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Getting into the mid 12s

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Old 02-03-2007, 10:12 PM
  #11  
RodeoFlyer
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Default RE: Getting into the mid 12s

hmmmmmm - it would appear Rench has basicly exactly what I said....NICE
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Old 02-03-2007, 10:21 PM
  #12  
AmericanMuscle4.6GT
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Default RE: Getting into the mid 12s

ORIGINAL: Rench

See sig.........
holy ****. 12.3 with only 1 (maybe count it as 2) mods that increase engine HP?


edit: 2 mods that increase engine HP (pulleys reduce parasitic losses)

insane.
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Old 02-03-2007, 10:28 PM
  #13  
06VistaBlue
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Default RE: Getting into the mid 12s

Tires ie. drag radials, ET Streets, or slicks. A set of gears 4.10 or 4.30's. A C&L or JLT or Demolet CAI and a tune. Off road x-pipe, and some practice on a good cool track. The big part of the eqaution is the sticky tires. You can shave up to a half a tenth off your ET.
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Old 02-03-2007, 11:06 PM
  #14  
moosestang
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Default RE: Getting into the mid 12s

http://www.musclemustangfastfords.co...rts/index.html
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Old 02-03-2007, 11:38 PM
  #15  
RodeoFlyer
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Default RE: Getting into the mid 12s

keep in mind that's at E-Town with a ringer driving it. Those results are going to be a few tenths faster than the average Joe
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Old 02-04-2007, 12:29 AM
  #16  
spyder7724
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Default RE: Getting into the mid 12s

it's not hard even with an auto. i go 12.60's on my street tune in the summer.
fall weather+bamachipsrace tune= 12.29@110.4
i've personally seen two stick cars with dougs tune run 12.70's with street tires and nothing more than a cai...and good drivers.
heck justin went 11.90's with less than rench and me...cause nobody made anything then.
already been said but you will need afew things
tune
cai
gears
slicks
maybe some strange or QA1 rear shocks if you don't replace the UCA and LCA's. it will help it launch a little quicker by reducing squat.
now if you are going to run a lot you'll want to upgrade some stuff like wrench so you aren't sitting at the track waiting for a tow.
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Old 02-04-2007, 03:13 AM
  #17  
Menace
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Default RE: Getting into the mid 12s

ORIGINAL: AmericanMuscle4.6GT

ORIGINAL: Rench

See sig.........
holy ****. 12.3 with only 1 (maybe count it as 2) mods that increase engine HP?


edit: 2 mods that increase engine HP (pulleys reduce parasitic losses)

insane.
I wouldn't exactly call it insane. He has a lot of suspension mods to help launch his car. He's probably putting down 315rwhp give or take some. That combined with 4.10 gears, and all of his suspension mods, along with some drag radials or slicks and I can see it happening easily.


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Old 02-07-2007, 10:32 AM
  #18  
vsop
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Default RE: Getting into the mid 12s

I'm hoping to hit the track tonight with my new suspension on with some MT DR's and should see mid 12's..

Next mod is 4.10's and aluminum DS.
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Old 02-07-2007, 11:52 AM
  #19  
mac10chap
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Default RE: Getting into the mid 12s

mods in my sig got me running 12.5@112mph...315RWHP/333TQ
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Old 02-07-2007, 02:04 PM
  #20  
modular81
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Default RE: Getting into the mid 12s

ORIGINAL: vsop

I'm hoping to hit the track tonight with my new suspension on with some MT DR's and should see mid 12's..

Next mod is 4.10's and aluminum DS.
Will you be able to go through the traps in third gear, if so i think this will help your times. With your rwhp i would say you're trap speeds are around 108-110mph which willput youat the very top of third gear assuming you shift at 6500rpms on the 1-2 and 2-3 shift and letting third gear ride out to 6500-6600rpms. Your setup is a little tricky because your in that gray area meaning staying in third though the traps or shifting to 4tha few feet before the finish which slows your et and mph. The 4.10's you're planning for your next mod are perfect because they will force you to shift to 4th gear just after 1/8 mile mark which will let you stay in 4th gear from say 86 mph to what ever your trap speed will be, which is alot better thanhaving to shifta few feet before the finsh. This way you'll get the benefit of staying in 4th gear for a longer period of time.
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