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Lakeside Motor Circuit 1.0

Length
2.39
Theme
Andalusia
Number Of Turns
12
Length (Unit)
mi
A characterful circuit alongside Andalucian lake. Narrow, tight lakeside run makes this circuit very challenging in anything above 500PP. Much more satisfying to race in 400-450PP cars, making close battles seem tighter and faster than they really are, letting you get up to full speed before reigning you in with tough complexes forcing creative lines to pass the opposition.

lakeside2.png


From full speed off the main straight, Deception is a tricky, tightening right-turn. Stay right off the straight, brake in a straightline aiming for the beginning of the kerbing on the left, and ease gently off (not release) the brakes and hold the kerbing while shedding the rest of the speed off. In faster cars, this is a flurry of activity - best get it done early, even if that sacrifices speed through the second part of the bend.

Turn-in and accelerate out of Deception and through Flat without lifting. It will be tight if you've carried a good line and speed through Deception.

The gantry is a fair guide for the braking point into the tight Lake Esses. Taking a chunk of kerb on both apexes is an option if your car is set up softly and has good traction, else it's wisest to stay on the flat.

You'll probably need a dab on the brakes to set the car into Tabletop, and too aggressive a throttle, or just having a wide line will lose you grip and you'll run onto the rumbles on the exit. All the kerbs at Lakeside are aggressive - hitting them at the higher speeds is not good.

Once again, the gantry is a good guide to braking for Ton-up. As the name implies, on the stickiest road tyres, one-hundred miles-per-hour is a good guide speed, but you'll need to have settled the car down and use a balanced throttle to hold it. Use all the road, and then get across to the right and straightened up for Motorway.

Motorway is deceptively tricky - it's a late apex. Turn in early, and you'll clip the kerbing or worse bounce off the armco on the exit. Get it right, however, and you'll have a different problem. As soon as the car is settled out of the turn you'll need to stamp on the brakes for Bullseye.

Bullseye is fairly normal, if traction limited. Take care, because you'll end up clipping the exit kerb if you're too aggressive. That's not necessarily a bad thing, but if the car's too out of shape as you go over Yump, then it's just going to take a long time to sort out.

Field might be flat depending on performance of your car. Aim to build up to flat after a few laps, you'll soon find the limit - and the lefthand kerbing on the apex - hopefully not the armco right next to it.

With the throttle pinned keep the car on the left, the kerbing will soon run out through Kerb's End... and that's where you'll want to brake to set the car up for Holdup.

Holdup and Sandpit can be driven as two corners or a double apex depending on your driving style - or who else is around you on the track. If you take Holdup too aggressively you'll hit the kerbs. If you're way too aggressive or offline into Holdup, you'll find that the nice run-off area soon stops as the armco closes on the kerb.

Sandpit is best taken as tight as possible on entry as it opens out. You'll want to let the car move across to the left too because the pit entry is immediately on the right. Following a pitting car for the draft can soon turn into a head-on into the wall - don't do it, kids!

Enjoy the race!
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Author
Venari
Downloads
140
Views
291
First release
Last update
Rating
5.00 star(s) 4 ratings

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Latest reviews

this corse straight short easy good course
The flow is great for all kinds of cars. I particularly like the diverse kinds of turns of this track. Nice job, Venari, as all the tracks your created! You have a fan here.
most enjoyable - thanks, lovely flow to this track.
This is one of the best fantasy circuits I have tried yet. Trying to get the league I am racing in to run it this season.
Venari
Venari
Cheers. Send me a not if you get it into your league - I'd like to see some pics!
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