Watkins Glen International, nicknamed “The Glen”, is a circuit located in upstate New York.
It has 4 layouts and specific tips for racing on the different layouts can be found by expanding the buttons below.
Boot
Demo Lap
Track Map
Racing Tips
Turn 1 Right: The 90
This is not a passing place. You might be tempted to attack here after you get a draft on the start straight, but don’t do it. Side by side driving will kill the speed of both cars and you will pay the price in the long following section.
Concentrate instead on getting a good exit and set up a pass on the back straight.
There is a generous run off on the left. If you end up there, remember that you must yield to cars currently on track. Do not cut across them. You should also avoid the grass while rejoining the track, as it can spin your car.
Be particularly careful on race start. There is little to gain and much to lose here. If you are faster or slower, you will easily pass or be passed in the rest of the race – not worth taking risks to gain a spot.
Two risks on this corner:
Slow In, Fast Out works very, very well here.
The Esses and the Backstraight
Side by side through the flat out Esses is mostly pointless. Better to stay behind and pass on the long straight with a tow. Your lap will be faster in this way.
Turn 5a: Inner Loop
Side by side through the Inner Loop chicane is dangerous and costs both cars a lot of time.
If you can complete a pass on the straight go for it. Otherwise please think carefully about what you are doing.
Navigating the inner loop with a car besides you brings many risks:
It might or might not be convenient to attack or defend at the inner loop – weigh your options and be prepared.
No dive bombing, as always! If you are not well alongside approaching the corner just give up the pass attempt, you will have other, safer, chances.
It is often convenient to give up and wait for better opportunities (both in defense and attack) rather than risking a side by side.
Turn 5 Right: Carousel
Best overtaking spot on the classic configuration, but it is usually not a passing place when cars go through the inner loop.
Although two cars can go safely through the corner, just leave room to your competitor or you might end up losing more than you gain here.
Turn 6 Left: Chute
Not a passing place. Short braking into this medium speed corner makes passing very risky, better not attempting it.
Passing initiated at the Carousel might finish here, instead. Give room and remember to brake earlier than usual if you have someone alongside – you won’t be able to carry your usual speed on a less than ideal line.
Turn 7 Right: Toe
Another spot where passing can be attempted, but only if you get a much better exit than your competitor from the previous corner. Attempt to pass only if you are clearly alongside at the beginning of the short braking zone.
Some people take a late apex here. You might be tempted to dive into an inside gap but don’t do it: it will close when the other driver will go for the apex, leading to contact.
Remember that, generally speaking, the inside car has the right to the apex only if it is fully alongside at turn in. “Fully alongside” does not mean “my nose is in line with the rear wheels so I can barge in”.
Turn 8 Right: Boot
Another corner where passing can be attempted, but is made difficult by the short straight and braking zone. As always, no dive bombing, play it safe and leave room for safe side by side racing.
Turn 9 Left
Another corner where you might be tempted to attack but should not do it, with rare exceptions.
The corner is difficult, off camber and with little grip, especially on exit. Drivers often have a hard time just controlling the car, there is no need to add the hazard of another car beside them.
Having written the above, this is also the last overtaking spot in the last lap of a race.
Turn 10 Left and 11 Right
No passing here. Fast corners with little or no braking and a narrow line that wants to bring you in the sand or tire wall.
Classic Boot
Demo Lap
Track Map
Racing Tips
Turn 1 Right: The 90
This is not a passing place. You might be tempted to attack here after you get a draft on the start straight, but don’t do it. Side by side driving will kill the speed of both cars and you will pay the price in the long following section.
Concentrate instead on getting a good exit and set up a pass on the back straight.
There is a generous run off on the left. If you end up there, remember that you must yield to cars currently on track. Do not cut across them. You should also avoid the grass while rejoining the track, as it can spin your car.
Be particularly careful on race start. There is little to gain and much to lose here. If you are faster or slower, you will easily pass or be passed in the rest of the race – not worth taking risks to gain a spot.
Two risks on this corner:
Slow In, Fast Out works very, very well here.
The Esses and the Backstraight
Side by side through the flat out Esses is mostly pointless. Better to stay behind and pass on the long straight with a tow. Your lap will be faster in this way.
Turn 5 Right: Carousel
Best overtaking spot on the classic configuration. Although two cars can go safely through the corner, just leave room to your competitor or you might end up losing more than you gain here.
Turn 6 Left: Chute
Not a passing place. Short braking into this medium speed corner makes passing very risky, better not attempting it.
Passing initiated at the Carousel might finish here, instead. Give room and remember to brake earlier than usual if you have someone alongside – you won’t be able to carry your usual speed on a less than ideal line.
Turn 7 Right: Toe
Another spot where passing can be attempted, but only if you get a much better exit than your competitor from the previous corner. Attempt to pass only if you are clearly alongside at the beginning of the short braking zone.
Some people take a late apex here. You might be tempted to dive into an inside gap but don’t do it: it will close when the other driver will go for the apex, leading to contact.
Remember that, generally speaking, the inside car has the right to the apex only if it is fully alongside at turn in. “Fully alongside” does not mean “my nose is in line with the rear wheels so I can barge in”.
Turn 8 Right: Boot
Another corner where passing can be attempted, but is made difficult by the short straight and braking zone. As always, no dive bombing, play it safe and leave room for safe side by side racing.
Turn 9 Left
Another corner where you might be tempted to attack but should not do it, with rare exceptions.
The corner is difficult, off camber and with little grip, especially on exit. Drivers often have a hard time just controlling the car, there is no need to add the hazard of another car beside them.
Having written the above, this is also the last overtaking spot in the last lap of a race.
Turn 10 Left and 11 Right
No passing here. Fast corners with little or no braking and a narrow line that wants to bring you in the sand or tire wall.