BuildSideways

Build a plan

25 chassis, three goal levels, 75 ready-made plans. Every one is phased, priced and checked against the same rule engine - pick the nearest and change whatever you like.

Open the planner Free, no account needed to build one.

Pick your starting point

The three goal levels, and what each one actually requires.
GoalWhat it meansPhases it needs
Seat timeCheap and reliable. Learn to link corners without spending money you will regret.0, 1, and the alignment from 2
Street and local eventsMore angle, more control, a car you can drive to an event and drive home.0, 1, 2
CompetitionJudged runs, long days, and the ability to fix it between heats.0 through 4

Prices are market ranges with the date they were checked, not live quotes. We do not have a live price feed, so we show you a range and send you to the retailer for the real number rather than pretending to know it.

What a plan actually contains

Five phases in the order you should buy them, every slot with a recommended part and its alternatives, the price range for each, a running total by phase, and the consumables figure for a season of actually running the car. On top of that, every warning the rule engine fires against your specific combination - not against your chassis, against your build.

Nothing is gated. You can read the whole thing, print it, and go and buy the parts from whoever you like. How it works, and why the order is what it is.

Which goal level to pick

This is the decision that changes the plan most, and the honest answer for a first build is usually the cheapest one.

Seat time covers phases 0 and 1 plus the alignment: baseline repairs, a locked differential, a bucket seat and harness, a helmet, a mounted extinguisher, cheap coilovers and cheap rear tires. That is a car that slides reliably and passes technical inspection, and it is a complete build rather than a compromise. A season in one of these will make you faster than a half-finished phase 2 will.

Street and local events adds phase 2: angle, front grip, a handbrake you can trust, roll centre correction and cooling that holds up for a full lap rather than a corner. This is where most people's second season goes, and it is where a car stops being fun and starts being consistent.

Competition adds phases 3 and 4: power with the clutch, fuel, tune, drivetrain and cooling to support it, safety equipment to a rulebook, and a spares kit. The thing that eliminates people from competition is rarely speed - it is a part they could have carried.

Every plan is computed, not written

These are not pre-written lists. Each one runs the same rule engine the interactive planner uses, against the same catalogue, so the parts, the totals, the fired warnings and the consumables figure are all derived from your chassis and goal rather than copied from a template. That is also why the numbers differ in ways that look surprising: a JZX100 needs higher spring rates and more cooling than an S13 because it weighs several hundred pounds more, and the plan says so rather than reusing the S13 answer.

Each plan also carries the warnings that fire against that specific combination, with a confidence level on every one. A welded differential produces a note about daily driving; an angle kit produces a blocker if there is no alignment budgeted; a power target above about 350 hp produces clutch and drivetrain warnings. Change the build and they change with it.

What is not in the parts total

The car, and the consumables. Both are shown separately on every plan page because they are separate decisions - and the consumables figure is the one people miss. Tires, fluids, pads, fuel, entry fees and a breakage allowance come to a few hundred dollars every time the car leaves the garage, and across a season they are comparable to an entire phase of parts.