Corner Lab

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

The lap

Lime Rock Park · Grand Prix

7 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 wanted2/5
Traction demand3/5
Braking demand4/5
Kerb usage5/5
The lapThe Full Course with the chicane in, partway down No Name Straight. One slow corner changes the whole character: the lap stops being pure momentum and starts asking for braking stability and kerb compliance that the Full Course never needs.
Set up forKerb compliance through the chicane first — it is the only thing here the Full Course does not also ask for — then the same settled rear over the Uphill and down through Diving Turn.
Classic mistakeTreating it as the Full Course with an inconvenience in the middle. The chicane is the one place a car can be genuinely bad here, and it is worth giving up a little elsewhere to be good in it.
Works hardestKerbs and brakes at the chicane, fronts through Big Bend
Length2.61 km · road course · US
Corner by corner

Every corner on this layout

A marks the corners that decide the lap.

T1 Big Bend

Fast right · long

A long, fast right taken almost flat, and the front tyre is loaded for far longer than it feels.

Technique
One steering input and hold it. Correcting mid-corner scrubs the front and you pay for it all the way down No Name.
Demands
High speed — aero is live · Sustained mid-corner load · Front grip limited · Wants a settled rear

T2 The Left-Hander

Medium left · off-camber

The only left on the lap, and it falls away from you on exit.

Technique
Get the car rotated early. Running wide here puts two wheels on the grass with no room to recover.
Demands
Wants yaw on entry · Low speed — aero does little · Exit-phase limited

T5a–5b The Chicane

Slow · chicane · kerbs

Sits partway down No Name Straight, and it is the only real braking zone on the circuit — the corner that stops the lap being one continuous arc.

Technique
Take the kerb square and get the car straight early. Everything either side of it is about momentum, so the cost of a bad chicane is paid twice: once here, and again all the way to West Bend.
Demands
Braking-limited · Kerbs are part of the line · Wants yaw on entry · Low speed — aero does little · Traction-limited

T6 The Esses

Quick left-right · uphill

A short uphill flick that sets up the whole back half of the circuit.

Technique
Straighten it out and use the kerb. Fighting the direction change costs more than the kerb does.
Demands
Transient, not steady-state · Kerbs are part of the line · Turn-in transient

T7 The Uphill

Medium right · blind crest

Blind and rising, with the car light over the crest just as you want to commit.

Technique
Take it on faith and a reference on the horizon. Lifting at the crest unsettles the rear exactly when you cannot afford it.
Demands
Compression or crest loading · High speed — aero is live · Wants a settled rear · Aero platform sensitive

T8 West Bend

Fast right

Quick and committed at the top of the circuit, leading to the drop back down.

Technique
Carry the speed. The lap time here is decided by how early you can be back to throttle.
Demands
High speed — aero is live · Sustained mid-corner load · Wants a settled rear

T9 Diving Turn

Fast right · downhill

Downhill and onto the main straight, so every mistake is multiplied by the length of the straight that follows.

Technique
The rear goes light as the road drops. Be committed but be smooth — this is the corner that decides the lap.
Demands
High speed — aero is live · Rear grip limited · Wants a settled rear · Exit-phase limited

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