Category Archives: Karting Track Guides

Expert guides to every karting circuit in the UK, with tips, tricks lap times and more

Circuit Guide: Lydd

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James Clarke took control of the Circuit in 2011 and is investing in his vision of the future of Lydd as a karting venue. James is very passionate about Lydd & karting, bringing new people into the sport and progressing younger ones up through the classes. Their club race meetings, 2nd Sunday of each month are going from strength to strength.

Turn 1

The run from the start flag to the first corner is 
very short and normally means the grid is packed together into the Turn 1 on the first lap. The two stage corner consists of a quick right and a sharp left that opens up. It looks as though the kart needs to be slowed down a lot for this complex but a surprising amount of speed can be carried through onto the next straight. Getting yourself to the left side of the track before the corner allows you to run into the corner with maximum speed. Sliding the kart through the right hand section slows the kart and allows you to load the front and switch weight to get over the inside kerb. After hitting the inside kerb run the kart towards the exit kerb and get as close as you dare! Then follow the edge of the track to the right kink and onto the straight.

Turn 2

Turn 2 is virtually the same as Turn 1, the only difference is there is a larger kerb on the right section which should be used completely. Similarly to Turn 1 sliding the kart into and through the corner is the quickest.

Turn 3 and 4

This corner requires late braking and diving
deep into the corner. As you turn in don’t hit the kerb too early. Make sure you clip the kerb late as you exit the corner. After run towards the exit kerb. Follow the edge of the track round up towards the bump in the track. Any Senior kart will lift of the ground over the bump, if you aren’t feeling a thud shortly after the bump, you aren’t going fast enough! This is flat out and braking should be done after landing.

Turn 5

Once you’ve landed straight line the right corner, being careful of the kerb on the right as it is sharp. Then hold the throttle steady through Turn 5 the long
left hand sweeping bend. As it begins to open up continue to hold the left line until you can straight line the right hand kerb onto the main straight. The main straight is long and bumpy towards the end. On cold tyres or a cold day watch your braking point as a few feet can make a big difference because the bumps will unsettle your kart. The braking point is as far as you can push it.

Turn 8 and 9

The last two right handers Turn 8 and 9 require gentle and progressive throttle to maximise exit speed. There is a large amount of exit kerb to use which allows you to get a good run onto the first corner. Getting the kart into the first apex is not needed, but it is important to get close to the second kerb.

Overtaking
Turn 1 and 2 provide good opportunities to overtake. Either by diving to the inside on the entry to the corner or using all of the inside kerb and cutting back. Diving into Turn 3 can gift an overtake, but be careful not to dive too deep as the other driver might cut back. The long sweeping left hander needs to be approached with care. Over takes can be completed down the main straight into turn 8. This requires late braking and again being careful of cut backs. Braking late will naturally push the kart further into the corner, be careful not to outbrake yourself.

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Circuit Guide: Oulton Park

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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.

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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.

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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: Daytona Sandown Park

 

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The GP Circuit is the full 900m track. Offering eight challenging corners and several straights with plenty of overtaking opportunities. There are four hairpin bends, so a good lap becomes about maintaining a high minimum corner speed. The circuits has been designed to suit racers of all abilities from beginners to serious enthusiasts.

Lap Start

Flat out across the start/finish line and into Turn 1. Treat Turn 1 as a double apex corner, carry as much speed into this corner as possible, as smoothly as possible. Use all the track mid-corner, don’t be afraid to let yourself run out wide, then cut back to the second apex on exit. As you approach Turn 2, turn in early and clip the inside kerb for best entry.

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Turns 3 and 4

For a fast lap you need to sacrifice a bit of speed in Turn 3. If you pile into Turn 2, you’ll still be gathering it up as you enter Turn 3 and you’ll be on the left hand side of the track for Turn 4, a left-hand hairpin. So control your speed through Turn 3 to allow a wider entry and therefore faster exit of Turn 4. Use the kerb on the inside of the exit and carry as much speed as possible onto straight.

Turns 5 and 6

The straight between Turn 4 and 5 has a slight kink, keep to the left here and set yourself up for straight line braking into Turn 5. You can carry a surprising amount of speed into and out of this corner. Positioning here is crucial. Ensure you’re right of centre for entry into Turn 5 but you don’t really need to be further left than middle of the track for a good entry into turn 6. Stay tight to apex all the way around Turn 6 and keep the cart settled, so as to achieve a good exit uphill onto the short straight. Too early on the power here and you’ll be fighting the kart.

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Turns 7, 8 and 9

Be as late on the brakes as you can into Turn 7 and use the inside kerb. There’s a change of Tarmac here, so use that as a braking marker. Again, keep the cart as settled and tight as possible around Turn 8 to give a wide entry into the final turn. If you run too hot into Turn 7, you’ll carry that unwanted speed into Turn 8 and end up on the right hand side of the track; exactly where you don’t want to be. Don’t be too greedy on the brakes for Turn 9; this one is vital for the run down the straight. Turn in a little later than you think, clip the inside kerb on the way out of the corner and try to ensure a tidy exit onto final straight.

TIPS

Use your body weight as ballast. Around Turn 1, relax and let your body lean out to the left. This will move your weight more to the outside wheels, therefore giving more grip to those wheels. Try to use this technique in all corners..

Try to focus on coming out of corners quicker rather than entering the corner quicker.

The most important turn is the final corner as, if you get this wrong you will lose time out of the corner and all along the straight and into Turn 1.

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Overtaking

There are plenty of overtaking opportunities at Sandown Park. The main place is the start/finish straight and into Turn 1. Turns 3 and 4, 5 and 6 are opposing corners, these present various overtaking options i.e. carry extra speed through Turn 3 to give yourself a run up the inside into Turn 4. If they defend here, move to the right, get a good wide entry into Turn 4 and get a better exit, this will then allow you to get past before or into Turn 5. Again, Turn 5 and 6 are opposing, so if your opponent defends into Turn 5, get a wider entry and faster exit from Turn 5 and carry speed up inside into Turn 6, a sweeping right-hander.

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Circuit Guide: Darley Moor

MAPtrack1Approach this first sequence of corners in 4th gear. You can touch the edge of the right hand kerb and then it is straight over brushing the left hand kerb. It is essential that you do not use too much of the kerb as it is quite steep and unsettles the kart. Keep off the third right hand kerb at the exit and this allows you to straight line the last part of the chicane. The kerb is much flatter and you can use part of it as you accelerate away and grab 5th gear. Then change into 6th gear for a brief moment as the track drops down towards the next corner. The chicane can be a very busy sequence of corners on the opening lap of a race so a bit of care needs to be taken if you are in mid-pack to make sure to get through smoothly.

Matt Isherwood
Darley Moor often has some of the countries best racing…

Park Corner Keep to the left of the track in 6th gear as it drops down towards the corner, however, if you are dicing with someone it is a good overtaking point so be mindful of defending your position. It is hard braking as you approach the corner and I come down two gears to 4th so that it doesn’t over rev the engine. Roll through the corner hugging the inside kerb and let the kart run out on the exit. I drop down to 3rd on the exit to allow the engine to pull away from the corner. Accelerate hard and go through the gears grabbing 6th before the next sequence.

Esses The track climbs a bit on the way out of Park Corner so you have to be careful on the gear changes for one of the fastest parts of the circuit. You take the Esses flat in 6th gear at approximately 114 mph. It is like threading the eye of a needle. Just touch the edge of the kerbs. If you hit them hard it throws the kart into the air and on landing this could send the kart sideways with nasty consequences. As you leave the last left hand kerb of the sequence aim to the right hand side of the track to set you up for the next corner.

Townleys Take a slight lift at this fast left hander, coming down one gear to 5th and hug the inside kerb. There is not much run off on the outside of the corner so you have to be brave and committed through here. I hold the kart in 5th gear on the exit keeping to the left hand side of the track and not letting it run out to the right.

Daniel Butler
Run offs can be tight, this guy got lucky…

Hairpin The hairpin is the highest point on the circuit and another ideal overtaking place on the brakes. While the best line is to keep to the left hand side on the approach, look out for a late braking manoeuvre on your right hand side, particularly on the last lap. Approaching in 5th gear, it is then hard on the brakes and down to 1st gear. Slip the clutch as you turn in and hug the inside. There is no kerbing on the apex so the grass is your marker. Let the kart run out to the left on the exit of the hairpin and grab 2nd gear. As the circuit starts to kink to the left select 3rd gear and then go up through the gears to 6th.

Pope Straight The exit from the kink naturally throws the kart out to the centre of the track and you should continue to accelerate down the slight hill along Pope Straight in mid track going up to 6th gear. Once you are past the entry to the access road back to the paddock gradually move across to the left hand side of the track. The tarmac surface is a lot smoother, now that it has been re-surfaced, so you haven’t got to look out for the bumps and can concentrate on the next corner.  

Lee Harpham
All going well there won’t be a saftey car…

Paddock Corner There is a marshals post on the right hand side of the track and shortly after there is a surface change. You are pulling 14,500 rpm in 6th gear at approximately 116mph. Keep the kart to the left hand side of the track and just after the surface change brake hard and come down two gears to 4th. This is the last point that anyone can get past you on the lap, so if they weren’t successful at the hairpin they may have towed you down the Pope Straight. Aim for the right hand kerb and roll through the corner, letting the kart run out to the left on the exit. I grab 3rd gear at the exit to provide a punch out of the corner and then up to 4th gear as I cross the finish line in a time of 1m 02.50s, an average speed of 86.40mph.

Written by Gary James

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Circuit Guide: Castelletto

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Castelletto is one of Italy’s major karting venues, with regular visits from the WSK series (Masters and Euro), CIK-FIA events, the Italian CSAI Series and one make championships such as the Rotax Euro Challenge and Easykart.

It’s located just south of Milan near the town of Voghera (Salice Terme is a popular town with UK visitors) and is characterised with its long straights and fast chicanes which has drawn many comparisons with PF International back home. The facilities are what you would expect of a top grade international venue with regards to track length/width, parc ferme and paddock space. There is an excellent café on site along with a kart shop and grandstand facilities. If you’re ever in the Pavia Region of Italy and fancy seeing what a kart track should look like, then this is the place for you.

The Lap:
From the startline, keep to the left hand side all the way up the long straight towards Turn 1. This corner can be taken very fast and requires an early turn-in to pick up the apex. In an Easykart, only a slight dab of the brakes is required on entry and after that you want to balance the throttle to keep the kart in a controlled slide through the apex and letting the kart run out to just brush the white line at the very end of the exit kerb. The exit kerb itself is very bumpy and will pull the kart away from the track compromising your exit speed and entry into the next part of the track.

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Race starts at Castelletto can be frantic

Turn 2 and 3

The track is very wide all the way round T1 meaning overtaking can be done fairly easily but it’s also just as simple for the person you’ve just passed to undercut you and get back again on the run upto the next section of the track at Turns 2 and 3. These two corners are linked to form a chicane and is best approach from the middle of the track (too wide an entry will result in adding extra distance to the lap and leave a massive gap for your rivals to slide their karts into), brake just before turn-in and roll the kart into a late apex whilst keeping close to the kerb. Stay tight to the right on the exit of T2 as T3 follows which requires another late apex whilst feeding in the power before letting the kart run out once again to no more than the whiteline inside the end of the exit kerb. Turns 4 and 5 are immediately after this part which consists of two long 90 degree corners in opposite directions to each other.

Turn 4 and 5

The first one requires a slightly later apex than the other but both require smooth throttle control all the way round to stop the kart oversteering too much. I personally use T3 and T4 to feed in the power and aim to be on full throttle all the way round T5 so as to maximise speed onto the long back straight that follows. T2 presents probably the best overtaking spot on the track as the wide entry and the amount of rubber that’s down means it’s very easy to outbrake your opponent and get the kart pulled round the bend in front of them, ready to take T3 as normal.

Super X30 onboard Casteletto
Carrying speed is essential

Turn 6,7 and 8 

After a very long back straight, Turn 6 awaits which is a sharp 90 degree bend to the right. It can be taken very fast with only a lift of the throttle being required most of the time (or a dab of the choke whilst keeping the throttle on full if your running lean), aim for a late apex and keep off both entry and exit kerbs as they will destabilise the kart something rotten. Only a short straight follows until you’re into the squared Turn 7 hairpin, braking can be left late here with another late apex being required so as you can straight-line the run out through the left handed Turn 8 which should be a nothing corner. You can overtake into T6 using the tow from the back straight but unless I’m fighting my way past significantly slower opposition, I find it better to sit behind them through this bend ready to do them up the inside of T7, as the combination of a late turn in and the left kink of T8 that follows gives them less chance of fighting back.

Turn 9 and 10

Coming out of T8, move from right to left on the straight before braking hard for the right handed Turn 9 hairpin. Roll the kart into a mid to late apex very close to the kerb before feeding on the power and drifting out to the exit kerb, which is much more runnable than the ones earlier on in the lap. A short straight follows to Turn 10 which is pretty much exactly the same corner as T9 but the other way round and has a marginally wider exit, so a slightly earlier apex is required. Overtaking into either hairpin is possible, although T10 presents a better opportunity to the opposing driver for undercutting you on the way up the next straight.

With both corners, it’s important not to get on the power too hard of early as the amount of rubber that gets laid will cause some serious hopping.

Castelletto Impression1 - edit
Great spot for spectators…

Turn 11 and 12

Keep right on the straight that follows ready for the Turns 11 and 12 chicane to complete the lap. Both corners are very fast but the speed reduction is done round the first part so dab the brakes or lift slightly just before turning into a late apex at T11, before letting the kart drift no further than the centre of the track (the top guys in Easykart run the inside kerb at T11 to get themselves even further to the left for the next part) and feed in the power so you’ve got the throttle fully down just before you reach the T12 apex, pass through the apex and let the kart run out wide towards the exit kerb before crossing the line to start another lap. You can overtake into T11 using a better exit from T10 to your advantage or alternatively, sit behind them through this section and wait until you reach T1 before passing them…

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Circuit Guide: Forest Edge

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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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Circuit Guide: Dunkeswell

Dunkeswell-Kart

Like Lands End and John O’groats are famous for being the First & Last geographical towns in the UK well, Dunkeswell Kart Racing Club, in Devon, can boast that it is the First and Last place in the UK where you can go MSA racing!

Main Straight 

Rolling starts are used for all the direct drive karts with only the 250 National Gearbox Class having F1 style standing starts. Coming down Main Straight  you need to get across to the left hand side of the track and dab the brakes about 20m out to help turn the kart in.

Turn 1 : Pit Bend 

The scene of many first corner incidents as too many drivers vie for the same piece of tarmac! Once you have settled the kart, sweep in across the track to take the apex before gently squeezing the throttle on the exit and letting the kart drift out to the left to line you up for The Complex.

Turn 2, 3 and 4: The Complex 

This is a series of 3 low speed corners which leads on to the Mini Straight. Probably the most technical part of the circuit, you enter the complex, kissing the apex at turn 2 which is a slight right hander before braking and positioning the kart just to left of centre to prevent someone from coming up your inside. Once into turn 3, accelerate gently and allow the kart to settle before apexing the right handed turn 4 in front of the Dunkeswell WAG stand!

The Mini Straight 

Coming out of The Complex, let the kart drift out to the left whilst you try to avoid the rumble strips on the circuit edge and anyone trying to get the undercut on you. Head and foot down until you flash past the marshal post and over the first of 2 timing strips to brake hard for Turn 5.

Turn 5 

Slightly narrower than Turn 4, you need to brake in time to sweep around and hit the apex letting the kart drift out to the left before driving back across the track to settle yourself the excellent left hander of Turn 6.

Turn 6 

Having got your kart settled, you enter Turn 6 crossing from the right hand side of the track to make the apex before trying to control the rear of the kart as the corner tightens in on itself. Always a tricky balance of throttle and grip to try and maintain the maximum speed through this section of the circuit.

Turn 7 

Once through 6, bring the kart across to the right to try and hit the apex to straighten your run into the left hander of Turn 8 going into Hanger Bend.

Turn 8 & 9: Hanger Bend 

As you run into Hanger, the circuit begins to build up around you as the fencing gives the track a narrowing tunnel effect making you feel like you are going faster than you are. Once through 8, it’s hard on the brakes to get round the hairpin at turn 9 before allowing the kart to again drift out to the left being wary of the drainage work that’s ready to punish anyone who goes out too far!

Turn 10: The Chicane 

Having got through Hanger, keep the kart over to the left before braking slightly at the marshal post to scrub off some speed before entering the Chicane. This is a superb corner, which rewards both the smooth driver and punishes the unwary driver in equal measures. Keeping the kart as straight as possible you bring the kart right to apex the entrance before kissing the left hand side of the corner before getting as close to the kerbs as you dare on the right hand exit of the corner. Clip those and you can find yourself in the sound fence!

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