Breakout Lane Timing & Dead Paint

Model one runner, one lane, and one small kill-zone window on the break. The tool shows when the runner reaches the zone, when paint arrives, and what firing times overlap that zone.

This is a simplified timing model. It does not tell anyone where to aim or how to shoot. It simply attaches clean numbers to an idealized crossing point for education and planning.

1. Core Settings (Units, Marker Velocity, Runner Speed)

Units

Switch units at any time. Marker and runner speeds will be converted automatically.

Use your field's chrono limit along the ball's path. Many fields sit around 280–300 ft/s.

Approximate steady run speed at the start of a point. Use a typical value or adjust for different athletes.

2. Intersection Geometry & Kill-Zone

The kill-zone is the stretch of ground where you care about overlap: for example, a brief upright phase, or the window around a dive.

Timing results

Enter runner distance, ball distance, and (optionally) a non-zero kill-zone length to see clean overlap timings.

This model is purely geometric and idealized. It assumes steady speeds, legal firing after the horn, and perfect straight paths. It does not replace field testing or league rules.

This breakout tool is an educational timing reference only. It is not a coaching guide and does not guarantee performance in real games. Always follow local safety rules, field staff, and league regulations first.