Track
Details
Address: Lydd Raceway, Dengemarsh Road, Lydd,
Kent, TN29 9JJ
Phone Number: 01797 321895
Web Site: www.heronspark.com
Track Length: 1250M (using the hairpins)
Facilities: Kart shop and Cafeteria.
Weather Forecast: Click
here for next 10 days
PLEASE NOTE: LYDD NOW RUNS ANTI CLOCKWISE
you can read below and think backwards if you like!
An Introduction to Lydd
CLUB 100 has been using the Lydd facility since early 1996 when
the existing circuit was extended to 1250 Metres in length. The
circuit offers the organisers a number of options in terms of
layout and CLUB 100 use both the tricky infield section (i.e.
using both hairpins) and the shorter option of running the whole
of the back straight (the track guide below by Stuart Symonds
covers both options).
The circuit is really popular with the drivers as it is both
quick and open, hence allowing for some great racing and overtaking.
The key to the circuit is a good exit from the first chicane
and onto the back straight which allow the driver a good chance
of outpacing the driver in front to the next corner. It is also
possible to get a good exit from the second chicane and make
a move into the top corner or into the right hander that follows
the top corner. In fact, there are so many overtaking opportunities
the drivers are spoilt for choice!
The rolling up laps take place on the oval loop of the pre-96
track with the drivers using the cut through at the first chicane
and then using the back straight to make up the roll-up lap.
The Endurance, however, will probably use the whole circuit rather
than just the oval used by the Sprint drivers. The pits entrance
is on the very last corner and drivers should pull to the outside
of turn 8 and raise their hands before entering the pit lane
which is situated at the start of turn 9. The exit from the pits
is just before turn one although during the Endurance event,
we use the extended Pit Lane that exits onto the circuit just
after the first chicane.
The starts for the Sprint races will be done using the starting
lights and the pack will have to contend with the fast approaching
first corner which is a chicane. Many a driver's race has ended
here on the first lap, so extra care is needed in the Sprint
event to ensure all the drivers get through the first corner
before commencing battle down the straight into turn two. Other
key danger spots on the track (in terms of regular coming togethers!)
are the hairpins on the infield section (when used) and the corner
at the end of the back straight. This is a very fast corner and
drivers should ensure they have won the corner rather than just
lunge up the inside of those they are trying to overtake.
On the whole, a great circuit in a terrific setting that usually
provides some great racing.
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.

Directions
If you are coming from the London or further north, then head
down the M20 to Junction 10 and take the A2070 in the direction
of Lydd (although I can't remember what it is signpotsed as).
Pick up the A259 at the roundabout towards the end of the A2070
and this is the Rye/Hythe road. Follow this road until you come
across the B2075 that is signposted to Lydd and Lydd Airport.
You go pass the airport (on your left) and then head over a small
bridge on the entrance to Lydd itself.
Immediately after the bridge is a left-hand turn that takes
you down to a roundabout. Go straight over this roundabout and
take the first slip road on the left. Go down this road for another
1 mile (approx.), following the signs for the Windsurfing school.
Eventually the road becomes more of a track than a road and on
the right you will see the Leisure Park. The circuit is part
of this complex and is signposted once inside the complex.