Corner Lab

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

The lap

Fuji International Speedway · No Chicane

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 wanted2/5
Traction demand4/5
Braking demand4/5
Kerb usage3/5
The lapA 1.5 km main straight bolted onto a technical back half. The straight makes wing expensive and the final sector makes it necessary — the straight usually wins.
Set up forLow drag for the straight, then traction out of Panasonic. The middle sector is where you accept a compromise, not where you optimise.
Classic mistakeOptimising the twisty section. You'll gain two tenths there and lose four down the straight.
Works hardestRears from the slow final sector
Length4.6 km · road course · JP
Corner by corner

Every corner on this layout

A marks the corners that decide the lap.

T1 Turn One

Braking from top speed

The end of a 1.5 km straight, slightly downhill, into a tightening right.

Technique
Bleed the brake as speed falls. This is where a downforce car locks fronts if you hold pressure.
Demands
Braking-limited · Low speed — aero does little · Wants yaw on entry

T2 Coca-Cola Corner

Medium left

A quick left immediately after Turn 1, taken with the car still settling.

Technique
Treat it as part of Turn 1's exit rather than a separate corner.
Demands
Sustained mid-corner load · Wants yaw on entry · Transient, not steady-state

T3 Turn Three

Medium right

A linking corner leading toward 100R, easy to compromise.

Technique
Get straight early to protect the entry to the long right that follows.
Demands
Sustained mid-corner load · Front grip limited

100R 100R

Long fast right

Long and quick, loading the car for a sustained period at high speed.

Technique
Steady and committed. Corrections here cost the whole middle sector.
Demands
High speed — aero is live · Front grip limited · Sustained mid-corner load · Aero platform sensitive

HP The Hairpin

Very slow

The slowest corner on the lap. Prototypes hate it; GT3s are comfortable.

Technique
Get it stopped and pointed. Don't try to carry speed.
Demands
Low speed — aero does little · Wants yaw on entry · Traction-limited

300R 300R

Fast left

A quick left with real commitment required, in the middle of the technical sector.

Technique
Trust the car. Lifting here costs you into Dunlop.
Demands
High speed — aero is live · Wants a settled rear · Rear grip limited

DL Dunlop Corner

Medium right · downhill

Downhill and awkward, with the car light on entry.

Technique
Be settled before turn-in. The camber and grade work against you.
Demands
Sustained mid-corner load · Braking-limited · Transient, not steady-state

NC Netz Corner

Slow left

Tight and slow, setting up the final corner.

Technique
Protect the exit — you need to be straight for Panasonic.
Demands
Low speed — aero does little · Wants yaw on entry · Traction-limited

PC Panasonic Corner

Final corner

The last corner before the enormous straight. Its exit is worth more than anything else on the lap.

Technique
Everything is subordinate to getting to full throttle early here.
Demands
Traction-limited · Exit-phase limited · Rear grip limited · Low speed — aero does little

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