autogyro wrote:1. Ten tenths motoring, arrive at the corner entry with a balanced car at the right speed to allow the apex to be clipped and power applied asap.
(F1 with DF and cars way above most drivers ability)
2. Eleven tenths (tell me about it). Arrive at the corner entry to fast for any chance of the above. Throw the car sideways to slip off speed through the corner making sure control is 'sort of' retained and the apex is clipped with the car in full drift. Apply power (very carefuly) as soon as a way out of the corner is confirmed, on the grass probably.
In budget saloons with Capri limited by regs to no brakes after two laps.
Do the same as two above but time it so the car can be 'leaned' on a convenient Rover with working brakes. (hide in paddock after race)
Number 2 is what I am currently practicing to scrub that final second off my time to join the best of the best in lap times on my iRacing sim. I usually top the practice times, until 'an alien' as they are called, shows up, and trumps me by 1 second.
Sliding doesn't seem fast on paper, but you can keep the power up and have that extra bit of speed on exit, and the nose is pointed more at the end of the corner, requiring less correction. Each part of the corner becomes faster. It is technically a drift, but it's more of a controlled oversteer through much of the corner. No smoke, just some tire noise in the cockpit.
Due to the digital nature of racing sims, and samples for tire noise, you can tell a perfect slide when you hear all 4 tires squealing 'in tune', like the beat frequency of two or more guitar strings in a chord that are perfectly tuned.
I talk about like I can do it every time. Understanding and implementation are not one and the same.