Corner Lab

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

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.

StraightFast cornerMedium cornerSlow corner
Wing level wanted2/5
Traction demand5/5
Braking demand4/5
Kerb usage3/5
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.