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Track Description
Rock Island Grand Prix course may look like a simple 6 turn
course, but its far from simple. Every turn is different with
various bumps, surface changes due to the crown in the road, brick
crossings, this tack is very challenging indeed.
Top speeds for a shifter down the 740' front straight tops 84
MPH. Carrying speed out of Turn 6 is essential yet difficult as
the kart skips across the exit of the apex just about where you
would be trying to apply full throttle. Lots of spins in practice
here.
Our data and perspective is from a 125 Moto so we'll speak in
terms relative to the shifters.
Approaching each turn is a "funnel" that narrows the entry into
the turn-in point. passing the Start/Finish line at 70 MPH the
track is wide and glass-smooth. At the library, the track begins
the funnel for turn 1 - it's still pretty wide with ample room for
passing, but late apexing will take the kart all the way out to
the barriers on the exit.
Turn 1 is a 52 MPH turn with a series of bumps about at the apex.
The kart doesn't settle much until just the turn is about
completed so bind isn't a problem here. Down the 20th St
straight, the funnel comes up quickly about 2/3 of the distance
down. Here's where it gets tricky.
As you approach turn 2 there are different bumps on different
lines. The right lane is slower then the right center, but
"defending" your position may move you a little closer to center.
Setting up for turn 2 you'll move a bit back to the right to get
the best radius, but there is a fine line on how far you can go
with the as crossing over the road stripe paint can cause a
we=heel to lock under braking. That turn-in point changes
throughout the weekend, depending on the rubber build-up and the
marbles. Peaking about 84 MPH, Turn 2 is a fast 56 MPH turn.
Its usually an exciting place to watch too.
The short chute between 2 and 3 isn't too difficult being smooth
and wide, it's hard to make a pass.
Turn 3 is deceiving. The bumps at the turn-in point make that the
slowest part of the turn, and getting power down may favor a
softer rear axle. Binding becomes a small issue out of turn 3.
Exiting 3 its a relatively short distance (about 180') to turn 4,
the only right hand turn on the course. Despite having only one
right turn, it seems hard to get used to it. Some teams set their
karts up with a little bias for the left hand turns so there are
more passing opportunities then it might appear. Its also one of
the bumpiest turns on the track. Don't take the exit out to the
wall. Turn 4 is a 56 MPH turn. Lots of spins here, so watch for
the yellow flag.
Exiting 4 is a challenge with the bumps. A few passes are made on
the 180' straight between 4 and 5 mostly due to the difficulty in
getting the power down.
Turn 5 is about 54 MPH, and forces you to swing from the left to
the right side of the track on the setup. Just past the turn 5
exit is the pit lane on the left. Coming around the turn its
almost blind and you sort of get a tunnel vision that lures you
towards the pit exit. You'll figure it out in practice, but in
the heat of battle don't forget its there. If you get too wide
into the exit, you will visit the pits or hit a barrier head-on.
Turn 6 is the last turn, and approaching it you'll probably lock
the brakes - there is a bump at the deepest point of braking.
That will favor pitching the rear of the kart around into what
will feel like it's totally out of control - because it is. At
the apex is another bump where the kart kind of lands "catie-whompus"
and you may not know which tire is going to land and grab first -
leading you to an understeer or oversteer. In any case expect the
kart to move over about 3 feet. Turn in speed is down to about
55, and at the apex the speedo is showing 70 - because your
airborn and not back on the throttle hard yet. About the time the
kart gets settled from the "jump", you'll roll on the throttle
like a Rotax. Any binding in the kart will show up here.
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