Corner Lab

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

The lap

Tsukuba Circuit · 2000 Full

5 corners, 3 of which decide the lap. What each one asks of the car, and what you do about it.

StraightFast cornerMedium cornerSlow corner
Wing level wanted1/5
Traction demand5/5
Braking demand4/5
Kerb usage4/5
The lapTwo kilometres and under a minute a lap, which makes every tenth expensive. Two hairpins and a technical middle section mean the lap belongs to whoever gets the power down earliest, not whoever brakes latest.
Set up forTraction out of both hairpins first, then a car that will change direction quickly through the Esses without unsettling itself.
Classic mistakeBuilding for stability. The circuit is slow and tight, so a car that will not rotate leaves you fighting the wheel everywhere and slow out of both hairpins.
Works hardestRears out of both hairpins, fronts through Dunlop
Length2.05 km · road course · JP
Corner by corner

Every corner on this layout

A marks the corners that decide the lap.

T1 First Corner

Fast right

Taken quickly off the main straight, and it decides how well you arrive at the first hairpin.

Technique
A committed single input. The car has to be settled before you get to the braking zone that follows.
Demands
High speed — aero is live · Wants a settled rear · Turn-in transient

T2 First Hairpin

Slow left · hairpin

Slow and tight, the first of two hairpins that define the lap.

Technique
Rotate early, get straight, and be greedy with throttle. Entry speed is worth almost nothing here.
Demands
Braking-limited · Low speed — aero does little · Wants yaw on entry · Traction-limited

T3–4 Dunlop Corner

Medium right

A long, steady right around the outside of the infield.

Technique
One input and hold. Any correction scrubs the front and the corner is long enough to punish it.
Demands
Sustained mid-corner load · Front grip limited · Exit-phase limited

T5–9 The Esses

Quick left-right · technical

A tight sequence where the car never stops changing direction.

Technique
Use the kerbs and keep the wheel quiet. Momentum here is easier to lose than to build.
Demands
Transient, not steady-state · Turn-in transient · Kerbs are part of the line · Aero platform sensitive

T13 Final Hairpin

Slow right · hairpin

The slowest corner on the lap, and the one that feeds the main straight.

Technique
Sacrifice everything for the exit. This corner is most of the lap time on a circuit this short.
Demands
Braking-limited · Low speed — aero does little · Wants yaw on entry · Traction-limited · Exit-phase limited

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