Braking Distance Simulator
Compare how speed, tyres, tread, pressure, road and weather change modelled braking distance, then watch the vehicles stop on a measured road.
Single car
Set up your car, then watch where it stops.
Optional: bring in conditions from your Daily Driving Report.
Based on the readable EU labels in the frozen first 1,500 workshop records: C is the middle wet-grip grade and D is the middle fuel-efficiency grade. The label subset is smaller because labels are rarely visible after fitting. Every value is easy to change.
Weather, surface and advanced conditions apply to both cars.
Your car
Loading setup…Car B
Loading setup…Watch your car stop
80 km/h · Rain · Asphalt
A short approach before braking.
Ready. Hold Accelerate or press Space to build speed.
New visualiser: vehicle model, scenery, road, weather and Behind, Bird’s-eye and Side views stay active. Acceleration is illustrative; braking uses every selected tyre, vehicle and condition setting at the speed shown when you press Brake. Brakes applied at —.
The short drive up to the blue line is not counted. Reaction distance is not included.
Modelled comparison · braking calculations have an open integration review.
Use today’s conditions
Your Daily Driving Report can fill in local weather for the replay.
Choose your town
Get the latest available report. Nothing changes until you apply it.
Check the report
Apply to your car
We’ll use the air temperature and reviewed wetness, then take you back to Single car. Your tyres and speed stay as you set them.
The snapshot stays fixed during your replay. Day/night changes the lighting only.How to use the braking tool
Start with one car. Add a comparison or local weather when you want to explore further.
Auto camera keeps the cars visible. Fixed scale is available for studying speed. The maths and research are explained here too.
See where your car stops
- Choose the starting speed and weather.
- Enter your tyre size, tread and wet grip grade. Use All tyre & vehicle settings for the full setup.
- Press Drive & brake.
- Read the distance from the blue braking line to the stopping point.
See what one change does
- Choose Compare cars.
- Pick tread, wet grip or pressure as a starting example.
- Check the A/B difference summary. Both cars use the same speed and road.
- Play both together. The optional first-stop pause shows how fast the other car is still moving.
Choose when to brake
- Open Drive it.
- Use Car A’s setup or change it in the hands-on controls.
- Hold the accelerator, hold a speed if you want, then press Brake.
- Review the speed and distance from your own run.
1. Single car: set up, drive and read the result
These screenshots are captured from this simulator. Start here if you are using the tool for the first time.
2. Compare cars: tread, grades, pressures and first stop
Pick an example, then read the difference summary. It explains what changes between A and B. An example copies A to B and changes that one tyre setting; the example uses Car A’s conditions for both cars and keeps the starting speed.
How do I use today’s conditions?
Open the Today’s conditions tab, choose a town and get its report. Check the weather time and suggested road wetness, then apply it. You return to the driving mode you came from.
Weather can suggest a wetness scenario; rainfall does not measure road water depth. Temperature is rounded to the calculator’s whole-degree input. Wind remains as entered unless you choose how it meets your direction of travel. A forecast of freezing conditions does not confirm ice on a particular road.
The imported snapshot stays fixed until you refresh it. Editing it is allowed and is marked in the weather summary.
What do the car, blue line and numbers mean?
The car drives at your chosen speed for 1.5 simulated seconds before the blue line. Braking starts at that line. The approach distance is excluded from the result.
Braking distance measures the movement after the brakes are applied. It is not total stopping distance including driver reaction time.
In Compare cars, both cars brake from the same line. The blue and purple markers show their final stopping points. When you choose First car stops, the other car’s speed is measured at that same moment—not at the first car’s stopping position.
These are modelled results, not a guarantee for a particular car or road. The existing numerical integration review remains open in this simulator.
How do I compare different roads or weather?
In Compare cars, choose Different conditions, or select the Grass vs gravel example. Set the surface and weather on each car’s condition card. For example, Car A can use Grass and Dry while Car B uses Gravel and Rain. More conditions opens that car’s water depth, temperature, wind and slope controls.
Both cars start at the same speed and brake at the same line. The side view shows each road separately; the other views show the two surfaces on the same distance scale. Rain and tyre spray follow each car’s weather. The drawings remain level; slope is included in the calculation and listed in the condition details.
Use Today’s conditions to apply a report to Car A, Car B or both. Switching back to Shared conditions copies Car A’s road settings to Car B. Undo restores the previous setup. Saving a comparison includes both sets of conditions.
Can I change the background or stop the replay?
Use the Background buttons above Play to choose Countryside, Woodland, Coastal, Town or Clear view. The trees, rocks and street furniture come from your supplied model assets. Background choice changes the illustration only. Road surface, weather and braking calculations keep their selected settings.
The replay now drives through to both stopping points without automatically pausing at the first stop. Use Pause yourself, or use First car stops to inspect that moment.
Where are the camera and replay controls?
Choose Side, Bird’s-eye or Behind using the large camera buttons above Play. They are always visible. Auto camera starts close and zooms out as needed to keep both cars in view. More replay options contains Fixed scale, Fit whole run, playback rate and lighting. Behind uses perspective, so there is no single pixels-per-metre scale.
Use the slider to move through the run, or jump directly to brakes on and stopped. Normal and slow playback show the same results. Day/night changes the illustration’s lighting, not physical grip. First-stop controls appear only in Compare cars.
Rain is visible in every camera view. Light rain, Rain and Heavy rain draw progressively more falling streaks. Damp or a custom water depth can wet the road without implying that rain is falling. Moving cars create spray on a wet road; braking adds a red reflection. These weather effects illustrate the chosen scenario and do not alter the calculations.
Where are all the detailed settings?
All 23 controls are still available. Vehicle type and weight are now on each car’s main card. Body style lets you choose among the three approved designs. Choose No trailer, Unbraked or Braked directly on the car card, enter its weight, then choose the trailer appearance below Body style. Settings apply immediately; use Undo to reverse a change.
Tyres
Vehicle
Road & conditions
Preset tread depths and pressures are examples. Enter known values for your setup; a selected grade is an assumption unless you have checked the tyre’s data. The drawing follows your vehicle type. Body style changes appearance only; choosing a different vehicle type or weight changes the calculation. A trailer is drawn when a trailer setting is enabled.
Every setting, with a close-up
Open a setting below to see the actual control, its available choices and a plain-language explanation of how to use it. These pictures show example selections; they do not overwrite your setup.
Will switching tabs lose my setup? How do I save?
Switching tabs preserves both car setups and the chosen conditions. Single car uses Car A; Compare cars restores Car B beside it. Choosing a comparison example deliberately makes B match A apart from the example’s tyre difference, while keeping the selected speed and conditions.
Open Save, load or print your setup below the result. Save downloads a setup file including the weather snapshot. Load reopens that file. Print makes a printable result. Nothing is sent to a customer automatically.
Saved weather is a snapshot with a timestamp, not a live forecast. Refresh it explicitly when you want new conditions.
Physics, formulas, scale and research reports
The road is measured in metres. The camera turns those metres into pixels. The replay’s clock controls how quickly the car moves through those positions.
1. Speed in metres per second
v = speed in km/h ÷ 3.6100 km/h = 100,000 metres per hour ÷ 3,600 seconds = 27.78 m/s.
2. Movement while holding speed
distance = v × elapsed timeAt 100 km/h, the 1.5-second approach covers 41.67 m. It is separate from braking distance.
3. Basic braking relationship
d = v² ÷ (2a)With the same constant deceleration a, doubling speed quadruples braking distance. The full model adjusts grip for the chosen tyres, road and conditions, so its results need not be exactly four times longer.
4. Put metres on screen
pixel movement = metres × px/mAt 16 px/m and 100 km/h, that is 444.44 pixels per real second at 1×, or 222.22 at 0.5×, with a stationary side camera. If the camera pans, measure against the road markers.
Your current setup, in numbers
| Starting speed | Metres in 1 s | Metres in 1.5 s | At 16 px/m, 1× |
|---|
Why 80 and 160 used to look similar
The earlier view fitted each entire run inside the same screen width. A longer run made the camera zoom farther out. Each metre then occupied fewer pixels. The default was also 0.5× playback.
Auto camera is the default and widens the view only when the cars need more room. Choose Fixed scale in More replay options to keep 1 m = 16 CSS pixels in Side and Bird’s-eye at ordinary sizes. The camera pans forward when needed but does not zoom as speed changes. Fit whole run is an overview, and intentionally changes the pixel scale. The scale strip tells you which is in use. Behind is a perspective view, so a single px/m number would be misleading.
What UPBS adds to the simple formula
The engine combines surface grip with tyre, tread, pressure, temperature, wetness and vehicle factors. Road slope changes the deceleration, and calibration connects the model to measured braking tests. A useful simplified expression is:
a = g × (μ × cos θ + sin θ)g ≈ 9.81 m/s²; μ is effective grip; positive θ is uphill.It also includes a brake build-up allowance. Driver reaction distance is a separate quantity: reaction distance = speed in m/s × reaction time. This simulator does not include a driver-reaction phase.
The reports behind the tool
Published braking research & methodology ↗Tyreloop research presented on Tyre Dispatch: formulas, sources, benchmark method, results and limitations. Updated 1 September 2026. Read the full archived technical report ↗UBPS v3.7 technical report, February 2026. An archived technical report supplied with this simulator, with its original version and validation figures preserved. Read this simulator’s calculation integration review ↗Explains the existing brake build-up omission and wet-calibration transition, with the reproduced inputs and outputs.Keep the versions distinct. The published September methodology gives 848/871 (97.4%) within its stated tolerance; the older February report gives 849/871 (97.5%). These are the reports’ recorded results, not a fresh validation of this simulator. The current replay still uses the existing simulator trace, which omits the engine’s build-up allowance. The wet-calibration transition is also under review. This update changes visual scale and playback timing; it does not repair or retune those calculations.
Sources: the linked Tyre Dispatch methodology, the archived UBPS technical report, and the unchanged engine and replay source used by this simulator. These reports are available from this tool; the original report dates and validation scope are preserved.
Return to the same simulator setup and continue your comparison.