Lydd Raceway
   

Address: Lydd Raceway, Dengemarsh Road, Lydd, Kent, TN29 9JJ
Phone Number: 01797 321895
Web Site: www.actionextreme.co.uk
Track Length: 1250M (using the hairpins)
Facilities: Kart shop and Cafeteria.

Track Layout

A Lap Around Lydd (by Stuart Symonds)

Leading Heavyweight driver, Stuart Symonds, has compiled the report below that incorporates both track layouts that may be used by CLUB 100 at the excellent Lydd facility in Kent.

"Planet Lydd" as it's known by JV, is a very fast, smooth circuit that is situated in the middle of marshland overlooking Dungeness B PowerStation. It is very exposed to the elements and is well known for extreme weather conditions.

Turn 1 Turn 1 is a medium speed chicane where good exit speed is vital. Crossing the start/finish line on the full left of the circuit medium braking is required before turning in just missing the entry kerb on the right. Reapply the power and flick the kart left just running your inside wheels over the left-hand kerb. Allow the kart to drift, straight lining the exit but avoid taking too much kerb as it is very rough and can scrub off a lot of speed.

Notes: This is only an overtaking opportunity when the driver in front is either much slower than you or has made a mistake. Overtaking manoeuvres at this corner often end in tears so only attempt it if you are 100% sure you can pull it off. Your target should be to get good exit speed as the next corner is a better overtaking opportunity.

Turn 2 Turn 2 is again a chicane but a little tighter than turn 1. Approaching from full left, brake and turn in for an early apex, putting your right hand wheels onto the kerb. Try to hug the right hand side to enable you to turn in late and straight line the rest of the corner. Go as close as you can to the left-hand kerb, but not over it, as it is fairly big and will scrub off speed. The right hander tightens on exit and it is essential not to run over the exit kerbs as they are very rutted. Take care with the power, as too early or too much will cause you to run deep which makes the final right much tighter than you need for a fast clean exit.

Notes: Turn 2 is a possible overtaking opportunity although you will have to get a good exit from turn 1 and be very late on the brakes on entry. If a move is not on, it is worth ensuring a fast exit as turn 3 is another overtaking opportunity.

Turn 3 Turn 3 is a long medium speed right hander. Approaching from full left, steady the kart on the brakes and turn in, apexing early. Hug the kerb avoiding running over it whilst feeding in the power gradually. Use all of the road on exit but be careful not to hit the kerb as it is very harsh and will loose you momentum into the next section.

Notes: It is possible to overtake into Turn 3 if you get a good exit from Turn 2. However, pulling off a move on someone of similar ability is unlikely.

Turn 4 Turn 4 is the right hander leading into Turn 5 (The Horseshoe). On exiting Turn 3, move slightly over towards the middle of the circuit before straight lining the slight left over the jump. Medium braking is required as you turn into an early apex running just over the first part of the kerb allowing the kart to drift on exit towards the inside of Turn 5. Avoid staying on the kerb for too long, as about ¾ of the way along is a drainage rut that badly unbalances the kart.

Notes: This is only really an overtaking opportunity if the driver in front leaves the door open. Be careful not to run too deep through here as it will put you out of position for Turn 5.

Turn 5 (The Horseshoe) Turn 5 is known as "The Horseshoe" and leads onto the main straight. Your exit from Turn 4 should bring you onto the inside kerb. Hold hard to the kerb all the way round the start of this big left hander, allowing the kart to ease sideways under power as the direction change comes into sight. As soon as you can see a straight line through the right hander, put your foot flat and aim for the right hand kerb. The right hand kerb is completely flat and you can use the whole kerb to make your exit straighter. As you come onto the straight be sure not to run wide as the kerb is very thin and it is very easy to slip over it onto very rough ground.

Notes: This is the most important complex on the circuit as good exit speed will open up overtaking opportunities at the end of the straight. The main aim is to get the power on as early as possible without running too deep, making the right hander too tight.

Turn 6 (Hairpin 1) Turn 6 is the first of two hairpins at the end of the back straight. Approaching on the full left, brake hard and turn in just level with the start of the kerb. Go as close as you can to the kerb without touching it, aiming to apex at the mid-point. Use the power to drift the kart out to the full width of the circuit before moving back across to the right for the second hairpin.

Notes: This is the best overtaking opportunity on the circuit. A good run through The Horseshoe will enable you to easily out-brake drivers in front. If a driver out-brakes you into this corner there is the opportunity to come back at them into the next section. To do this you must concede the first hairpin, braking earlier and taking a tighter line to get yourself onto the right-hand side for the second hairpin. This forces the other driver onto the inside, enabling you can cut back inside on exit.

Turn 7 (Hairpin 2) Turn 7 is the second of the two hairpins following on immediately from the first hairpin. After moving over to the right hand side on the exit of the first hairpin, brake slightly and turn in late apexing just past the mid-point. Power through the corner using all of the road on exit to ensure good speed down the next short straight.

Notes: This is another good overtaking opportunity if the driver in front doesn't realise you are behind and leaves the door open. As they move to the right to take the corner you can stay on the left and dive down the inside. If you attempt this move, ensure you are close enough because if you mess it up and have to pull out you will lose so much momentum you could get swallowed up by the pack.

Turns 8 and 9 (when using the hairpins) The Turn 8 complex can be taken in a wide variety of different lines. Exiting the second hairpin will naturally bring you out onto the right hand side, which is where you need to be. Entering from the right, turn across to the left almost clipping the kerb and staying close to it to enable a late turn in for the first right apex. Brake hard after the left hander before turning in late and powering through the right hander, attempting to make the remaining corners one smooth arc. Allow the kart to drift to the middle of the circuit before taking the second right hander flat using all of the road on exit. Avoid touching the right hand kerb as it will unsettle the kart and force you wide on exit where the kerbs are thin and are followed by rutted mud.

Notes: This is a complex where a lot of time can be gained or lost but overtaking is not very likely. It is possible to overtake on the inside into the first right but only against considerably slower opposition.

Turns 8 and 9 (when not using the hairpins) When we use the back straight with no hairpins these are the last corners on the lap. Approaching from full left, hard late braking is required before turning in late, missing the first apex and aiming about a foot from the kerb. Let the kart drift to the middle of the corner before turning in to the second part of the corner (turn 9) apexing early avoiding the kerbs. Let the kart run full width on exit but beware of the kerbs as a mistake may cost you a place into Turn 1.

Notes: When we don't use the hairpins, this is the best overtaking opportunity on the circuit. With a good run out of The Horseshoe you can slipstream past other drivers if you can get right on their bumper. If a driver gets up your inside you should concede the corner and try to cut back inside on exit. Trying to stay on the outside will result in a trip through the gravel trap.