Corner Lab

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

The lap

Road America · Full Course

9 corners, 6 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 demand5/5
Kerb usage3/5
The lapLong, fast and dominated by four significant straights. You are drag-limited: anyone with less wing simply drives past. Rebuilt from the ground up in the Season 4 update.
Set up forMinimum drag, then braking stability from very high speed. Gearing matters as much as wing here.
Classic mistakeRunning comfortable wing. A car you can lean on everywhere but that's 8 km/h down will finish behind a twitchier one.
Works hardestBrakes — four huge stops per lap
Length6.5 km · road course · US
Corner by corner

Every corner on this layout

A marks the corners that decide the lap.

T1 Turn One

Enormous braking zone

The biggest stop on the lap after the longest straight, and the main overtaking spot.

Technique
Straight-line braking and be honest about where you start. Being late here loses more than it gains.
Demands
Braking-limited · Low speed — aero does little · Wants yaw on entry

T3 Turn Three

Slow right · heavy braking

Hard braking into a tight right that feeds the long Moraine Sweep.

Technique
Sacrifice entry for exit. The straight after this is long enough to matter.
Demands
Braking-limited · Low speed — aero does little · Traction-limited · Exit-phase limited

T5 Turn Five

Fast right

Quick and committed, with the car loaded before the run down toward Hurry Downs.

Technique
Steady input. This is a corner you carry speed through rather than attack.
Demands
High speed — aero is live · Front grip limited · Sustained mid-corner load

T6–7 Hurry Downs

Medium · downhill sequence

A downhill sequence where the car unloads between the two corners.

Technique
Smooth and early. Let the car settle rather than forcing the second turn.
Demands
Transient, not steady-state · Bumpy surface · Wants a settled rear

T11 The Kink

Very fast right

Flat and fast if the platform is stable, terrifying if it isn't.

Technique
Committed and settled. A pure confidence corner, and confidence comes from the setup.
Demands
High speed — aero is live · Aero platform sensitive · Wants a settled rear

T12 Canada Corner

Slow · heavy braking

Hard braking into a tight right with a kerb you can use. Sets up the run to the final complex.

Technique
Rotate early, use the kerb, get straight.
Demands
Braking-limited · Low speed — aero does little · Wants yaw on entry · Kerbs are part of the line

T13 Turn Thirteen

Medium left

A quick left linking Canada Corner to the final turn.

Technique
Straighten it. Everything here serves the last corner.
Demands
Sustained mid-corner load · Transient, not steady-state · Wants yaw on entry

T14 Turn Fourteen

Final right · onto the straight

The last corner before the longest straight on the circuit. Its exit is worth several tenths.

Technique
Late apex, early throttle, and accept a slow entry to get it.
Demands
Traction-limited · Exit-phase limited · Rear grip limited

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