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Power-to-weight ratio: why a lighter car runs quicker

Weight and power trade against each other, but not one for one. A short rule of thumb for the quarter mile shows how much a lighter car really gains, and why the gain is smaller than the percentage you removed.

Newton's second law is F = ma, so acceleration is force divided by mass. A car that makes the same push with less mass accelerates harder, and a car with more power can push harder at speed. Power-to-weight ratio puts both into one number. This post uses it to estimate quarter-mile times with two well-known rules of thumb, then shows why shedding weight pays back less than the percentage suggests. All cars below are invented examples, not data about any car in a game.

Two ways to write the ratio

Power-to-weight can be quoted either way up:

The two are the same information. Both use mechanical horsepower here, the unit of the 5,252 rule in the dyno chart post, and the weight should include the driver and fuel.

The quarter-mile approximations

Two formulas, usually credited to Hale and Fox, turn the ratio into a quarter-mile estimate. With weight in pounds and power in horsepower:

These are approximations fitted to real cars, not laws. They assume a well-launched car with enough grip and sensible gearing, and the result depends on whether you feed in flywheel power or wheel power, so quote which one you used. They are good for comparing two setups, and less good for predicting one car's exact slip.

The cube root appears because power, not force, is the fixed quantity. A car holding constant power covers distance in proportion to time to the power of 1.5, which leaves time depending on the cube root of weight ÷ power. The constants then come from fitting real results.

Worked examples

Take a 3,000 lb car with 300 hp as the base. Its weight ÷ power is 10.0 lb per hp, so ET ≈ 5.825 × 101/3 = 5.825 × 2.154 = 12.55 s, and trap speed ≈ 234 × 0.11/3 = 234 × 0.464 = 108.6 mph. Now change one thing at a time:

Estimates from the two approximations. Cars and figures are invented.
WeightPowerlb per hphp per tonneETTrap speed
3,000 lb300 hp10.00220.512.55 s108.6 mph
2,700 lb300 hp9.00245.012.12 s112.5 mph
3,000 lb330 hp9.09242.512.16 s112.1 mph
3,000 lb400 hp7.50293.911.40 s119.5 mph
2,500 lb400 hp6.25352.710.73 s127.0 mph
Estimated quarter-mile ET from the 5.825 × (lb per hp)1/3 approximation. The highlighted row is the base car with 10% of its weight removed: 12.55 s becomes 12.12 s.

Ten per cent is not ten per cent

Look at the second row. Removing 10% of the weight (3,000 lb to 2,700 lb) gives 9.00 lb per hp instead of 10.00. ET falls from 12.55 s to 12.12 s, a gain of 0.43 s, or 3.45%. The cube root explains it: 0.91/3 = 0.9655, so the time is multiplied by 0.9655, not by 0.9.

Adding 10% power (300 hp to 330 hp) is a little less effective, and it gives 12.16 s, 3.13% quicker. That is because 1.1-1/3 = 0.9687. The two are not equal because removing 10% of the weight raises the ratio by 1 ÷ 0.9 = 11.1%, while adding 10% of the power raises it by exactly 10%.

The trap speed follows the same cube root, in the other direction: the lighter car crosses the line at 112.5 mph against 108.6 mph, 3.6% faster.

Time depends on the cube root of weight ÷ power. To cut ET by 10% you need weight ÷ power to fall to 0.93 = 0.729 of its value, which is 27.1% off the weight or 37.2% more power (1 ÷ 0.729 = 1.372).

What the formulas leave out

Use the ratio to rank setups and to see which change is worth chasing. Test the answer against the clock: the time slip post explains the lines to compare.

In the game

Pink Slip Kings lets you upgrade your engine, drivetrain, tires and suspension, compare horsepower and torque on the dyno, and take a setup to Test & Tune, where race time slips show the result. The game is in closed testing, and how it models weight and power is outside this post, so treat the numbers above as real-world arithmetic rather than a prediction of in-game times.

Pink Slip Kings: Drag Racing is a 3D drag racing game with manual launch and shift controls, detailed tuning, a dyno, telemetry and race time slips, and Test & Tune and tuner sandbox modes. It plays offline, has no ads and no in-app purchases, and its in-game cash and cars cannot be bought or exchanged for real money. The game is currently in closed testing.