Revenue Rex logo mark
💰 Financial · Rex's Toolbox

Body Shop Cycle Time Calculator

Turn key-to-key days into the revenue-per-day-in-shop number that drives throughput.

Revenue Rex peeking

Rex says

Money math without the spreadsheet headache. Plug in your numbers and I'll show you exactly where the dollars land.

Try a scenario

Click to load — tweak from there.

Inputs

Result

Projected key-to-key cycle time

11.4

Revenue per in-shop day

$455

Non-productive days in cycle

7.4

Revenue Rex peeking

Psst — share this and help Rex grow

One click, a permanent link with your numbers baked in.

More financial

How to use this

  1. 1Enter estimated repair hours (hrs).
  2. 2Enter touch-time ratio (actual work vs elapsed) (%).
  3. 3Enter shop-available hours per day (hrs).
  4. 4Enter total repair order value ($).
  5. 5Read your projected key-to-key cycle time on the right — it updates as you type.
  6. 6Hit Share to keep the scenario or send it to someone.

About this calculator

Cycle time — key-to-key days from drop-off to delivery — is the single biggest lever on collision shop throughput and DRP (direct repair program) scorecard standing, because a car sitting an extra two days isn't just slow, it's occupying a stall that could be turning another repair order. This calculator converts estimated repair hours and your shop's touch-time ratio (actual hours worked versus total days in shop) into projected cycle time, then computes revenue per in-shop day so you can compare jobs and see which ones are actually profitable on a throughput basis versus which ones tie up a stall for weeks on parts delays or supplement approval waits.

FormulaCycle Time (days) = Estimated Repair Hours ÷ (Touch-Time Ratio × Hours Worked per Day). Revenue per In-Shop Day = RO Total ÷ Cycle Time Days.

Worked example

Using the values the calculator loads with:

Inputs

  • Estimated repair hours: 32 hrs
  • Touch-time ratio (actual work vs elapsed): 35 %
  • Shop-available hours per day: 8 hrs
  • Total repair order value: 5200 $

Results

  • Projected key-to-key cycle time: 11.4
  • Revenue per in-shop day: $455
  • Non-productive days in cycle: 7.4

What each field means

Inputs

Estimated repair hours (hrs)
The estimated repair hours used in the calculation, measured in hrs. Starts at 32 hrs so you have a working example on load.
Touch-time ratio (actual work vs elapsed) (%)
The touch-time ratio (actual work vs elapsed) used in the calculation, measured in %. Starts at 35 % so you have a working example on load. Accepted range: 1–100 %.
Shop-available hours per day (hrs)
The shop-available hours per day used in the calculation, measured in hrs. Starts at 8 hrs so you have a working example on load. Accepted range: 1–24 hrs.
Total repair order value ($)
The total repair order value used in the calculation, measured in $. Starts at 5200 $ so you have a working example on load.

Results

Projected key-to-key cycle time
Returned as a decimal number and shown as the headline result. It recalculates instantly whenever you change an input, so you can compare scenarios without reloading.
Revenue per in-shop day
Returned as a money amount in US dollars. It recalculates instantly whenever you change an input, so you can compare scenarios without reloading.
Non-productive days in cycle
Returned as a decimal number. It recalculates instantly whenever you change an input, so you can compare scenarios without reloading.

FAQ

What's a good touch-time ratio?

Top-performing shops run 30-45% touch time. That sounds low, but it accounts for teardown-to-supplement-approval waits, paint booth queue, and parts staging that are normal parts of the process, not just idle mismanagement — 100% touch time is neither realistic nor the goal.

How does DRP scorecard cycle time relate to this number?

Insurance DRP scorecards typically measure the same key-to-key concept but average it across all repairs in a period. This calculator lets you model a single job before it's scheduled, so you can flag jobs likely to blow your scorecard average before they happen, like ones with rare parts on backorder.

What's the fastest way to cut cycle time?

Attack the touch-time ratio, not repair hours. Pre-ordering parts before teardown, same-day supplement submission with photo documentation, and blueprinting the repair upfront routinely cut 20-30% off cycle time without touching actual labor hours.

Why does revenue per in-shop day matter more than RO size?

A $9,000 RO that sits in the shop for 20 days ties up a stall producing $450/day, while a $4,000 RO done efficiently in 6 days produces $667/day. Prioritizing stall throughput over ticket size often improves monthly shop revenue more than chasing bigger repair orders.

Accuracy and limitations

  • Results are estimates before tax, fees, and inflation unless an input explicitly covers them.
  • Rates are treated as fixed for the whole period — variable-rate products will drift from this projection.
  • This is educational maths, not financial advice. Check anything contractual with the lender or your accountant.

Related tools

Cite this calculator

Writing about this topic? Grab a citation — every link helps keep these tools free.

APA
RevenueLab. (2026). Body Shop Cycle Time Calculator. Retrieved from https://www.revenuelab.fyi/toolbox/body-shop-cycle-time
HTML
<p>Source: <a href="https://www.revenuelab.fyi/toolbox/body-shop-cycle-time" target="_blank" rel="noopener">Body Shop Cycle Time Calculator — RevenueLab</a> (2026).</p>
Markdown
Source: [Body Shop Cycle Time Calculator — RevenueLab](https://www.revenuelab.fyi/toolbox/body-shop-cycle-time) (2026).
Advertisement