BUCKMORE PARK ‘BITE-SIZE’ TRACK GUIDE by Niki Richardson
Park for me, is like an old rickety rollercoaster which is such great fun with
its various uphill and downhill high speed sections but it’s also rough and
bumpy in places which makes it a very physical white knuckle ride!
We’ll start the lap from no better place than at the Start/Finish line. So we’re quickly approaching Turn 1 (Conways) and the KEY here is to hook up the apex at Turn 2 (Henry’s Bend) and that means a little blip of brake on entry to Turn 1 will help keep the kart stable and this will also allow you to keep a nice tight line as you power through Turn 2.
should exit Turn 2 over to the far left before a very short straight then
you’ll head straight into Turn 3 (also known as Hairpin 1). Turn 3 is your
standard hairpin and is your first real overtaking spot on the track so of
course late, hard braking is important but you don’t want brake too late as
you’ll overshoot, run wide and a big chunk of lap time will be lost. Just make
sure you hook up that mid corner apex before letting the kart run gently wide
to the edge of the track before heading straight back over to the right for
Turn 4 (also known as Hairpin 2).
(Hairpin 2) is arguably one of the most important and most difficult corners on
the track! If anyone asks me for advice at Buckmore, it’s usually because they
are struggling with Hairpin 2! My advice is keep it simple and don’t over
complicate it! So, on entry have a little dab of brake then turn in and aim for
a slightly late apex which mean you should be going over the last part of the
inside kerb and that will help you straight line the exit and therefore get a
good run down towards the flat out chicane. Again, Hairpin 2 is a great overtaking
spot as the door is left wide open on approach.
heading towards the very fast left/right chicane of Turns 5 and 6. As mentioned
before, the chicane is flat out so all you need to do is hit both apex’s and be
ultra smooth in order not to scrub any excess momentum and before you know it,
you’ll be arriving at Turn 7 (Symes Sweep).
Turn 7 is my
favourite corner on the track, it’s downhill and is a very fast right hander
which leads straight into Turn 8 (Pullmans) which then in-turn leads straight
into Turn 9 (Paddock Bend). All these corners work together and you should
start with leaving your turn in for Turn 7 a fraction late so that you take a
slightly later apex which allows you to exit in the middle of track which sets
you up nicely for Turn 8. Like I said, Turn 7 is FAST so you may wish to dab
the brake mid-corner just to keep the kart from drifting sideways.
So as we
exit Turn 7 in the middle of the circuit, we want to turn in for Turn 8 nice
and late so that we get a really late apex which sets you up perfectly for Turn
9 as you’ll be positioned over to the left. Again, like Turn 7 you may wish to
dab the brake pedal if you feel that you’re sliding too much but ideally, it
should be taken flat.
(Paddock Bend) is a very important corner as the exit is very much uphill (Damon’s
Hill) so any mistakes made will really affect your lap time! So on approach,
have a hard quick stab of brake before getting on the gas as you turn in,
taking a little inside kerb and then importantly, straight lining the exit as
you run up the hill towards Turn 10 (Garda). Remember, any mistakes made
through Turns 7 or 8 will most certainly affect your approach to Turn 9.
approaching the final sector of the lap with one key corner to go….Turn 10!
Turn 10 has an uphill approach so you can really attack the braking zone.
Again, like most corners around Buckmore, you’ll want a late apex as Turn 11 (Senna’s
Chicane) immediately appears on the exit so a quick and aggressive stab of
brake is needed on entry before turning into the corner running the last part
of the inside kerb a little bit which will allow you to exit the corner in the
middle of track. This line is exactly where you want to be as you’ll need
minimal steering for the easy flat-out Turn 11. Remember though, Turn 10 is so
so important because you should be flat out from here all the way through Turns
11 and 12…….and all the way up to Turn 1 so any mistakes here will really
affect your momentum as you run up the hill (Herbert’s Rise). Again, Turn 10 is
a great overtaking opportunity.
mentioned, Turn 11 is easy flat so just take a little inside kerb and then let
the kart release off the bend, running wide to the edge of the circuit carrying
all that momentum up the hill and towards the final corner, Turn 12.
Turn 12 is
also flat out in normal racing conditions so on approach, keep over to the
right hand side to open up the corner as much as you can, then turn in with
minimal steering and run a little inside kerb before letting the kart
straighten up and run over to the outside kerb before crossing the Start/Finish
line to complete your lap of Buckmore Park!
Turn 4 (Hairpin 2)
Turn 9 (Paddock Bend)
Turn 10 (Garda)
Turn 3 (Hairpin 1)
Turn 4 (Hairpin 2)
Turn 9 (Paddock Bend)
Turn 10 (Garda)
Address Buckmore Park Kart Circuit, Maidstone Road, , ME5 9QG
Leave the M20 at junction 6 and head up the A229 towards the M2. The circuit is signposted towards the top of the hill and you leave the A229 to go up the slip road before turning left into the Buckmore Park complex. Follow the signs to the circuit once inside the complex. If approaching from the M2, leave this motorway at junction 3 and go straight on at the roundabout to cross over the A229. On the next roundabout, turn left into the circuit following the signs for the Buckmore Park complex/Kart track.