Corner Lab

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

The lap

Road Atlanta · Full Course

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

StraightFast cornerMedium cornerSlow corner
Wing level wanted3/5
Traction demand4/5
Braking demand4/5
Kerb usage4/5
The lapShort, fast and dominated by elevation. Turn 12 owns the lap — check every setup change against whether it makes T12 something you can commit to.
Set up forA rear you can trust downhill at speed, then kerb compliance for the chicane, then traction out of Turn 7.
Classic mistakeA car that's sharp on turn-in. The fast corners are blind and downhill; a nervous rear stops you committing, which makes you slow.
Works hardestFronts in the Esses, rears out of T7 and the chicane
Length4.1 km · road course · US
Corner by corner

Every corner on this layout

A marks the corners that decide the lap.

T1 Turn One

Fast · uphill · blind exit

A commitment corner disguised as an easy one — fast, uphill, and you can't see the exit.

Technique
Don't over-slow it. The time is in carrying speed you can't quite justify.
Demands
High speed — aero is live · Wants a settled rear · Aero platform sensitive

T2 Turn Two

Fast left

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

Technique
One continuous movement with Turn 1.
Demands
High speed — aero is live · Transient, not steady-state · Wants a settled rear

T3 Turn Three

Slow left · heavy braking

The first real stop, into a tight left that sets up the Esses.

Technique
Rotate early and get straight — the Esses need a settled car.
Demands
Braking-limited · Low speed — aero does little · Wants yaw on entry

T4–5 The Esses

Fast · direction change

Quick left-right with elevation, demanding the car change direction cleanly.

Technique
One rhythm. Corrections here are expensive.
Demands
Transient, not steady-state · Front grip limited · Sustained mid-corner load

T6 Turn Six

Fast right sweeper

A long, committed right that loads the car before the slow section.

Technique
Steady input. Carry speed rather than attacking the apex.
Demands
High speed — aero is live · Front grip limited · Sustained mid-corner load

T7 Turn Seven

Slow left · onto the back straight

Tight left feeding the long back straight.

Technique
Rotate early, power early. A classic exit corner.
Demands
Low speed — aero does little · Traction-limited · Exit-phase limited · Wants yaw on entry

T10a/b The Chicane

Heavy kerbs

Braking from high speed into a kerb-heavy chicane, and the car has to be straight quickly.

Technique
Attack the kerb only as much as the car will take. Getting straight matters more than the apex.
Demands
Kerbs are part of the line · Bumpy surface · Braking-limited · Wants yaw on entry

T11 Turn Eleven

Medium left

The link between the chicane and the final corner, downhill and quick.

Technique
Get the car settled — you cannot arrive at Turn 12 unsettled.
Demands
Sustained mid-corner load · Transient, not steady-state · Exit-phase limited

T12 Turn Twelve

Fast downhill right

Downhill, fast, blind at the entry, and it owns the main straight.

Technique
Everything is about being able to commit. If you're lifting, fix the car rather than the driving.
Demands
High speed — aero is live · Wants a settled rear · Exit-phase limited · Rear grip limited · Aero platform sensitive

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