Turn by turn guide to the GingerMan Raceway track

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Contents

Track Map

Image:Gingerman.jpg

Turn 1

Turn one is a slightly downhill left hand turn, causing it to be blind as you approach it. In most cases you will being to brake before you can really see the apex and exit of the turn. Clipping the curb as an apex and using the runoff at the corner exit allows you to carry the most speed.

Turn 2

Turn two is an uphill sweeper that has a slightly different line for every car. Some people choose to single apex it, double apex it, or ignore apexing at all and hug the middle of the turn trying to keep up momentum.

Turn in is earlier and tighter then it looks due both to the rising road and the tightness just at the crest of the hill. Most of your turning should be done prior to the crest. For modest HP cars, apex at the 1st gator and let the car drift out to the track-out gators. Higher HP cars will need to apex at the second set of gators before putting the power down. Treating it as a carousel is also an option.

Turn 3

Turn 3 is a double apex corner. It starts with a downhill brake - turn in right hand corner. Let the car run out to the outside and set up for a slightly uphill right hander. You can use most of the gators on exit of turn 3.

Turn 4

Turn 4 is flat out, unless the track is wet.

Turn 5

Turn 5 and 6 is really one corner. Turn 5 has two lines. One is fairly typical. Brake at the 2-3 board for a text book out-in-out line setting up for 6. A short squirt on the gas prior to brake/turn for 6.

The alternative line is to early apex the corner. Turn to the apex just prior to the number 1 board and brake hard all the way down. This will early exit the corner and let you get on the gas sooner for 6, possibly not needing to brake for 6, just a slight lift.

Turn 6

A continuation of 5. If you take the "classic" like through 5, you'll need to trail brake a bit to set up for this corner if you are carrying speed. The corner rises to meet you which allows you to get on the gas a little sooner then expected. Use all of the gators on exit.

If you dived into 5, you should be on the outside of 6 and may just need to lift slightly to turn in.

Turn 7

Light braking for a right hander. Not that important that you hit the apex, as you need to drift out to the outside of the corner to set up for 8-9 complex.

Turn 8

The area between seven and eight, you almost treat as a straight. Hugging the left edge of the track to keep up momentum and to end turn eight traveling straight as to prevent massive weight transfer and possible spinning while negotiating into turn nine. Hug the left side of the track until you see the rumble strip on the left side of the track up ahead near the enterance to turn nine. At that point turn in and end up traveling in a straight line on the right side of the track at turn nine enterence.

Turn 9

Turn 9 has undulations on track out that may upset a car if not smooth with driver inputs. Need to unwind a little early and let the car run free. Use all of the track on exit.

Turn 10

Can be single or double apexed. Nothing unusual about this corner.

Turn 11

Basic out-in-out corner. Track out leads to pit wall.