Master Momentum and Survival at Summit Point’s Full Circuit
A world-class iRacing coach’s article focused on consistency, safety, and maximizing exit speed for the Ray FF1600 (Formula Ford) at Summit Point Motorsports Park.
November 8, 2025
1) TRACK SNAPSHOT
- Location & layout: $2.0 \text{ miles}$ (3.22 km), Counter-Clockwise (CCW) direction. Official turn count is 10 (or 11, depending on T1/T2 split). We will use the common 10-turn count where T1/T2 are one complex.
- Character: A historic, bumpy, and high-commitment track. Key features are the fast, multi-apex Carousel (T6), the high-speed Kink (T8), and the tight Nook (T10) leading to the main straight. Elevation changes are subtle but critical (e.g., downhill approach to T5, uphill into T1/T2). The surface is older with notable patches and bumps, especially through T3. Curbs are generally medium-to-low profile and usable, but aggressive attack can unsettle the lightweight Ray FF1600.
- Three corners that matter most for lap time:
- T10 (The Nook): The final corner. High priority. Maximizing exit speed here sets up the entire long front straight. Any speed scrub is highly penalized.
- T6 (Carousel): Medium-High priority. A long, multi-apex corner that requires commitment and throttle discipline. Keeping momentum through here is key to the short straight before T7.
- T3 (The Winding Road/Turn 3): High priority. The exit of this corner dictates speed onto the back straight. It’s often bumpy and off-camber, making a clean exit challenging.
2) INCIDENT & TRACK-LIMIT HOTSPOTS (Rookie Priorities)
- List the 5–8 most common 1x/slowdown zones and why they happen.
- T1/T2 Exit: Going wide to track-out over the final curb. The white line is close, and a slight touch of the grass is a 1x.
- T3 Exit: The Ray FF1600 is light, and the bump/compression on exit can easily launch the car’s right-side tires onto the grass for a 1x. Keep a small margin here.
- T5 Entry/Apex (Chute): Heavy braking zone. Rookies often overshoot the apex due to late braking or lockups, leading to an off-track in the gravel/grass.
- T6 (Carousel) Mid-Apex: Losing the rear slightly and sliding wide onto the outer curb on the left, resulting in a 1x. Must hold the line.
- T8 (The Kink): High-speed corner. A slight steering overshoot or bump can lead to an immediate 1x/slowdown on the exit curb/grass. Highest SR risk corner.
- T10 (The Nook) Exit: Rookies try to use too much curb/grass to maximize the exit onto the straight. The curb is low but running wide is a 1x/slowdown.
- Safe rejoin areas and “don’t turn across traffic” warnings.
- T5 (Chute): If you overshoot into the grass, stay off the track and rejoin slowly after T6. Do NOT try to pull across the track before the T6 entry.
- T10 (The Nook): If you spin or go off here, stay hard left or right and wait for a significant gap on the main straight, as the straight is a high-speed zone. Never turn across the track here.
- Pit entry/exit gotchas (speed limit line, blind merges).
- Pit Entry: Is immediately after the T10 exit and involves a sharp turn across the track. Brake early and tuck in close to the wall. The speed limit line is very close to the entry.
- Pit Exit: Long and merges onto the main straight. Stay hard left and watch your mirrors. Only pull out when clear, as cars are at maximum speed.
3) RACECRAFT PLAN (Ray FF1600)
- Drafting zones and clean passing spots (with preferred side and setup moves).
- Drafting: The entire Front Straight (from T10 to T1) and the Back Straight (from T3 to T4) are the primary zones.
- Passing:
- T1/T2: The primary passing spot. Dive under braking for T1 and try to seal the inside line for T2. Pass on the inside (left).
- T5 (Chute): A deep-braking move is possible here. Pass on the inside (left). High risk due to the blind apex.
- Setup Moves: Get a great exit from T10 (for the front straight pass) or T3 (for the back straight pass). Stay glued to the opponent until the braking zone.
- Defensive lines that don’t kill exit speed.
- T1/T2: Defend by taking a slightly earlier apex for T1, then a tighter line through T2. Sacrifice some entry speed to maximize T2 exit speed.
- T10 (The Nook): Defend the inside line, taking a very late, diamond-style apex. This prevents the opponent from getting the excellent exit they need, even if it slightly compromises yours.
- Start/first-lap survival: where to brake earlier, where pileups happen, safe escape routes.
- Brake Earlier: Brake 3–5 meters earlier for T1/T2 and T5. Always assume the car in front will brake earlier than expected.
- Pileup Hotspots: T1/T2 is the main one—cars miss the apex, lock up, or tangle while battling for position. T5 is the secondary spot due to the blind, heavy braking.
- Safe Escape: For T1/T2, if the middle starts getting messy, take the far outside line for T1 (sacrificing T1) but prioritize a clean entry and exit of T2. It’s often slower but safer.
4) DRIVING LINE & MARKERS (Corner-by-corner)
| T# | Name | Priority* | Approach Ref | Brake Point | Trail? | Apex Type | Min Speed (rookie target) | Throttle On | Exit Trackout | Kerb Use | Risk/Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Turn 1 | Med | Right side | 75m or $3$ marker | Medium | Double/Late | $75 \text{ mph}$ | Mid-Apex | Full track | Gentle touch | Watch for car oversteer/push |
| 2 | Turn 2 | High | Left side | Lift/Light Stab | Long | Early | $70 \text{ mph}$ | Before apex | Full track | Use fully | Crucial exit for safety |
| 3 | Winding Rd | High | Center/Right | Lift/Small Brake | Light | Late | $78 \text{ mph}$ | Apex | Full track | Avoid very wide exit | Bumpy exit! Margins! |
| 4 | Turn 4 | Low | Center | Slight lift | No | Mid-Apex | $95 \text{ mph}$ | Before apex | Full track | Gentle | Almost a straight |
| 5 | Chute | Med-High | Left side | $50 \text{m}$ marker | Medium | Mid-Apex | $65 \text{ mph}$ | Past apex | Full track | Can clip | Heavy braking; blind apex |
| 6 | Carousel | Med-High | Center/Right | Gentle Brake | Long | Multi/Late | $68 \text{ mph}$ | Gradual | Hold inside | Do not touch inside | Longest corner. Momentum is key |
| 7 | Turn 7 | Med | Right side | Lift/Stab Brake | Light | Mid-Apex | $75 \text{ mph}$ | Past apex | Full track | Gentle clip | Sets up T8 approach |
| 8 | The Kink | Med | Center | Lift/None | No | Early | $105 \text{ mph}$ | Early | Full track | Avoid | High-speed commitment. High SR Risk |
| 9 | Turn 9 | Low | Left side | Light lift | No | Mid-Apex | $80 \text{ mph}$ | Before apex | Full track | Gentle | Set up wide entry for T10 |
| 10 | The Nook | High | Far Right | $60 \text{m}$ marker | Medium | Late | $62 \text{ mph}$ | Late Apex | Full track | Use fully | Most crucial exit onto front straight |
5) BRAKING & GEARS (Rookie Baselines)
- First laps: initial braking references (boards/landmarks), downshift count if applicable, and brake release notes (linear vs long trail).
- T1/T2: Start braking at the $75 \text{m}$ board (or the third hash mark from the corner). Downshift once (if using 4th/5th on the straight). Use a long, linear trail-brake into the apex of T1, then a slight lift/stab for T2.
- T5 (Chute): Brake at the $50 \text{m}$ board. This is a shorter, heavier braking zone. Use a medium trail-brake into the corner to rotate, as the car is slow here. Downshift one gear.
- T10 (The Nook): Brake at the $60 \text{m}$ mark. Use a medium trail-brake to pull the car to a late apex. Downshift one gear.
- Gear Baselines (Assumption: Default iRacing 4-speed FF1600 gearing): Use 3rd gear for T5 and T10. T1/T2, T3, T6, T7, T9 are all high enough speed to be taken in 4th gear, relying on high-rev momentum.
- Mid-stint adjustments for fade/track rubbering.
- As tires heat up and track rubber builds, the track grips up, allowing you to move braking references 5–10 meters deeper on the heavy braking zones (T1/T5/T10).
- If you encounter oversteer (loose rear) on corner exit mid-stint, consider moving your Brake Bias (BB) slightly rearward (lower percentage number, e.g., from 52.0% to 51.5%) to promote rotation on entry, reducing the need for aggressive steering.
- If uncertain on exact gears, propose starting gears then note how to validate (delta, over-rev, engine pull).
- Starting Gears: Use 3rd gear for T5, T10. Use 4th gear for all other corners.
- Validation: If the car is hitting the rev limiter (too many RPMs) immediately on the corner exit, upshift to the next gear. If the car feels like it has no pull (low delta speed/acceleration) off the corner, downshift one gear to keep the engine in its power band.
6) CAR CONTROL CUES (Momentum Car Emphasis)
- How to rotate the car (trail brake vs lift to rotate).
- Primary Rotation: Use trail braking in the heavier braking zones (T1, T5, T10). Hold a small amount of brake pressure deep into the corner to keep weight on the front axle for grip and rotation.
- Secondary Rotation: Use a ’lift to rotate’ technique on the high-speed, non-braking corners (T2, T3, T7). A quick, small lift of the throttle transfers weight forward, causing a subtle, momentary oversteer (rotation).
- Steering-angle discipline: where to straighten early to reduce scrub.
- T6 (Carousel): This is the ultimate test. Minimize steering input after the initial turn-in. Small, smooth steering inputs are critical. Straighten the wheel as soon as possible after the final apex to maximize exit speed.
- T10 (The Nook): Due to the late apex priority, aim to have the steering wheel almost straight before the final apex. This lets you apply full throttle early and cleanly for the main straight.
- Throttle application patterns at key corners.
- T6 (Carousel): Gradual, smooth application from 25% to 100% as you track-out. No snap applications.
- T10 (The Nook): Delay throttle until you hit your late apex. Once on the throttle, apply it aggressively and linearly towards 100% to exploit the long straight.
7) CURBING, BUMPS & SURFACE CHANGES
- Curbs to attack vs avoid; places that bounce/unstable on exit.
- Curbs to Attack (Clip):
- T2 Apex/Exit: Use the inner and outer curbs fully, but stay off the grass.
- T10 Apex/Exit: Clip the inner curb and use the outer exit curb, but again, keep the tires off the grass.
- Curbs to Avoid:
- T6 (Carousel) Inner Curbs: Hitting these will significantly bounce and unsettle the Ray FF1600, scrub speed, and likely lead to a spin.
- T8 (The Kink) Exit: Avoid the exit curb/grass completely. It’s a high-speed spin risk.
- Curbs to Attack (Clip):
- Known bumps or camber tricks that add/free rotation.
- T3 Exit Bump: This is the most significant bump. It can cause a momentary lift-off/light rear end. Be off the throttle or only at 50% max as you pass over this bump to keep the car stable.
- T6 Camber: The multi-apex nature and slight negative camber mid-corner require a precise, lower-speed entry. This corner does not “free” rotation; it demands steering control.
8) SETUP / DRIVER ADJUSTMENTS
- If FIXED: skip to “Driver adjustments” (brake bias range, diff coast style if adjustable in-car, starting tire pressures if shown, FFB tips).
- Driver adjustments (FIXED Setup assumed):
- Brake Bias (BB) Start: Start at $52.0\%$. Rookies often prefer a more forward bias (higher number) to prevent rear lockup under pressure. Adjust rearward (down to 51.5%) if the car is understeering too much on corner entry.
- FFB Tips: The Ray FF1600 can feel light. Ensure your Force Feedback (FFB) is high enough to feel the front tires, but not clipping on the bumps (especially T3). A medium setting is best for subtle feedback.
- Driver adjustments (FIXED Setup assumed):
9) TELEMETRY & METRICS TO TRACK
- Sector breakdown (name key splits).
- Sector 1: T1/T2 to T4 (Focus on carrying speed through T3 exit).
- Sector 2: T4 to T8 (Focus on the heavy braking into T5 and maximum momentum through the T6 Carousel).
- Sector 3: T8 to Pit Straight (Focus on survival through T8/T9 and the critical T10 exit speed).
- Rookie targets: min speeds at the 3 lap-time-critical corners, and lap-to-lap variance goal (e.g., $\pm 0.3 \text{ s}$).
- T10 (The Nook) Min Speed Target: $62 \text{ mph}$.
- T6 (Carousel) Min Speed Target: $68 \text{ mph}$.
- T3 Min Speed Target: $78 \text{ mph}$.
- Consistency Goal: Aim for a lap-to-lap variance of $\pm 0.4 \text{ seconds}$ or better. Consistency over raw pace is your SR goal.
- What to inspect on traces: brake release timing, throttle pickup delay, steering saturation.
- Brake Release: In T1, T5, and T10, check that your brake trace smoothly tapers off as you turn in. A sudden jump to zero indicates a poor trail-brake, which causes understeer.
- Throttle Pickup Delay: On high-priority corners (T3, T10), check the delay between hitting the minimum speed and reaching 100% throttle. Minimize this delay while maintaining control.
- Steering Saturation: Look for sections where the steering wheel is held at a high angle (over $100^{\circ}$ for a long period). This indicates scrub. T6 is where you should aim for the minimum steering input possible.
10) PRACTICE PLAN (45 minutes)
- 0–10 min: out-lap + reference hunt (brake boards/landmarks), gentle tire warmup. Success Criteria: Identify and confirm T1/T5/T10 initial brake markers (75m, 50m, 60m).
- 10–25 min: corner families (fast vs slow) — focus on exit speed at the 3 key corners; log min speeds. Success Criteria: Hit or exceed the target min speeds for T3, T6, and T10 at least 3 times. Focus on not checking up the throttle mid-corner.
- 25–35 min: $2 \times 5$-lap runs at safe race pace; aim for consistency (no 1x). Success Criteria: Complete both 5-lap runs with zero Incident Points (0x). Lap variance $\pm 0.4 \text{s}$.
- 35–40 min: pit in/out practice at pace (no speeding). Success Criteria: Enter and exit the pit lane 3 times without a speed limit violation (no $\text{4x}$).
- 40–45 min: draft practice (if possible) + one cool-down lap. Success Criteria: Practice one safe dive-in pass at T1, maximizing the draft on the main straight.
11) QUICK CHECKLIST (pre-race)
- Brake bias start point: $52.0\%$ (safe, forward bias).
- First-lap brake margins: $+5 \text{m}$ (brake 5 meters earlier) at T1/T2.
- Two “free time” fixes (tiny habits).
- Always coast into T6 before turning in—don’t lift aggressively or brake.
- Look for the exit of T10 before the turn-in point.
- Two safety traps to avoid.
- T8 (The Kink) - Absolutely no curb/grass contact.
- T3 Exit - Never turn the wheel while crossing the bump if you are at high throttle.
- Fuel note: $15 \text{ laps} \times 0.05 \text{ gallons/lap} + 0.5 \text{ gallons buffer} \approx 1.25 \text{ gallons}$ total for a typical 15-lap race.
12) ONE-PAGE SUMMARY
- Momentum is King: Focus on high minimum speeds and smooth, early throttle pickup.
- T10 Exit is Lap Time: Sacrifice entry speed at T10 for a late apex and maximum speed onto the main straight.
- Bumps are Treacherous: Be careful over the T3 exit bump. Use partial throttle or a slight lift to keep the car stable.
- Trail-Brake to Rotate: Use a long, smooth trail-brake in T1, T5, and T10 to promote front-end grip.
- The Kink is an SR Trap: Treat T8 as a high-speed lift, not a turn. Avoid the exit curb/grass entirely.
- Car Control over Cornering Angle: Minimize steering input through the long T6 Carousel to reduce scrubbing speed.
- Early Braking for Survival: On the first lap, brake $5 \text{m}$ earlier for T1/T5, and be wary of pileups.
- Brake Bias Safety: Start with a $52.0\%$ Brake Bias for more stable braking under pressure.
