Author Topic: Build time  (Read 3491 times)

Ed Ernst

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Build time
« on: March 30, 2008, 12:56:17 AM »
I'm sure this info is here somewhere but - How long did it take (start to drive away) for a 1st gen Camaro to be built once it entered the assembly line? 
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68Zproject

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Re: Build time
« Reply #1 on: March 30, 2008, 01:03:34 AM »
68Z28

Ed Ernst

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Re: Build time
« Reply #2 on: March 30, 2008, 01:44:07 AM »
"Norwood ran two shifts, and produced 57 cars per hour, or 912 per day.  It took about two days (four shifts) for a body to go through the Fisher Body system, and another day and a half (three shifts) to go through the Chevrolet system."

Thanks - So, 3 shifts or 24 hours (assuming an 8 hour shift) to fully assemble and drive one Camaro away and 56 total hours of labor, including four 8 hour shifts at Fisher for the body build, for one Camaro.  :)

68Zproject

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Re: Build time
« Reply #3 on: March 30, 2008, 02:58:56 AM »
I didn't want to do the math.

firstgenaddict

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Re: Build time
« Reply #4 on: March 30, 2008, 12:50:32 PM »
56 hours total time to produce... probably alot more than 56 hours of labor...
James
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JohnZ

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Re: Build time
« Reply #5 on: March 30, 2008, 02:37:05 PM »
3500 people (2-shift manpower) x 8 hours = 28,000 man-hours per day

28,000 man-hours divided by 912 units per day = 30.7 man-hours per car.

It took 6-7 shifts (about 3 days) for a Camaro to go from the first underbody welder in the Body Shop to the Shipping Gate.
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firstgenaddict

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Re: Build time
« Reply #6 on: March 30, 2008, 04:08:15 PM »
199.55 man hours... @ 6.5 shifts...

Jonesy

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Re: Build time
« Reply #7 on: March 30, 2008, 05:17:43 PM »
Wow, that's still pretty amazing. I wish my restoration took that long and 30.7 hours to do. Guess I dont have the right tools and setup like the factory did :)
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firstgenaddict

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Re: Build time
« Reply #8 on: March 30, 2008, 05:20:13 PM »
Wow, that's still pretty amazing. I wish my restoration took that long and 30.7 hours to do. Guess I dont have the right tools and setup like the factory did :)

We would be turing'em out by the dozens wouldn't we Jonesy? Working with all new parts would have alot to do with it...

JohnZ

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Re: Build time
« Reply #9 on: March 31, 2008, 06:55:30 PM »
199.55 man hours... @ 6.5 shifts...

Nope. In 6.5 shifts, 2964 units came off the line, which took 91,000 man-hours of labor; 91,000 divided by 2964 = 30.7 man-hours per car. 

firstgenaddict

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Re: Build time
« Reply #10 on: March 31, 2008, 07:46:02 PM »
Wow 30.7 hours is insane to build a car...

KurtS

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Re: Build time
« Reply #11 on: April 01, 2008, 04:28:25 AM »
John,
What's the approximate time for a present day car?
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JohnZ

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Re: Build time
« Reply #12 on: April 01, 2008, 02:35:15 PM »
John,
What's the approximate time for a present day car?

Around 18 hours per car is considered competitive, just for assembly. Enormous strides have been made since then in automation in the Body and Paint shops; where a 60's Body Shop had 500-700 people per shift (most on spotweld guns), all welding and material handling is now robotic, and a typical Body Shop only has about 140 people, and only about half of those are production folks - the rest are skilled tradesmen tending to the robots. Paint Shops are about the same manpower comparison and level of automation - about the only manual operations today are sealing, and all spraying is automated; basecoats are waterborne, and clearcoat is 2-component catalyzed (and contains carcinogens) - no people in spray booths any more.

After the Paint Shop, Trim, Chassis, and Final Assembly operations are still mostly manual; selected operations (like windshield and backlite setting) are robotic, and many components are now received as ready-to-install "modules", with labor-intensive subassembly done by outside suppliers (seats, wheels/tires, instrument panels, bumper fascias, consoles, front and rear suspension assemblies, etc.).

KurtS

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Re: Build time
« Reply #13 on: April 01, 2008, 03:32:35 PM »
Thanks, those are numbers that I never dealt with.

Yeah, I know it's hard to do an apples to apples comparison. The vehicle systems are more complex, but much of the subassembly work is outsourced.