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Track Guide: Wombwell


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.


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: Teesside Autodrome

Teesside Circuit Layout

Located East of Middlesbrough and just off the A66, The fully-floodlit circuit is open 5 days a week for KartingThe circuit is one of the longest in the UK, with the full length 2.1km International layout being used predominantly for car and bike racing as well as drift events for the more outlandish drivers. The shorter, 1300m-long National circuit is the most popular for Karting events and is outlined in the track guide below.


Turns 1-5

The track starts with a long straight running down to the first corner, a long sweeping right-hander that can be taken flat out. As soon as you have exited the long, wide first turn, you have little time to straighten up the steering before another flat out sequence of corners, which are usually taken single-file, unless lots of racing room is given. The circuit takes a slight turn to the right before a right/left double S-bend, which can be completely straight-lined flat out.


Turns 6-10

Upon exit, the next turn is a left-hand hairpin, one of the two main braking points. It requires heavy braking as you are likely to be travelling at about 75mph at this point. A traditional outside line is favourable upon entry, but stay away from the kerbs! Overtaking can happen here, especially on lap 1. This hairpin is immediately followed by a right-hand hairpin, so you will need to quickly cross back over to the left side of the track to get the best entrance and exit from this important corner. Braking is unnecessary for the right-hand hairpin, as you are travelling much slower on entry. A little speed may need to be scrubbed through the turn if you turn in too early here, so try and turn in late to get a good run down the following straight. If the chicane is in play, stick to the left of the track on the approach. There’s not enough room for racing through here so it’s important to give each other room. Apex the first right-hander with a slight lift, sticking to the inside curb as best you can for a late turn in to the left-hander. This will allow you to straight line the final right-hander as you get the power on for the sweeping, banked right turn just ahead.


Turns 11-15

The long, banked right turn at the bottom of the track is a very wide flat out corner. Sticking tight to the inside before straightening up the steering for the second braking point on the track, another right-hand hairpin, is the best choice of line. There is a lot of grip available here for late braking. Stay off the apex kerbs to avoid unsettling the kart. As the right-hand hairpin is immediately followed by a left-hand hairpin, you will need to quickly cross-over to the right side of the track to get the best entrance and exit to arguably the most important turn at Teesside.

Braking is unnecessary again here. Just scrub a little speed on entry with the steering or a small lift of the throttle, then get back on the power early to carry as much speed as possible through to the exit. It leads onto a long flat out section all the way back to turn 1, with a small left and right kink. The best line is to smoothly clip both apexes before coming back on to the start/finish straight.

Hints and Tips

This circuit will favour those who have a smooth driving style, as most of the corners are taken at high speed. There are only 2 proper braking points on the whole track, so maintaining your momentum and keeping the revs up is crucial to a fast lap around here. If you can achieve this, then you will give yourself the best opportunity to overtake. Good exit speed out of the final hairpin will give you a good run and the chance to dive up the inside of your opponent at turn 1. Likewise, the two hairpins in the infield are equally a possibility if you’ve had a particularly clean run through the double S-bend. The banked right hander opens up to the best overtaking opportunity on the track so make sure you get on the power early out of the previous chicane. This track requires a very good top end; hence any underpowered karts will be heavily punished as a result.

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Circuit Guide: Rye House



Rye house, situated near Hoddesdon, Herfordshire is one of the UK’s premier club circuits hosting the annual London Cup, along with its monthly Club meetings on the first weekend of every month. The circuit is also visited by Club 100, BUKC, and also played host the 2016 Biz Champions challenge in February.

One of Rye House’s main claims to fame is it was the place Lewis Hamilton first drove and raced a kart when he was just 8 years old.

The main characteristics of this track are the iconic Stadium corner at turn 1, as well as two of the tightest corners you will see in Hairpin 1 and 2 meaning very short gearing is often used which adds to the frantic feeling of racing this track. The kerbs also play a large part in a good lap around Rye House.

Stadium has a very long and late apex

Turn 1 (Stadium)

Arriving fast after the main straight due to the short gearing Turn 1 can be a daunting corner. Turning in flat out and quite late you should aim to nip the first apex right in the middle of the corner. It is crucial you are very smooth throughout T1 as any amount of excess sliding will lose you tenths of a second. Once you’ve hit the middle apex ease off the power and allow the kart to move out very slightly so your outside wheels eventually just touch the seam in the middle of the track, any wider and the grip decreases greatly. A very slight rub on the brakes just as you begin to increase the lock for the second apex will help the weight transfer to the front wheels enough for you to get onto the inside kerb at the corner’s tightest point. It is very important not to push too hard here, let the kart be neutral and the main thing is that you make the ideal line through the second apex. The kerb here has more grip than the track so get as close to the tyre wall/grass on the inside as possible (mind the trench that is off the back of the kerb, this will throw you sideways). Apply the throttle smoothly but swiftly as you apex and take a middle of the road exit before the kink left. It is very rewarding when you hook up the 2nd apex well and you’ll know when you get it right.

Turn 2

The kink left should be approached with a middle exit from Stadium, the kerb looks aggressive but you float across it so use as much as is comfortable. Minimise the steering lock for maximum acceleration. Use all the track on the exit.

Turn 3 (Hairpin 1)

This is possibly the slowest and tightest corner in the UK, maybe in all of karting. Brake hard on the right hand side. As you approach the apex turn in late but smoothly, bleed off the brakes and trail brake right to the apex to jack the inside rear wheel so you can rotate the kart quickly. You want to apex with just your two inside wheels on the kerb, and on a line that is just slightly later than your conventional arc. Power on hard at the apex and open the steering to use as much road as the tyre walls on the exit will allow (what MSA track limits?).

Tom Sibley
Tom Sibley

Turn 4 (Hairpin 2)

As you exit HP1 the track kinks right, keep left and brake in a straight line. The corner is tight on entry but opens up on the exit. As you turn in hold the brakes slightly and again trail brake right to the apex so when you apply the power the kart can ‘ping’ off the corner. Get as close the tall apex kerb as possible without touching it as it chucks the front of the kart about a foot in the air if you hit it. Power at the apex and as the track opens up hold it slightly tight just after the apex, then drive the kart all the way out to the wall on the exit.

Turn 5 (Pylon)

As you exit HP2 you need to start mentally preparing yourself for left hander at Pilon as it’s one of the most brutal corners around and requires 100% commitment. The kerb there used to be the stuff of legend, but it has been smoothed during the winter of 2015/2016 and is now nice flat concrete. However the track is still bumpy as hell and you’ll be shaken about no matter what. In most classes you need to turn in just after the kerb on the right juts out (don’t touch this as it unsettles the kart). Turn in with a lift or a small rub on the brakes (class dependant) and aim to get your inside wheels very close to the new concrete ‘sausage’ on the inside by the marshal post. Apex late and power over the kerb, the kart will jump as you go through so stay solid in the kart and absorb the bumps as best as possible. You want to stay quite far left here for a good run through 6.

Turn 6

Coming immediately after Pylon, brake hard sort of middle-left and turn in smoothly once the kart stops bouncing. As always trail brake to the apex and apply the power smoothly from the apex where there is a horizontal groove in the track in the middle of the corner. Mostly you will want to avoid the inside kerb here as it unsettles the kart, however some days due to conditions/rubber its quicker to get your inside wheels on top of this inside kerb and onto the tarmac just inside the kerb. Watch what the fastest drivers are doing, maybe try it yourself a couple of laps in practise, if it is faster it will feel like the kart is being pulled round the corner, if you understeer off the kerb go back to staying on the track. Don’t run too wide on exit. You should exit where the short kerb is on the left, go up to, but not onto this as it will kick the kart sideways killing your exit speed.

Piers Prior
Piers Prior

Turn 7 & 8 (last complex)

This again requires full commitment. Bring the kart right from turn 6 up to the white line on the right (be careful not to go over the edge as the kart will bottom out and you’ll be dragged onto the grass). Turn in just as the track juts out on the right, lift as you turn in to allow a little more weight on the front wheels so you can get all the way onto the kerb, in some senior classes you’ll need a rub on the brakes as you enter. Now comes the fun part. You want to aim for a late apex on the left hand kerb so you can stay left for the last corner and a run onto the straight. Aim to jump over the kerb so your inside wheels go up to the grass. The kerb will launch your inside wheels into the air , and you should land right on the end of the kerb quite smoothly. Once you’ve landed a quick rub on the brakes just as you begin to turn right should allow you to make a very late apex for the last corner. Mind the monster inside kerb but get as close as possible. Power hard as you apex and allow the kart to run onto and just over the kerb on the exit where the kerb visibly drops down, this should be quite a smooth line. Straighten the steering and drive to the line to complete a quick fire and technical lap at Rye house.

A great lap at rye house should flow very nicely despite the kerbs and bumpy nature of some of the corners. To be fast at Rye you have to be 100% committed and have a plan of action before you get on circuit. This is one of the most physical tracks around, after a race weekend you will feel like you’ve gone a number of rounds with Mike Tyson. Make sure your seat fits well and your arms don’t hit the engine/radiator. I highly recommend a warm up before the first session of the day.

Words By Piers Prior

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Circuit Guide: Hooton Park


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.

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.

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.

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: Kimbolton



Located in a heart of Cambridgeshire, between Huntington and Wellingborough, and easily accessible from the A14, Kimbolton is a firm favorite club track. With a multitude of hairpins and tight complexes, it rewards driver patience and a well setup chassis!

Hines Straight

The main straight for Kimbolton starts way before the start finish line and isn’t straight throughout its entirety. It features two left kinks after the final corner and gives the possibility of overtaking into Stow corner (turn 1).

Jordan Goodyear
Stowe Corner nearly always claims a victim… Or two

Stow Corner

The apex point is quite late along the kerb, this means a wide line into Stow will allow you to carry the most speed possible. This also opens up the inside for an overtaking maneuver. When heading towards turn 1 a glance over the shoulder will help you decide whether or not to defend. If you are following someone else a ‘dummy’ move can be used to trick the opposition. (There is an excellent example of this in the Junior TKM Final at TKM festival)

The Willows

After apexing at Stow run the kart wide onto the exit kerb and again aim for a late apex towards the second kerb. Avoid running over these kerbs as it will unsettle the kart. Skimming the slanted edge of the kerb ensures the safest line and will avoid damaging the kart/ compromising exit speed. Bring the kart into the Willows main kerb and let it run wide towards the back straight.

Reggie Duhy
Keep it tidy through the Willows

Yamitsu + Bus Stop

On the way towards Yamitsu let the kart run towards the right hand side of the circuit. Aim for the kerb and run over it to get a tight line through the Bus Stop. After running over the first apex keep clear of all apexes after as they will only unsettle the kart.

Hanger Complex

The complex is fast and requires careful throttle response. In a high powered kart squeezing the throttle through the corner is the smoothest way through and will help give you a better run onto the main straight.

Middle of the track and bringing the kart in towards the apex each time through the complex.

Ian Mcleod
Try not to run too wide on the final corner as a good exit is vital

TKM Straight

This straight gives overtaking opportunities but is a hard braking point so be careful not to overshoot. Into the final corner an early apex and good run onto the main straight is important for a fast lap.


Stowe is a hard braking point so lunges can be made on the inside. Or a cut back can be made to get to the second apex. Into the bus stop a lunge to the inside over the kerb will allow a pass. At the end of the TKM straight an inside line will work or if you can get alongside them around the outside you will be on their inside into the final corner. If another driver runs wide into the hangar complex a dive towards the inside works too.

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Circuit Guide: Glan-Y-Gors


The Glan-Y-Gors race circuit, situated on the A5 between Corwen and Betws-Y-Coed, is one of the UK premier karting venues that started life comparatively late to other S1 race venues as a 500m non-MSA track in 1999.

Super One Rotax Series
Carry as much speed as you can through the final corner to maximise your run down the long straight

The Lap
The start of the lap begins with a short run to Club Corner, a flat out right hander which drops away on the exit. The kerb at the apex is flat so it’s possible to put a wheel on it whilst the exit kerb is tarmac, which ends with a heavily saw-toothed “add-on” that is best avoided. It is important not to get balked here at the start as you’ll lose a lot of speed going along Dragon Straight.

The Dragon Straight

is very long with a right kink in the middle, what waits at the end of it as another flat out right turn, only this time it’s uphill and leads into a blind entry to the Spoon Hairpin, the best overtaking opportunity on the track. Hit the brakes hard as soon as you crest the hill, the back end of the kart will be kicking out here most likely, before turning in from a mid to 2/3rds left track position to a late apex just off the high inside kerb, an entry position which is too far left will result in either missing the apex by miles or being swallowed up by the chasing pack. Once you’ve apexed in the correct position, Turn 4 which follows immediately afterwards will just be an acceleration zone whilst turning left.


By now you’ll be on the Snowdon Straight (the Mountain it’s named after can be found by looking upwards and right!). This straight is a rapid downhill descent which leads into the Carousel, two left handed bends taken at great speed. Brake just before the bottom of the hill before turning in to an apex just off the kerb, once here begin to feed in the power and let the kart drift out towards the centre of the track by mid-corner ready to clip the second apex as close to the high inside kerb as possible. Once through apex 2, feel free to use the entire track width on exiting to get a good run up the uphill straight. The entry to the Carousel is another good overtaking spot although be aware that the driver being overtaken probably won’t see you until they’re actually turning into the corner so it’s important to get fully alongside them at the turn-in point to make the move cleanly.

Fin Kenneally
Im mixed conditions, taking kerbs can be essential to a fast lap

Compression Corner

After exiting the Carousel, the track climbs uphill again, around another flat out right turn before heading into the second half of the lap, starting with Compression Corner. This corner is extremely fast and off-camber requiring a slight brake or lift on entry before turning in, using the track camber at the apex to keep the momentum up whilst letting the kart run out to the outside on the very steep downhill exit. Compression is not really a famed overtaking spot although it’s possible if the kart in front is going a lot slower than you. It’s better used to set up a possible overtaking opportunity at a later corner.

The Druid’s complex

The Druid’s complex follows quickly afterwards starting with a right hander, The first corner (Druid’s 1) is on-camber this time and is taken very fast, be careful when turning in not to drop your rear outside wheel off the edge of the circuit as you’ll almost certainly end up taking a scary trip over the grass. Once through the bend, try not to drift any wider than mid track to set you up for Druid’s 2, a left handed hairpin which follows immediately afterwards. Druid’s 2 requires decisive braking before turning surprisingly early onto the kerb which, if done correctly, will allow you to keep the momentum up whilst the kerb pulls you round before spitting you out exactly the right position to the next turn. Druid’s 2 use to be a good overtaking spot as everyone use to stay further right on entry leaving plenty of room on the inside to lunge your opponent. These day’s however, everyone is wise to it and stays tight on entry making overtaking a lot harder than before.

Devil’s Elbow

The next corner is the undulating Devil’s Elbow section. From your “perfect” track position on exiting Druid’s 2, turn into a late apex either fully over or off the kerb, depending on kart class, before dropping down the dip whilst keeping tight to the inside of the track, before accelerating up and out of the dip towards flat out left hander, which requires another late apex to keep you far over to the left for Paddock Bend.

Matt England
Play your cards right and you might end up like this…

Paddock Bend

Paddock Bend is an off camber, 90° right-hander requiring a slight lift off the throttle at the turn-in point. It’s important to get yourself onto the extra bit of tarmac on the right on entry (a good exit from Devil’s Elbow will assist you in doing this) to get the best line through here as a too tight entry will result in understeer through the whole corner and lost speed all the way back up to Spoon Hairpin. The apex is just off the massive inside kerb with the ideal exit point being just touching the edge of the red painted “add-on” at the end of the exit runoff. This is a popular overtaking spot with experienced drivers as the driver in front will pull left to take the corner on the run out of Devil’s Elbow, leaving plenty of room to get up alongside your opponent before the turn-in point and give them the option of dropping in behind you or end up on the grass on the exit to start another

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Circuit Guide: Larkhall

The Lap
From the startline, the lap begins with a short straight into Turn 1, a fast and exciting left hander. This is a double bend that’s approached from the middle of the track under racing conditions before running wide to turn in for the second part. The turn in is late, running two wheels over the inside kerb before running wide onto the painted exit kerb. This is a corner which for a very good driver and well set-up kart is almost flat out but it’s very easy to misjudge the entry speed and end up off the edge of the exit kerb on the dirt.

Turns 2,3 and 4

This is a very easy left kink that runs into a downhill approach to Turns 3 and 4. These are two 90 degree corners linked with a 2/3 metre straight which form the “square” hairpin. The complex is approached from the full left before braking and turning into the T3 apex, once there let the kart run just beyond the track centre line before getting on the power and threading the kart between the apex and exit kerb of T4. If done correctly, all the speed braking and turning should be done in T3 leaving T4 to be merely an accerlation zone.

Super One Rotax Series
Loading and Queuing up is common coming into Turn 3

The exit kerb of T4 ends with a huge concrete lump that is best avoided; it has bent many axles over the years! The entry to T3 is a good overtaking spot for experienced drivers coming through from a back of the grid start as the driver being passed is forced into giving room to avoid contact. It’s also one of the most critical areas of the track in a timed qualifying session as the straight that follows is very long. Therefore the driver has to nail this corner and make use of the waft the mechanic has put into the kart!

Turn 5

This is slightly off camber and requires hard braking, which usually kicks the kart sideways, before turning in and apexing mid corner. The track slopes away on the exit which will cause the kart to naturally run wide onto the exit kerb. Be careful not to run too wide though as there is an extra “sausage” kerb similar to one at Llandow which, once attached to, will pull you off the circuit and onto the grass. Overall it’s a difficult but exciting bend as well as offering the best overtaking opportunity on the whole track. It should be noted that Gearbox karts miss out Turns 5,6 and 7 completely as they continue straight on at this point with a flat out curve to the right.

Turn 6

Turn 6 is the first of two infield Hairpins and is approached by running from left to right on the short straight before braking hard over the bumps. Turn in is late but it’s vital to be wary of someone launching it up your inside during the race. This corner has a bit of positive camber so you want to follow the edge of the inside kerb all the way round before coming off at the very end of the corner and drifting out to no more than the middle of the track on the exit. This is vital as you’re immediately into the entry of Turn 7 and too wide will compromise your line for this corner.

Jack Gordon
It’s easy to run wide and be hung out on the exit of Turn 7

Turn 7

This one is a similar corner to T6 but in the opposite direction. From a mid-track position, pull left before swinging deep into the corner getting the inside wheels onto the white line. The exit of the corner is uphill and you should find that the kart will naturally run up towards the exit kerb with ease. This corner is driven at either full acceleration or a very slight lift on entry and requires a kart with good release and bottom end grunt to get the power up the hill. Also a good overtaking spot as when the driver in front pulls left to get a better turn in, simply remain on the right and take the position away from them before the apex. However, be wary of them cutting back underneath on the approach to Turn 8.

Turns 8 and 9

Once leaving Turn 7, a short straight follows to the turns 8 and 9 chicane. This is a downhill S bend which should be easy full throttle for any class of kart apart from Gearbox (they are at the fastest part of the track at this point after gunning it all the way from turn 4). The kerbs use to be flat here but they were made very high after the 2004 track resurfacing meaning that side-by-side racing is a no-goer. It is vital that if the driver behind you has a better run out of T7 and is alongside going into T8; use your head, give them the room, slot in behind and live another day!

Super One Rotax Series
Try to keep it out of the Bark Chippings!

Turn 10

Shortly after the S bend you run into Turn 10, the last corner on the track. A lot of rubber gets lay down here so you can brake very late before rolling round the bend to a late apex (off kerb) and getting on the power, running the kart halfway over the exit kerb to start a new lap. This is another good overtaking spot as the inside kerb is low and the track widens slightly on entry, meaning it’s possible to lunge a competitor from several kart lengths back. Quite a handy move to know if you’re 2nd and you catch the leader napping on the last lap….

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