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Track Guide: Wombwell

wombwell-karting-track-guide

The Lap
The Wombwell track is anti-clockwise making it different to many tracks that club racers are used to. A tight left soon after the start line, Turn 1 can cause considerable grief at the beginning of a race and sorts the men from the boys.The racing line takes the driver on to the extra tarmac area full right. Braking and turn-in are conventional, just missing the kerb at the apex. Running wide, the exit allows the driver to use the wide friendly kerb under power, but you need to stay off the grass. If the exit is correctly executed the driver may well be offered an overtaking opportunity at the end of the following straight leading to a very fast approach to Turn 2 (a tight hairpin left) which makes this bend exciting.

 

Thread the Needle through turn 1
Thread the Needle through turn 1

Turn 2

A wide entry to Turn 2, braking just after the marshal’s post, should take the driver on to the kerb, which must be followed closely until the bend starts to unwind. Exit running across the track to the far kerb and eventually onto the straight, with the correct line taking you near to the wall.

Turn 3

Turn 3, a fast right hand bend, is approached alongside the wall and flat out. Clip the kerb on your right and run to the outside of the track. Brake and turn right into the second part of the complex, almost clipping the kerb on the apex. The track is slightly downhill and this combination requires a well set-up kart. Oversteer is certainly preferable to understeer.You really have to have a good exit from Turn 3 if this turn is to be taken without grief.

 

womb
Turn 2 is unique

Turn 4

Turn 4 is a slower left hand hairpin approached from just left of centre moving to the right just before the braking point. Turn in late to get a good clean exit which should see you running down the right hand side of the track. Mess up the exit from either Turn 3 or Turn 4 and you are certainly asking to be overtaken.

Turn 5

Passing the pit entry you turn into Turn 5, the final corner. Approach this 90° left hand bend from the extreme right hand side of the track. Brake in a straight line and turn in, clipping the kerb, running wide to hold a position full right for the start/finish straight.

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Track Guide: Wombwell

wombwell-karting-track-guide

The Lap
The Wombwell track is anti-clockwise making it different to many tracks that club racers are used to. A tight left soon after the start line, Turn 1 can cause considerable grief at the beginning of a race and sorts the men from the boys.The racing line takes the driver on to the extra tarmac area full right. Braking and turn-in are conventional, just missing the kerb at the apex. Running wide, the exit allows the driver to use the wide friendly kerb under power, but you need to stay off the grass. If the exit is correctly executed the driver may well be offered an overtaking opportunity at the end of the following straight leading to a very fast approach to Turn 2 (a tight hairpin left) which makes this bend exciting.

 

Thread the Needle through turn 1
Thread the Needle through turn 1

Turn 2

A wide entry to Turn 2, braking just after the marshal’s post, should take the driver on to the kerb, which must be followed closely until the bend starts to unwind. Exit running across the track to the far kerb and eventually onto the straight, with the correct line taking you near to the wall.

Turn 3

Turn 3, a fast right hand bend, is approached alongside the wall and flat out. Clip the kerb on your right and run to the outside of the track. Brake and turn right into the second part of the complex, almost clipping the kerb on the apex. The track is slightly downhill and this combination requires a well set-up kart. Oversteer is certainly preferable to understeer.You really have to have a good exit from Turn 3 if this turn is to be taken without grief.

 

womb
Turn 2 is unique

Turn 4

Turn 4 is a slower left hand hairpin approached from just left of centre moving to the right just before the braking point. Turn in late to get a good clean exit which should see you running down the right hand side of the track. Mess up the exit from either Turn 3 or Turn 4 and you are certainly asking to be overtaken.

Turn 5

Passing the pit entry you turn into Turn 5, the final corner. Approach this 90° left hand bend from the extreme right hand side of the track. Brake in a straight line and turn in, clipping the kerb, running wide to hold a position full right for the start/finish straight.

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Circuit Guide: Hooton Park

Rough-corner-numbers1

The Hooton Park kart circuit, situated a stone’s throw away from junction 6 of the M53, opened its doors in 2006 on the site of the old RAF Hooton airfield; making it the newest MSA licensed track in the country.

The Lap

A lap of Hooton Park starts with a long straight leading to Turn 1, a 90° right. On entry there is an extra bit of tarmac on the left which can be used for braking and set up a wider entry to the corner so minimum steering is required for making the apex. The kerb is low but running it just tends to upset the kart but be sure to use as much of the run-off kerb as possible to maximise your cornering speed. This is one of two obvious overtaking spots on the track as you can get a tow from the kart in front up the start/finish straight and the wide entry leaves plenty of room up the inside for passing them.

hp3
This circuit lends itself to great racing…

Turn 2

A short straight follows to Turn 2. On paper it looks similar to the first turn but this one only requires a lift on entry, has a higher apex kerb and has nowhere near as much run-off kerb. Approach from the left and move in to clip the apex mid-corner before just brushing the run-off kerb on the exit. When the track is green, it is a common mistake to carry too much speed into this turn and suddenly experience oversteer at the apex so it’s critical to not push too hard into this corner during those first few sessions after a rainstorm.

Turn 3

Next up is another long straight which leads into the very fast Turn 3. This right handed corner is 180° from entry to exit and starts tight before opening out on exit. So, with this in mind, an early apex and high entry speed is required therefore braking can be left until just before the marshal post (or level if you’ve got a well set-up kart and feeling brave) and smoothly roll the kart through a mid-kerb apex. Leave putting the power on until you’re past the apex and let the kart run out to the outside white line for the remainder of the curve on to the next straight. It is important not to bring in the power too early or hard as the amount of rubber that is usually present at this bend will cause the rear of the kart to destabilise itself, either through hopping or sliding, which will cost you vital tenths of a second. The key to this corner is that you must be very smooth on all counts (braking, steering and throttle).

T3 is the second obvious overtaking spot on the track as the long straight before it allows you to pick up a tow and get alongside them by the braking zone. You can lean on your opponent on the exit too as you let your kart run wide naturally giving them the option of either dropping in behind you or taking a trip over the grass.

hp1
Trecherous in the wet, Hooton Park can be difficult to get right.

Turn 4

Now you’re on the infield part of the track as you drive the “slightly curving left” straight towards the left handed Turn 4. This bend consists of a wide entry which is horribly off-cambered the further right you go so it’s best to approach this corner from a mid-track position. Begin braking about level with the start of the first inside kerb and keep trail-braking past the aforementioned kerb and get the kart so it’s at mid-track again for the second part of the corner which is tighter and narrower. If you’ve done the first part right, you should just be able to let off the brakes from your mid-track position to turn into an apex just clipping the inside kerb before getting on the power smoothly to run your outside wheel over the end of the exit kerb. As with T3, a lot of rubber can get laid here too so it’s important to be smooth on the throttle and steering round this corner. Overtaking is possible if you can get well inside your opponent before the first inside kerb, but be wary of the fact that they probably won’t see you until they’ve started turning in so it’s important that you’re fully committed to making the move stick before you attempt it. Failing that, if they get caught out by the off-camber round the first part, it could leave enough room to nip up the inside before the second kerb.

Turn 5 and 6

Once you’ve left T4, quickly get yourself to the left of the track ready for the Turns 5 & 6 chicane. This is a very fast part of the track which requires a bit of kerb to be quick. Enter the chicane flat out, getting close but not hitting the right hand kerb before lifting off the throttle and clipping the left hand kerb with your wheels whilst keeping as tight as possible on exit ready for the next corner. It used to be quicker putting your whole kart over the left hand kerb, but years of people taking the same line have left a massive nosecone formed dip on the inside of the kerb so it’s now quicker and smoother to just clip it with your wheels.

hp2
I never knew Ayrton Senna raced here!? Or drove an X30!

Turn 7

Turn 7 follows immediately after the chicane which is why it’s important to stay as far over to the left as possible on the exit of the previous corner. This curve is similar to the Horseshoe at Clay Pigeon but going right instead of left. Brake on the very short straight part between T6 and T7 before turning into a mid to late apex on the first part, which has positive camber. At this point, balance the throttle whilst letting the kart roll out to a mid-track position between the two apexes before getting on the power fully ready to turn into the second apex (off-cambered this time) before running wide on the exit, the run-off kerb is almost non-existent so it’s best using the white line as your guide at this point to gauge how wide you can go. Late lunges are possible here, as when the kart in front lifts to take the second part of the previous chicane, simply take it flat out all the way through letting the kart go all the way over to the other side of the track and outbrake them before they turn into T7. However it’s also just as easy to overcook the entry speed and watch your opponent cut back past your inside through the second apex.

After you’ve exited the corner, get your head down and follow the straight past the start line ready to go another lap of the Hooton Park kart circuit. A fast, flowing circuit which provides great racing for both MSA and IndiKart drivers alike.

 

Like this article? Read our latest circuit guide’s: 

Capital Karts – Circuit Guide

Grand Prix Karting Birmingham – Circuit Guide

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Circuit Guide: Hooton Park

Rough-corner-numbers1

The Hooton Park kart circuit, situated a stone’s throw away from junction 6 of the M53, opened its doors in 2006 on the site of the old RAF Hooton airfield; making it the newest MSA licensed track in the country.

The Lap

A lap of Hooton Park starts with a long straight leading to Turn 1, a 90° right. On entry there is an extra bit of tarmac on the left which can be used for braking and set up a wider entry to the corner so minimum steering is required for making the apex. The kerb is low but running it just tends to upset the kart but be sure to use as much of the run-off kerb as possible to maximise your cornering speed. This is one of two obvious overtaking spots on the track as you can get a tow from the kart in front up the start/finish straight and the wide entry leaves plenty of room up the inside for passing them.

hp3
This circuit lends itself to great racing…

Turn 2

A short straight follows to Turn 2. On paper it looks similar to the first turn but this one only requires a lift on entry, has a higher apex kerb and has nowhere near as much run-off kerb. Approach from the left and move in to clip the apex mid-corner before just brushing the run-off kerb on the exit. When the track is green, it is a common mistake to carry too much speed into this turn and suddenly experience oversteer at the apex so it’s critical to not push too hard into this corner during those first few sessions after a rainstorm.

Turn 3

Next up is another long straight which leads into the very fast Turn 3. This right handed corner is 180° from entry to exit and starts tight before opening out on exit. So, with this in mind, an early apex and high entry speed is required therefore braking can be left until just before the marshal post (or level if you’ve got a well set-up kart and feeling brave) and smoothly roll the kart through a mid-kerb apex. Leave putting the power on until you’re past the apex and let the kart run out to the outside white line for the remainder of the curve on to the next straight. It is important not to bring in the power too early or hard as the amount of rubber that is usually present at this bend will cause the rear of the kart to destabilise itself, either through hopping or sliding, which will cost you vital tenths of a second. The key to this corner is that you must be very smooth on all counts (braking, steering and throttle).

T3 is the second obvious overtaking spot on the track as the long straight before it allows you to pick up a tow and get alongside them by the braking zone. You can lean on your opponent on the exit too as you let your kart run wide naturally giving them the option of either dropping in behind you or taking a trip over the grass.

hp1
Trecherous in the wet, Hooton Park can be difficult to get right.

Turn 4

Now you’re on the infield part of the track as you drive the “slightly curving left” straight towards the left handed Turn 4. This bend consists of a wide entry which is horribly off-cambered the further right you go so it’s best to approach this corner from a mid-track position. Begin braking about level with the start of the first inside kerb and keep trail-braking past the aforementioned kerb and get the kart so it’s at mid-track again for the second part of the corner which is tighter and narrower. If you’ve done the first part right, you should just be able to let off the brakes from your mid-track position to turn into an apex just clipping the inside kerb before getting on the power smoothly to run your outside wheel over the end of the exit kerb. As with T3, a lot of rubber can get laid here too so it’s important to be smooth on the throttle and steering round this corner. Overtaking is possible if you can get well inside your opponent before the first inside kerb, but be wary of the fact that they probably won’t see you until they’ve started turning in so it’s important that you’re fully committed to making the move stick before you attempt it. Failing that, if they get caught out by the off-camber round the first part, it could leave enough room to nip up the inside before the second kerb.

Turn 5 and 6

Once you’ve left T4, quickly get yourself to the left of the track ready for the Turns 5 & 6 chicane. This is a very fast part of the track which requires a bit of kerb to be quick. Enter the chicane flat out, getting close but not hitting the right hand kerb before lifting off the throttle and clipping the left hand kerb with your wheels whilst keeping as tight as possible on exit ready for the next corner. It used to be quicker putting your whole kart over the left hand kerb, but years of people taking the same line have left a massive nosecone formed dip on the inside of the kerb so it’s now quicker and smoother to just clip it with your wheels.

hp2
I never knew Ayrton Senna raced here!? Or drove an X30!

Turn 7

Turn 7 follows immediately after the chicane which is why it’s important to stay as far over to the left as possible on the exit of the previous corner. This curve is similar to the Horseshoe at Clay Pigeon but going right instead of left. Brake on the very short straight part between T6 and T7 before turning into a mid to late apex on the first part, which has positive camber. At this point, balance the throttle whilst letting the kart roll out to a mid-track position between the two apexes before getting on the power fully ready to turn into the second apex (off-cambered this time) before running wide on the exit, the run-off kerb is almost non-existent so it’s best using the white line as your guide at this point to gauge how wide you can go. Late lunges are possible here, as when the kart in front lifts to take the second part of the previous chicane, simply take it flat out all the way through letting the kart go all the way over to the other side of the track and outbrake them before they turn into T7. However it’s also just as easy to overcook the entry speed and watch your opponent cut back past your inside through the second apex.

After you’ve exited the corner, get your head down and follow the straight past the start line ready to go another lap of the Hooton Park kart circuit. A fast, flowing circuit which provides great racing for both MSA and IndiKart drivers alike.

 

Like this article? Read our latest circuit guide’s: 

Capital Karts – Circuit Guide

Grand Prix Karting Birmingham – Circuit Guide

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Circuit Guide: Oulton Park

oulton

The track is characterised by its rapidly changing gradients and blind crests leading into unforgiving corners but is loved by all who take part at this unique venue.

1 Old Hall Corner
I approach Old Hall Corner in 5th gear at 115 mph pulling 10,600 revs. and keep tight to the left hand side of the circuit using the extra bit of tarmac. Giving the brake pedal a tap, I come down one gear to 4th. Aim for a normal apex, but you can attack the corner as it has a good positive camber. Flick the kart into the apex and let it drift through the corner at about 98mph using the camber of the corner to hug the inside. Let the kart naturally run out wide with the left hand side tyres touching the rumble strip on the exit.

2 Denton’s
Click into 5th gear along the Avenue keeping the kart to the left hand side. I take a late apex into Denton’s as the track drops away and keep to the right hand side as the track continues to fall. At this point I am doing about 118mph pulling 10,700 revs.

paulplus_6403c-x
Oulton Park is a firm favourite on the Superkart Calendar

3 Cascades
Keeping to the right hand side of the track approaching Cascades I aim for a normal apex. With a lift off the power, I tap the brake on the entry to the corner and come down to 4th gear. I hold the kart tight to the inside kerb but don’t touch it keeping the revs up at 100mph through the corner. Let the kart run out to the edge of the circuit on the exit but keep off the kerb as the track runs a bit off camber.

4 Island Bend
Grabbing 5th gear before the crest along Lakeside, I stay on the right hand side of the track all the way along Lakeside. Island Bend is taken flat in 5th gear at 122mph. The entry to the corner must be smooth and easy on the steering. Brush the normal apex and let the kart run to the middle of the circuit on the exit and then pull it back to the left hand side on the approach to Shell.

5 Shell Oils Corner
At Shell Oils Corner it’s hard on the brakes and down to 2nd gear. Turn in for a normal apex and hug the inside about two feet from the kerb at 65 mph using the banking of the corner. As the camber starts to flatten out and change to off camber aim for the marshals post on the outside and as I approach the exit kerb I grab 3rd gear.

OULTON
Home to more than just karts, Oulton is narrow and technical

Turn 6
After the hairpin the circuit is still on a gradual right hand curve. Gently bring the kart to the right hand side of the circuit and grab 4th gear.

7, 8 & 9 Britten’s
I approach the Britten’s chicane at 107mph pulling 10,700 revs still in 4th gear. Then it’s hard on the brakes and down one gear to 3rd as I turn into the left hand kerb and down to 2nd gear for the right hand kerb. As you go through the left hand exit kerb you then hit a bump where the Island circuit joins the International circuit. At this point I grab 3rd gear letting the kart run out to the right hand side of the circuit.

10 & 11 Hislop’s
Over the crest of Hilltop I keep the kart over to the right hand side of the track and grab 4th gear and then 5th as I go down the hill towards the next chicane. I approach Hislop’s at 115mph and bring the kart across to the left hand side of the circuit. At Hislop’s it’s hard on the brakes and down to 2nd gear turn as I turn into the right hand apex keeping off the kerb. Then I take a late apex for the left hand kerb at 60mph and try to keep the kart to the left hand side to set me up for the next corner.

12 Knickerbrook
Along the short straight I grab 3rd gear before Knickerbrook and then flick the kart into the right-hander so that the kart drifts to the left hand side on the exit.

dear leap
The gradient changes and undulations can unsettle a kart

13 & 14 Clay
Hill I bring the kart to the middle of the track as the circuit starts to rise for Clay Hill and take 4th gear. Hold the kart to the left hand side over the crest and grab 5th gear on the little straight. Through the left hand kink keep the kart hard over to the left hand side taking a late apex.

15 Druids
The approach to Druids is at 120mph pulling 10,900 revs. in 5th gear. I take a slight lift off the power and just feather the brake pedal with the left foot at the turn in point. Aiming for the second apex still in 5th gear I trail the brake to keep the kart stable and drift it to scrub off a bit of speed through the corner. I take Druids at 105mph and get back on the power at the apex letting the kart drift to the left hand side of the track over the crest on the exit and making sure to keep off the kerb.

16 Lodge Corner
Increasing the speed to 120 mph along the straight, I try and stay down inside the bubble as the kart floats over the crests under Warwick Bridge keeping the kart to the left hand side of the track on the approach to Lodge Corner. Then it’s hard on the brakes and down three into 2nd gear at 70mph. I take a late apex as the exit of the corner drops away steeply downhill and the kart understeers on the way out.

17 Deer Leap
I grab 3rd gear in the dip and then 4th over the crest at Deer Leap quickly followed by 5th gear and let the kart run to the middle of the track as I cross the grid to start another lap having just recorded a time of 1m 39.863s at an average speed of 97.04mph to set a new lap record.

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Circuit Guide: Oulton Park

oulton

The track is characterised by its rapidly changing gradients and blind crests leading into unforgiving corners but is loved by all who take part at this unique venue.

1 Old Hall Corner
I approach Old Hall Corner in 5th gear at 115 mph pulling 10,600 revs. and keep tight to the left hand side of the circuit using the extra bit of tarmac. Giving the brake pedal a tap, I come down one gear to 4th. Aim for a normal apex, but you can attack the corner as it has a good positive camber. Flick the kart into the apex and let it drift through the corner at about 98mph using the camber of the corner to hug the inside. Let the kart naturally run out wide with the left hand side tyres touching the rumble strip on the exit.

2 Denton’s
Click into 5th gear along the Avenue keeping the kart to the left hand side. I take a late apex into Denton’s as the track drops away and keep to the right hand side as the track continues to fall. At this point I am doing about 118mph pulling 10,700 revs.

paulplus_6403c-x
Oulton Park is a firm favourite on the Superkart Calendar

3 Cascades
Keeping to the right hand side of the track approaching Cascades I aim for a normal apex. With a lift off the power, I tap the brake on the entry to the corner and come down to 4th gear. I hold the kart tight to the inside kerb but don’t touch it keeping the revs up at 100mph through the corner. Let the kart run out to the edge of the circuit on the exit but keep off the kerb as the track runs a bit off camber.

4 Island Bend
Grabbing 5th gear before the crest along Lakeside, I stay on the right hand side of the track all the way along Lakeside. Island Bend is taken flat in 5th gear at 122mph. The entry to the corner must be smooth and easy on the steering. Brush the normal apex and let the kart run to the middle of the circuit on the exit and then pull it back to the left hand side on the approach to Shell.

5 Shell Oils Corner
At Shell Oils Corner it’s hard on the brakes and down to 2nd gear. Turn in for a normal apex and hug the inside about two feet from the kerb at 65 mph using the banking of the corner. As the camber starts to flatten out and change to off camber aim for the marshals post on the outside and as I approach the exit kerb I grab 3rd gear.

OULTON
Home to more than just karts, Oulton is narrow and technical

Turn 6
After the hairpin the circuit is still on a gradual right hand curve. Gently bring the kart to the right hand side of the circuit and grab 4th gear.

7, 8 & 9 Britten’s
I approach the Britten’s chicane at 107mph pulling 10,700 revs still in 4th gear. Then it’s hard on the brakes and down one gear to 3rd as I turn into the left hand kerb and down to 2nd gear for the right hand kerb. As you go through the left hand exit kerb you then hit a bump where the Island circuit joins the International circuit. At this point I grab 3rd gear letting the kart run out to the right hand side of the circuit.

10 & 11 Hislop’s
Over the crest of Hilltop I keep the kart over to the right hand side of the track and grab 4th gear and then 5th as I go down the hill towards the next chicane. I approach Hislop’s at 115mph and bring the kart across to the left hand side of the circuit. At Hislop’s it’s hard on the brakes and down to 2nd gear turn as I turn into the right hand apex keeping off the kerb. Then I take a late apex for the left hand kerb at 60mph and try to keep the kart to the left hand side to set me up for the next corner.

12 Knickerbrook
Along the short straight I grab 3rd gear before Knickerbrook and then flick the kart into the right-hander so that the kart drifts to the left hand side on the exit.

dear leap
The gradient changes and undulations can unsettle a kart

13 & 14 Clay
Hill I bring the kart to the middle of the track as the circuit starts to rise for Clay Hill and take 4th gear. Hold the kart to the left hand side over the crest and grab 5th gear on the little straight. Through the left hand kink keep the kart hard over to the left hand side taking a late apex.

15 Druids
The approach to Druids is at 120mph pulling 10,900 revs. in 5th gear. I take a slight lift off the power and just feather the brake pedal with the left foot at the turn in point. Aiming for the second apex still in 5th gear I trail the brake to keep the kart stable and drift it to scrub off a bit of speed through the corner. I take Druids at 105mph and get back on the power at the apex letting the kart drift to the left hand side of the track over the crest on the exit and making sure to keep off the kerb.

16 Lodge Corner
Increasing the speed to 120 mph along the straight, I try and stay down inside the bubble as the kart floats over the crests under Warwick Bridge keeping the kart to the left hand side of the track on the approach to Lodge Corner. Then it’s hard on the brakes and down three into 2nd gear at 70mph. I take a late apex as the exit of the corner drops away steeply downhill and the kart understeers on the way out.

17 Deer Leap
I grab 3rd gear in the dip and then 4th over the crest at Deer Leap quickly followed by 5th gear and let the kart run to the middle of the track as I cross the grid to start another lap having just recorded a time of 1m 39.863s at an average speed of 97.04mph to set a new lap record.

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Circuit Guide: Forest Edge

forest-edge-track-guide

Parsons Corner

Flat out along the Start/finish straight and you’re as far right of the track as you can be preparing yourself for the first corner which is a slight left-hander. Take this corner flat out and hug the kerb to your left. Hug, don’t touch as it will unsettle the kart and force you off line making entry to Haynes loop more difficult than it needs to be. Similarly leave too much of a gap between you and the kerb and you’ll develop oversteer creating the same effect. By hugging the kerb, the kart should not drift too much thus making you (at worst) in the centre of the road upon corner exit and not over to the right hand side. Point to note, if you take this corner perfectly and the driver in front of you doesn’t, you’ll have more top end speed approaching Haynes loop as they would have scrubbed off speed making overtaking possible with some late braking.

Haynes Loop

Firmly on the brakes approaching Haynes Loop and turn in. This corner has three kinks to it. Be careful not to run too wide after the first kink as the track can get dirty and you’ll lose grip which will have a detrimental effect upon you for the next 2 kinks. Upon entry, the first kerb is soft and I regularly touched (not launched!) this, so that I could keep a tight line all the way around the remainder of the kinks. Not many others did this and they chose to allow their karts to run wide after the first, miss the second kink then, they’d bring it back tight again for the third kink before the approach to Johnny’s. Either way, throttle control is vital. If the grips there, keep your right foot planted, if you can feel a slide developing, slightly lift off. Kart positioning is more important than ‘wheel spinning high rev’s on the approach to Johnny’s. Time can be gained and lost at Johnny’s. On the approach you should be positioned to the far right and turn in early. Not so early that you clip the kerb on the left but slightly sooner than the conventional racing line. It’s an unnerving feeling if you get it right as you feel like you’ve compromised your corner exit. I didn’t find this to be the case as the grip available when you turn in early not only allows you to take any exit line you desire, but also allows you to take more speed around the corner than the conventional line where I found oversteer to be an issue. Corner exit is important and don’t be tempted to use the rumble strip. Those who did, soon lost chains.

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Wingers Dip

Now, flat out downhill towards Wingers dip. Be careful. If you slid out of Johnny’s or ran wide onto the rumble strip, have a quick check to see if someone’s threatening you from behind. If someone’s there, defending into wingers dip is vital to stave off any attacks. Then firmly on the brakes and turn in for Wingers dip. Some felt it beneficial to take half of their kart over the white line on the left hand side before turning right for corner entry, I however found no benefit from doing this. This corner is off camber and will seriously hurt you if you miss your braking point or try to fight it out with someone around the outside who has taken you down the inside. Once turned in, If the grips there, allow your kart to drift to the centre on corner exit and touch the apex of Ansons for the drag uphill towards the bus stop.

Bus Stop

Get the bus stop chicane right and you may be able to attack a driver on the entry to Midgets. Get it wrong and you’ll damage your kart. Late braking is essential. Normally the laws of karting are, brake, steer, accelerate. For this chicane, you start braking before you turn in but continue braking whilst turning in. The speed you can take into the first right hand part of the chicane is phenomenal, But don’t touch the kerb on the right.

As you come off the brakes, you can then accelerate as your turning left for the centre of the chicane and for the exit. Be gentle with the throttle. If you’ve taken the amount of speed into the chicane as you’re able to, then flooring the throttle with snap you into oversteer for corner exit which will lose you speed approaching the next corner. Feed the power through and straighten the kart and clip the grass area with your right wheel, straight lining it uphill towards Midgets. I do not recommend overtaking into the chicane. If you’re side by side with someone on the approach (because they messed up Ansons) then fine, go for it. But if your behind someone and make a lunge, know one of two things. 1) The driver you’re out braking won’t be able to make it through the chicane with any sort of dignity (which is fine from your perspective!) But – 2) If a driver is not prepared to concede or is surprised by your manoeuvre, then their options will be to go off the track, damage their kart over a kerb, or take you out of the race! So – think hard. I’d recommend concentrating on getting a better exit from the chicane than the driver in front and then out breaking them into Midgets.

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Midgets

Midgets is a great corner that if taken properly can get you right up behind another driver or better still give you an opportunity to pass them. Midgets is made up in two parts. First apex and second apex. For a quick lap, forget the first apex. Brake had and late past the first apex and only concentrate on the second apex. Don’t touch the kerb of the second apex and power out as quickly as you can for the short run towards Climate corner. If you messed up the chicane exit, you will be vulnerable to attack from behind so missing the first apex is not an option. Aim for it, brake late & hard and park your kart on the approach to the second apex then power out. Similarly, if you’ve got a run on someone approaching Midgets corner, launch it down their inside and park it on the approach to the second and then, power out.

Climate

Climate corner is deceptive as there’s plenty of grip on entry but the grip fades away on exit. The best way I found was to enter the corner slowly, keep it tight to the kerb, then power out. Anyone in front of you who goes into the corner quicker, will pull a kart length or two on you but don’t be disheartened though. When you exit they’ll be struggling for grip, and kart positioning, whilst you’ll have more speed and better kart control on the approach to Tollys, the final corner. This will give you two options, make a last lap lunge down their inside or allow you to close the gap to them.

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Trollys

For Trollys, you can brake late and take more speed through this corner than you think. However, in saying that, corner exit is most important as it sets you up for the run back to Haynes Loop. The kerb on corner entry is not that bad (last lap lunge me thinks!) but I wouldn’t use it for a fast lap as it will only unsettle the kart. Whilst exiting Trollys, stay off the exit kerb and keep to the track.

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