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Albert Park, Melbourne

Name, LocationL3wL/C #406080100120140160 1+5+10+15+Lg
Albert Park, Melbourne7642%9.5 80223010 143012
Median Track7646%9.6 80221110 231117

single-page map (PDF)

style: All but two corners on this track are seperated by more then 5 spaces, but there is only 1 straight longer then 10 and its only 12 spaces long. So while there is only 1 set of combo-style corners it is also hard to hit top speed blindly. Corner 1 is a generally fast, somewhat tricky corner that dumps you pretty quickly into the toughest corners on the track. Corner 2 is the slowest corner on the track and there is only 1 space between it and corner 3. The trick is to figure out how to get through both corners in 1 turn. The next two runs and corner 4 are key to setting up corner 5 — another slower corner that empties out into a 3-wide section. Corner 6 is very fast and can effectively create one long straight between corners 5 and 7, but corner 7 is pretty slow. It can be very expensive to pass cars when you get off the lines on this track but it can also be difficult to line up corners well even in clean air.

notes: Corner 1 is the oddest corner here. It has some increasing radius characteristics to it, but its not uniform. But the odd part is that the racing line ends in the middle of the corner. It looks odd, but it means what you'd think. You can take the 80s at 100 on the line, and then you're on your own for the second half of that corner. Corner 2 is a basic corner except that because it is so close to corner 3 and off-set a little, you can not get to the line for corner 3 if you go though the outside of corner 2. Corner 6 is a pretty straight forward chicane style corner with an arrow, except that it drops from 3 lanes wide to 2 lanes wide in the middle of the corner, specifically in the middle of the 140 lane.

Lucid Phoenix Games