The lap
Okayama International Circuit · Full Course
8 corners, 4 of which decide the lap. What each one asks of the car, and what you do about it.
Main straight
T1
Moss S
Atwood
Hobbs
Piper
Revolver
Hairpin
Final
StraightFast cornerMedium cornerSlow corner
The lapStop-and-go in the first half and flowing in the second, with more elevation than it looks on a map. Traction out of three slow corners decides the lap, and the fronts pay for the long loaded rights.
Set up forTraction out of Hobbs, Revolver and the Hairpin first, then a front end that survives the long loaded rights without giving up.
Classic mistakeChasing entry rotation. Three of the four corners that decide this lap are exit corners, and a car set up to turn in sharply will spin its rears where it matters.
Works hardestRears out of the three slow corners, fronts through Atwood and Revolver
Length3.7 km · road course · JP
Corner by corner
Every corner on this layout
A • marks the corners that decide the lap.
T1 Turn One •
Slow right · heavy braking
The hardest stop of the lap off the main straight, into a tight right that opens late.
- Technique
- Brake in a straight line and be patient. Turning in early kills the exit onto the run to Moss S.
- Demands
- Braking-limited · Wants yaw on entry · Low speed — aero does little · Exit-phase limited
T2–3 Moss S
Quick left-right
A direction change taken at speed, where the car has to settle between the two halves.
- Technique
- Sacrifice the first apex for the second. The exit is what carries down to Atwood.
- Demands
- Transient, not steady-state · Turn-in transient · Kerbs are part of the line
T4 Atwood Curve
Medium right · uphill
A long right that climbs, holding the front tyre loaded most of the way through.
- Technique
- Ease the wheel open as the road rises. Adding lock uphill just scrubs speed.
- Demands
- Sustained mid-corner load · Front grip limited · Exit-phase limited
T5 Hobbs Corner •
Slow right · hairpin
Tight and slow at the top of the circuit, feeding a short run to Piper.
- Technique
- Rotate it early and get straight. Traction out matters more than anything on entry.
- Demands
- Braking-limited · Low speed — aero does little · Wants yaw on entry · Traction-limited
T6–7 Piper Corner
Medium left · downhill
The road drops as you turn in, unloading the rear at the worst moment.
- Technique
- Be gentle on entry. The rear will step if you ask for direction while the car is light.
- Demands
- Wants yaw on entry · Rear grip limited · Wants a settled rear
T9–10 Revolver •
Slow · double apex right
A long, slow, tightening right that seems never to end.
- Technique
- Two apexes, and the second is the one that counts. Wait for it.
- Demands
- Low speed — aero does little · Wants yaw on entry · Sustained mid-corner load · Traction-limited
T11 Hairpin
Slow left · hairpin
The slowest point on the lap, feeding the final sequence back to the straight.
- Technique
- Sacrifice entry completely. Everything here is about how early you can get the power down.
- Demands
- Braking-limited · Low speed — aero does little · Wants yaw on entry · Traction-limited · Exit-phase limited
T12–13 Micchan · Final Corner •
Medium right · onto the straight
The last corner before the main straight, so its exit is worth the most time on the lap.
- Technique
- Get the car straight early and be greedy with throttle. Everything you lose here you lose twice.
- Demands
- Exit-phase limited · Traction-limited · Rear grip limited
Corner names and numbering follow common usage; some circuits number differently between layouts.
Sideways
Where to go next
The ranked answer is per car. Pick yours to see what this lap asks of it.
This lap, car by car