Racing Line Geometry
Shape the path through a 90° corner and measure what the geometry allows.
Line colour shows the
Physical principle
A racing line is a free choice of path inside the track. Using more of the track width lets the line bend more gently, which raises the speed the tyres can sustain. But the
Equations
κ = (x′y″ − y′x″) / (x′² + y′²)^(3/2)R = 1 / |κ|v_lim(s) = √(μ g / |κ(s)|)- κ
- curvature at distance s (1/m)
- R
- local radius; ∞ on straights
- s
- distance along the line (m)
Your results
The line is 192.3 m long. Its tightest radius, 44.2 m, caps the speed at 48.9 mph with μ = 1.10.
Drag a control point to see how length and minimum radius trade against each other.
Try this
- Move the apex later into the corner. Does the minimum radius improve? Does the total path length increase?
- Switch between Early and Late Apex. Where along the line is the tightest point in each — before or after the apex?
- Start from Late Apex and drag the apex (A) later and later, then compare the lines in Line Comparison. The time improves at first, then gets worse again: late is good, too late is not.
- Pull the turn-in point toward the inside. How quickly does the minimum radius collapse?
The path is the car's centre, so the usable width (dashed) is the track width minus half the car width on each side. Curvature is computed analytically from the cubic Bézier segments; straights have exactly zero curvature. The line is C² through the apex but curvature jumps at turn-in and track-out (no clothoid transition) — real drivers smooth this.