lights - Second set of round yellow bulbs
that tell you when you are on the stating 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 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 0.400 second difference between the
amber and green lights. This is called a Pro or 0.400
Tree. The bracket start flashes one light a time, with a
0.500 second difference between the last amber and the green
light. This is known as a 0.500 or sportsman Tree.
Green Light - This is the one you're waiting for. When the
green lights 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 relighting, this action
automatically gives the win to your opponent.
Most drivers try to gain 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 racers are won or lost, so time practicing your
staging and launching techniques is time well spent.
The Time slip
After you make a run, the guys in the little both at the end
of the track will hand you a piece of paper with numbers all
over it. This paper is called the time slip.
The time slip 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 miler per hour were. And if you were racing against an
opponent, the time slips tells you how he did, too.
Lane - Shows which lane you are in
Car Number - Most cars are assigned numbers at official
races.
Class - Marked if running in an official race. Not used for
"test and tune" session.
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. In this case, it is
set as a 0.500 second or sportsman tree. You want your RT
to be at or as close to 0.500 as possible. If you react
faster than that, you've just red lighted.
60, 330, 1/8, MPH, and 1000 ET and MPH Times - These figures
give you the elapsed times at the 60 foot, 330 foot, 660
foot, or eighth mile, and 1,000 foot marks. You also get
the mile per hour figure at the 660 foot mark, which is
half-track.
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!