Turn by turn guide to the Carolina Motorsports Park track

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Contents

Track Map

As of February 2008, CMP has made some significant changes to the track layout, most notably the reconfiguration of turns 12 and 13, and the addition of 16 feet of asphalt to the INSIDE of turn 14. As of this writing, they've also re-paved worn-out sections of all the high-G turns (basically all except turn 1, 9, and 10. Future plans include re-paving the entire track and possibly adding another new complex of turns (think Watkins Glen boot) Stack 13:08, 11 March 2008 (PDT)

Turn 1

Approach in top gear, brake at the 2 marker (novice drivers may not feel comfortable braking much after the start/finish line, depending on car), turn in just before the access road (the smaller one, not the West cutoff) and carry the brakes to the apex, 2nd gear in our car.

Complex description: Turns 1-3 should be considered a complex of turns, not three individual turns. This is a classic example (thanks to Alan Wilson) of how to put together multiple turns. If you're qualifying, time trialing or lapping (i.e. not having to protect your position) then your set up for turn 1 is critical. It should be a late enough apex that you can be back on the power and set up in such a way as to not lift through turn 2, but STILL carry a late apex there. This will keep your speed and momentum up going into turn 3 without having to be rushed to make a huge adjustment from left to right to get the car settled. This will facilitate another later apex for turn 3 allowing you to maximize your exit speed, thus maximizing your straightaway speed down the short straight heading for turn 4 and the entrance to the infamous carousel. Stack

Turn 2

Hard acceleration out of 1, touch the curb at 2, and get set-up for Turn 3.

After some more time here recently, here are a couple more observations about turn 2: Do NOT use the curbing when the track is wet. This is pretty standard info, but it's especially true here. The curbing is steep enough that it will kick the car out of sorts and will cause a spin. Stack

Turn 3

Earlier turn-in than you would think. The key here is exit speed. Give up a little bit going in to maximize exit speed, 4th gear (3rd gear in many cars).

If you start to lose the car here, give up early and go both feet in. There are walls on both sides of the track a little ways after the track out and it's not uncommon to see drivers bang up cars here.

Turn 4

Much faster than you think! Downshift from 5th to 4th (or 4th to 3rd), turn in approximately 10’ past the 1 marker and hit the left-handed side curbing carrying lots of speed.

Turn 5

Use inside curbing, in 2nd gear, let the car carry out to the rumble strips, and initiate turn-in for 6 at the end of the outside rumble strips. I am fully accelerating as I exit 5 through 6 and 7, because we are entering the second longest straightaway down to 8.

Turn 6

I think you just have to find the right line that your car works best at with the whole focus of carrying speed.

Turn 7

I generally had to use 4-6” of the exit rumble strip to carry maximum speed.

Turn 8

Most important turn on the course. It links the two longest straight-aways. Brake at the 1½ marker, do not over-brake the car, turn in approximately 10-12’ past the 1 marker, get 75% of the turn done in the first 25%, and should be a full acceleration by apex. This turn is banked and you can carry more speed than you might imagine. I am in 4th gear, again using the outside rumble strip to carry maximum exit speed. Essential to carry speed to the corner, short transition, and maximum exit speed. Remember do not over-drive into the corner and kill exit momentum!

Turn 9 and Turn 10

T9 is nothing really. T10 can be interesting in faster cars. E30 BMWs and Miatas will likely be flat; faster cars may need to lift/brush the brakes. Turn in at the end of the dirt patch on the left side. Find out how your car handles the bump at the apex; some cars like avoiding it. Be sure to track out smoothly all the way to the exit curb.

Turn 11

Brake past the 2 marker (many cars can't go past the 3), key is late turn-in, apex at the second inside curb, there is quite a bit of grip here, be smooth but progressive throttle. I exit in 2nd gear, upshift to 3rd and back down to 2nd as I approach Turn 12.

Late turn-in is common, but turning in a little earlier will allow you to carry more speed through the corner. Because of this, you may also be able to carry 3rd gear all the way through. There's not really much of a straight following the corner, so you really don't need to worry about your exit speed as much as you might elsewhere.

With the new pavement, and re-configure of the track, the straight between 11 & 12 is slightly longer, so you can now afford to carry a little more speed into the turn since you'll have time to track out and recover for the entrance to turn 12. There is now more grip available around the apex because of the new asphalt there.

Turn 12

Original layout: A bit tricky. Another late turn-in, I try to touch the inside curb without upsetting the car because it is a tightening radius. Get the car rotated before the apex. I use the exit rumble strips but not so much to upset the car. 2nd gear, hard acceleration to 13.

New Layout: Not nearly as tricky as before, but much more important. I won't go into detail, since every car is different... but the essence is this: Late turn in, but not super late... trying to get the car turned in and pointing towards the center of the new gators. They are flat and usable, just don't hit the pylons on the inside of them. The goal would be to be back on the power thru the apex, as full as the car/tires can handle. As the car tries to drift out, you'll need to VERY slowly open the wheel to maintain traction on the front. If you open too fast, you'll move outside too quickly and have to re-adjust to not run out of track after you cross back over the old section. If you hold it, the car should naturally drift back in towards the inside of the new turn 13, and should have been able to maintain maximum throttle, and probably an upshift as you transition back onto the short chute before turn 14. Stack

Turn 13

Original Layout: Quicker than it looks, opening radius at the exit. I brake hard, rotate the car, and fully accelerate before reaching the apex. Use the rumble strips if necessary at the exit.

New Layout: See turn 12... the new turn 13 should really be a non-turn. How you take turn 12 will determine whether or not you'll even notice turn 13. If you're too early for turn 12, or if you push out too far, then you'll need to make a distinct turn-in for turn 13 to transition back onto the old chute before turn 14. If you get turn 12 right, turn 13 will essentially be an increasing radius "parabolica" extension of turn 12. Stack

Turn 14

Original Layout: Critical corner! Leads to front straightaway. Very late turn-in. I brake past the 2 marker focusing on slowing the car to its lowest point just before initial turn-in so I am carrying maximum exit speed. I found myself sometimes turning in a few feet too early. This is a very late turn-in!

New Layout: Yes... Turn 14 IS new. They pulled the apex curbing back 16 FEET! If someone tells you it didn't make a difference, they haven't figured the turn out. The extra 16' affects the turn in a couple ways (IMO)... 1) turn-in isn't quite so late and 2) you don't have to slow quite as much. It is STILL a 116 degree turn, and should be treated as such, but it's now a 5mph faster 116 degree turn. Main hindrance in getting the new line right, is that none of the visual cues in the braking zone or turn-in have changed, so most people still brake and turn in at the same spot... missing the apex by about... you guessed it... 16 feet! I found I could brake a little later, not slow as much, use a little more trail-braking, and be back on the gas sooner than before. And even after all that, still miss the alignment-ruining scalloped gators at track out. Stack 13:17, 11 March 2008 (PDT)