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Glossary

Drag-racing terms in plain English

You do not need to be an engineer to use MotoQuant. This page explains every term the simulator uses. Anywhere on the site, a word with a dotted underline opens a short version of its definition here.

Quarter-mile time
How long the bike takes to cover a quarter mile (402 metres) from a standing start. Also called "ET" or elapsed time.
Lower is quicker. A 150 cc commuter takes around 18 to 20 seconds, a 400 cc sport bike around 13 to 14 seconds, and a stock Hayabusa about 10 seconds.
Finish-line speed
How fast the bike is going when it crosses the quarter-mile finish line. Racers call it "trap speed".
It shows top-end power. Your quarter-mile time also depends on the launch. A stock litre-class sport bike crosses the line at around 215 to 235 km/h.
First 60 ft (launch)
The time to cover the first 60 feet (about 18 metres). It shows how well the bike gets off the line.
Every extra 0.1 s lost here is roughly 0.07 to 0.1 s lost over the whole quarter mile. A strong launch on a sport bike is about 1.6 to 1.9 seconds.
Halfway (⅛ mile)
The time and speed at the halfway point of the run: one eighth of a mile (201 metres).
Many strips run eighth-mile races. The quarter-mile time is usually about 1.5 to 1.6 times the eighth-mile time.
Splits
Elapsed times recorded at set distances along the run, such as 60 ft, ⅛ mile and the full quarter mile.
Comparing splits shows where a run was won or lost: a slow first split means a weak launch, a slow final split means a lack of top-end power.
Launch RPM
The engine speed you hold while you let the clutch out at the start. Too low bogs the bike, too high spins the rear tyre.
The best value depends on the bike, the tyre and the surface. The race-day setup tool suggests one for your conditions.
Two-step (launch control)
A rev limiter that holds the engine at a fixed speed while you wait on the line, so every launch starts from the same RPM.
You hold the throttle fully open, the limiter keeps the revs steady, and you release the clutch.
Gearing (sprockets)
How far the bike moves for each turn of the engine, set by the front and rear sprockets and the gearbox.
Shorter gearing (a bigger rear sprocket or smaller front one) accelerates harder but runs out of speed sooner. Taller gearing does the opposite.
Sprockets
The toothed wheels that the chain runs over: a small one on the engine and a big one on the rear wheel.
Changing the number of teeth on either one changes the gearing. One extra tooth on the rear sprocket makes the bike pull a little harder and top out a little lower.
Air and altitude
Hot, high or humid air is thinner, so the engine gets less oxygen and makes less power. This setting accounts for that.
Engineers call it density altitude. The same bike can be a few tenths of a second slower on a hot day or at a high-altitude strip than on a cool day at sea level.
Traction
How much grip the rear tyre has on the road surface. When the engine asks for more than the grip allows, the tyre spins.
Prepped drag strips have far more grip than ordinary roads. A wet or dusty surface can cost a lot of time because power is wasted as wheelspin.
Wheelie
When the front wheel lifts off the ground under hard acceleration. The bike loses time while the front is in the air.
Wheelie bars, a longer swingarm and a lower rider position all help keep the front wheel down so the bike can use its full power.
Cost per tenth of a second
How many rupees you spend for each 0.1 second a part makes your bike quicker. Lower is better value.
It is the price of the part divided by the tenths of a second it gains. A cheap air filter with a small gain can beat an expensive part with a big one.
Instant estimate
A very fast approximate answer calculated in your browser. It is close to the full simulation but not exact.
Use it for quick what-if checks as you change things. Run the full simulation when you want exact splits, charts and a result you can save.
Full simulation
The complete, exact calculation that follows the bike millisecond by millisecond along the whole quarter mile.
It takes a moment longer than the instant estimate and gives you the exact splits and speed-over-time charts. Only full-simulation results can be saved.
Engine power change
Make the engine stronger or weaker by a percentage. For example, +10% means 10% more power than stock.
Use it to try a tune, an exhaust or a bigger engine before you buy anything. Negative values model a worn or restricted engine.
Weight added or removed
Change the bike weight in kilograms. Use a negative number to remove weight, such as a lighter battery or exhaust.
A rule of thumb is that 10 kg lighter is worth roughly 0.1 to 0.15 seconds in the quarter mile, depending on the bike.
Air resistance (Cd·A)
How much the bike and rider push against the air. It is the drag coefficient (Cd) multiplied by the frontal area (A).
It matters more the faster you go, because air resistance grows with the square of speed. A fairing and a tucked rider reduce it.
Redline
The highest engine speed the bike is allowed to run, in revolutions per minute. The engine changes gear or hits the limiter here.
Most sport bikes shift up just before the redline in a drag race to stay where the engine makes the most power.
Wheelspin (slip)
How much faster the rear tyre is spinning than the bike is moving. A little slip is normal and gives the best grip.
Too much slip burns power as smoke instead of pushing you forward. The simulator tracks it moment by moment.
Build type
What kind of parts you are willing to use: street-legal only, drag-strip prep, full race, or anything goes.
Street-legal keeps the bike road-worthy. Drag-strip prep adds track-only parts. Full race and anything-goes allow engine modifications such as nitrous or a turbo.
Stage 1 / 2 / 3 / 4
A common way to describe how far a bike is modified: a higher stage means bigger changes and a bigger bill.
Stage 1 is bolt-ons (exhaust, filter, tune). Stage 2 adds clutch and gearing work. Stage 3 and 4 go into serious engine work and are usually for track use only.
Outlaw (no-limit) build
A build with no rules and no budget cap: every compatible part is on the table, aiming only for the quickest time.
It is the "what is the absolute best this bike can do?" answer. It is usually not street-legal and not cheap.
Dyno
A machine that measures how much power and twisting force an engine delivers at the rear wheel at each engine speed.
The printed result is a dyno chart. You can upload one to My data so the simulator uses your engine instead of a typical one.
Dragy
A small GPS device that sits on your bike and records your real quarter-mile times and speeds.
Upload a Dragy run to My data to compare what really happened with what the simulator predicted.
Top speed
The fastest the bike can go when it keeps accelerating until the air resistance matches the power.
Some bikes are limited electronically, often to 299 km/h on the big sport bikes. The simulator can show it with or without the limiter.

Missing a term? Tell us on GitHub, or head back to the simulator.