Run-time estimator

Real race-car engineering, sized for you. The same physics engine runs at every level — Easy gives you big choices and plain words, Intermediate opens up the numbers and shows where the energy goes, Advanced hands you every coefficient, the equations, and the tools to measure them on your own car.

Build your car

Heavier cars are faster downhill — gravity pulls harder but the air doesn't push back any harder. Your division has a weight limit, though!

Wheel size

Type of wheels

Bearings (the part the axle spins in)

How tall does the car sit?

How steep is the hill?

What's going on?

Gravity is your engine. At the top of the hill your car is holding — of energy (that's about — — the work of lifting a — lb car up — ft). Rolling down turns that stored energy into speed.

Four things steal it on the way down: squishy tires rubbing the road, air that has to get out of the way, bearings that fight the axle, and heavy wheels that have to be spun up. Right now your biggest energy thief is —, eating — of what gravity gave you.

Top tips for your car

    Try it: change one thing at a time and watch the time. That's exactly how real engineers test — one change, measure, repeat.

    —estimated elapsed time (s)
    —top speed (mph)
    —average (mph)
    —total distance (ft)

    Where did the energy go?

      Where it wentJoulesft·lbShare

      Safety numbers

      Speed leaving the ramp
      —
      Energy the brake must absorb
      —
      Stopping distance (drag brake, dry)
      —
      Lateral g before tipping
      —
      Tightest turn at top speed
      —

      The run-out area past the finish must be longer than the stopping distance. A high seat or narrow track lowers the tipping limit — that's why the rules cap height and require a stable seat.

      What would make it faster?

      Each row changes one thing and re-runs the simulation. Change one variable at a time — that's the engineering method.

      Compare: Car A vs now

      Parameter sweep