Corner Lab

Your car, the corner, and what it's doing there — the setup changes worth trying, in order.

The lap

Canadian Tire Motorsports Park

9 corners, 4 of which decide the lap. What each one asks of the car, and what you do about it.

StraightFast cornerMedium cornerSlow corner
Wing level wanted4/5
Traction demand4/5
Braking demand3/5
Kerb usage3/5
The lapTen corners, most fast, several blind, no runoff, and bumpy. A compliance track: the fastest car is the one that stays settled over crests, not the one with the highest peak grip.
Set up forStability over crests first — a fast-damping and ride-height track. Then traction out of Moss Corner, because it feeds the longest straight.
Classic mistakeSetting up for Moss Corner. T2, T8 and T9 are where the lap is, and they all want a car that doesn't move when the road does.
Works hardestRears out of Moss, fronts through T2 and T8
Length4 km · road course · CA
Corner by corner

Every corner on this layout

A marks the corners that decide the lap.

T1 Turn One

Medium right · blind exit

Quick right at the end of the front straight with an exit you cannot see until you're committed.

Technique
Brake straight and be early with the rotation — you need to be settled for Turn 2 immediately.
Demands
Braking-limited · Wants yaw on entry · Sustained mid-corner load

T2 Turn Two

Fast · downhill · off camber

Fast, downhill and off-camber. The corner that decides how much you trust the car all session.

Technique
Commit and hold. Anything unresolved in the setup shows up here first.
Demands
High speed — aero is live · Aero platform sensitive · Wants a settled rear · Bumpy surface

T3 Turn Three

Fast left

Quick and flowing, taken while the car is still loaded from Turn 2.

Technique
One continuous input through both. Treat 2 and 3 as a single corner.
Demands
High speed — aero is live · Wants a settled rear · Transient, not steady-state

T4 Turn Four

Medium right · downhill

Downhill entry into the slowest part of the circuit, over a bumpy braking zone.

Technique
Get the braking done before the bumps arrive, not on top of them.
Demands
Braking-limited · Sustained mid-corner load · Bumpy surface

T5 Moss Corner

Slow · two-part

The only genuinely slow part of the lap, in two stages, and it feeds the back straight.

Technique
Slow in, tight, power down early. Exit is worth far more than entry.
Demands
Low speed — aero does little · Wants yaw on entry · Traction-limited · Exit-phase limited

T6–7 Andretti Straight run

Fast · linking

The fast run up toward Turn 8, where the car has to stay settled at high speed.

Technique
Nothing to do but hold it straight and protect the entry to Turn 8.
Demands
High speed — aero is live · Wants a settled rear

T8 Turn Eight

Fast · blind uphill

Blind, uphill and quick, with a compression at the bottom that loads the car hard.

Technique
Pick a reference and commit. Lifting here costs you all the way to Turn 9.
Demands
High speed — aero is live · Aero platform sensitive · Compression or crest loading · Wants a settled rear

T9 Turn Nine

Fast · downhill

Downhill and fast, with the car unloading as the road falls away.

Technique
Be committed early. Hesitation here bleeds straight into the final corner.
Demands
High speed — aero is live · Wants a settled rear · Aero platform sensitive

T10 Turn Ten

Fast right · onto the straight

The last corner, feeding the front straight. A nervous rear here is expensive and frightening.

Technique
Settled early, then let it run. Every km/h carries the full length of the straight.
Demands
High speed — aero is live · Exit-phase limited · Rear grip limited · Traction-limited

Corner names and numbering follow common usage; some circuits number differently between layouts.