Corner Lab

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

The lap

Summit Point Raceway

6 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 wanted2/5
Traction demand3/5
Braking demand3/5
Kerb usage2/5
The lapFlat, fast and deceptively simple: ten turns, most of them quick, and only one real braking zone. The lap is decided by how much speed survives Turn Ten onto the straight.
Set up forA rear that stays planted through the Turn Five crest, then traction and exit stability out of Turn Ten.
Classic mistakeOptimising for the one braking zone. Turn Three is the only place you brake hard, and a car built for it will be nervous everywhere else.
Works hardestRears out of T4 and T10, fronts through the fast right-handers
Length3.22 km · road course · US
Corner by corner

Every corner on this layout

A marks the corners that decide the lap.

T1 Turn One

Fast right

Quicker than it looks from the straight, and it sets the run down to Turn Three.

Technique
Barely a lift in a slow car. Trust the front and keep the line tight.
Demands
High speed — aero is live · Wants a settled rear · Sustained mid-corner load

T3 Turn Three

Medium left · heavy braking

The main stop of the lap, into a left that tightens as you get to it.

Technique
Brake late but straight. This is the best overtaking spot on the circuit, and defending into it costs less than you think.
Demands
Braking-limited · Wants yaw on entry · Low speed — aero does little

T4 Turn Four

Medium right · uphill

Uphill and blind over the top, feeding the fast section behind the paddock.

Technique
Get the exit right or you carry the loss all the way to Turn Five.
Demands
Exit-phase limited · Traction-limited · Front grip limited

T5 Turn Five

Fast right · crest

Fast and over a crest, with the car unloading right as it turns.

Technique
Commit before you can see it. A settled rear here is worth more than any amount of front bite.
Demands
Compression or crest loading · High speed — aero is live · Aero platform sensitive · Wants a settled rear

T6 Turn Six

Medium left

A linking left that keeps the car loaded on the way back toward the paddock.

Technique
Flow it. There is nothing to gain by attacking and plenty to lose.
Demands
Sustained mid-corner load · Transient, not steady-state

T10 Turn Ten

Fast right · onto the straight

The last corner, opening onto the longest straight on the circuit.

Technique
Everything is the exit. Give up entry speed freely — the straight pays it back with interest.
Demands
Exit-phase limited · Traction-limited · Rear grip limited · High speed — aero is live

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