How-To Guides / / 4 min read
Six Hours a Day Is the Real Number, Not Eight
A vehicle does not receive eight productive hours a day. Cure times, booth scheduling, access sequencing and parts dependencies mean six is the realistic planning figure. A 100 hour job is roughly 17 working days of shop time, before parts and approvals.
Divide labor hours by eight and you get a number that is always wrong in the same direction.
The honest planning figure is six, and understanding why is the difference between a schedule you can rely on and one that disappoints you every time.
Where the other two hours go
Cure times. This is the biggest one and it is physics, not scheduling. Adhesive cures. Filler cures. Primer flashes. Paint flashes between coats. Clear cures. Sealant skins.
During a cure the vehicle is occupied and no labor is being applied to it. A rebond that requires eight hours of cure between stages consumes a day of calendar and books zero hours.
Booth scheduling. We have two paint booths, both 65 by 20 feet. A vehicle needing booth time gets it when the booth is available, not when the technician is ready. That is the correct way to run a booth and it means a vehicle waits.
Access sequencing. You cannot do everything at once on one vehicle. Two technicians on the same panel get in each other's way. Some operations have to complete before others can start, and the vehicle is occupied while a dependency clears.
Parts arriving mid job. A component that arrives on day nine of a job stops work on that assembly until day nine, even though the technician was available on day four.
Real world. Breaks, meetings, another vehicle's emergency, a supplier phone call.
Six is what is left. Some days are eight. Some are two. Six averages out.
Working the arithmetic
A job estimated at 108 labor hours:
- At eight hours a day: 13.5 working days, so roughly three weeks
- At six hours a day: 18 working days, so roughly three and a half to four weeks
Then add what is not labor at all:
- Assessment and estimating: 2 to 5 days
- Carrier approval on the initial scope, if a claim: 2 to 15 days
- Teardown: 1 to 3 days
- Supplement approval: 3 to 7 days
- Parts lead time: 5 to 25 days, partially overlapping
- Quality check and release: 1 to 2 days
Which is how 108 labor hours becomes eleven weeks on a claimed job, and about five weeks on a customer pay job with parts in stock.
What overlaps and what does not
Some of this genuinely runs in parallel and it is worth knowing which.
Overlaps: structural work during parts wait, disassembly during approval wait on a scope where the disassembly is already authorised, and preparation on one panel while another cures.
Does not overlap: anything downstream of a cure on the same assembly, anything requiring booth time when the booth is occupied, and anything downstream of a part that has not arrived.
A shop that has thought about this sequences the work so the non overlapping items are on the critical path and everything else fills around them. A shop that has not will report the same total hours over considerably more calendar.
Why nobody quotes six
Because eight sounds better and the customer is comparing.
A shop quoting three weeks against our four weeks on the same job is not faster. It is quoting at eight hours a day, and it will be four weeks anyway, except now the customer is disappointed at week three instead of satisfied at week four.
We would rather say the higher number. It is uncomfortable at the point of sale and it is the whole basis of not annoying people for the following month.
The calculator on this site uses six
Our cycle time calculator uses six productive hours per vehicle per day, adds ten days for parts if applicable and seven days for approval and supplement on a claim.
It deliberately produces an upper estimate rather than a target, because stages do overlap in practice. If you want a planning figure, use what it gives you. If you want a target, take fifteen percent off it and hope.
What actually shortens a repair
Not much of it is the shop working faster, which is the uncomfortable part.
Real: having parts in stock or sourced early, approving promptly, being reachable for the adjuster, authorising a full teardown up front so findings arrive in one batch rather than three, and choosing a shop with in house fabrication so a discontinued part is a schedule rather than a dead end.
Not real: paying a rush premium on a job whose critical path is a cure time or a parts lead time. Nobody can make adhesive cure faster or a manufacturer ship sooner, and a shop taking a rush fee on that job is selling you something it cannot deliver.
Ask what the critical path is. If it is labor, rush pricing can genuinely help. If it is curing or parts, it cannot, and a shop that tells you otherwise is worth being wary of.
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Bring the vehicle to our Yorba Linda facility and we will document the damage properly, work directly with your carrier, and give you a written figure built from published rates and real labor hours.
All work is performed at our Yorba Linda facility. We do not offer mobile, roadside or fleet route service.
