The Circuit de la Sarthe, commonly known as the Le Mans circuit, is one of the most famous and historic race tracks in the world. Located in Le Mans, France, it is primarily known for hosting the annual 24 Hours of Le Mans endurance race. Here are some key facts and historical highlights about the circuit:
History and Development
- Inauguration: The Circuit de la Sarthe was first used for the 24 Hours of Le Mans race in 1923. The inaugural race was organised by the Automobile Club de l’Ouest (ACO)
- Location: The circuit is located near the town of Le Mans in the Sarthe department of France. It is a combination of public roads and dedicated racing sections
- Layout Evolution: Over the years, the circuit layout has undergone numerous changes to improve safety and accommodate modern racing standards. Originally around 17.3 kilometres (10.7 miles), the track has been shortened to its current length of 13.626 kilometres (8.467 miles)
Notable Events
- 24 Hours of Le Mans: The 24 Hours of Le Mans is the world’s oldest active endurance racing event. Held annually since 1923, it is one of the most prestigious races in motorsport, often referred to as part of the Triple Crown of Motorsport alongside the Monaco Grand Prix and the Indianapolis 500
- Technological Innovation: Le Mans has been a proving ground for automotive technology, with manufacturers using the race to test innovations such as disc brakes (introduced by Jaguar in the 1950s), turbocharged engines, and hybrid powertrains
The Circuit de la Sarthe is a symbol of endurance racing heritage, representing the pinnacle of automotive engineering, driver skill, and motorsport tradition.
This track guide will focus more on a GTE perspective but keep in mind there are only certain corners that will vary in terms of references for the prototype cars, so it can be used as a guide for all cars. Without further ado, let’s dive into a track guide of the 13.626km circuit.
Turns 1 (Dunlop Curve), 2 and 3 (Dunlop Chicane)
Kicking the lap off and already you need to be switched on for a sequence of 3 corners. Turn 1 starts with a fast right-hand bend that leads into a tricky braking zone for Turn 2 which is the start of a tight left-right chicane. It’s very easy to overshoot your braking into T2 which will cost you valuable lap time through the next sequence.
Heading into T1, stay to the left of the straight and try to use a bit of the outside kerb to open up the corner. You’ll need to start turning just before the pit exit white line ends. Keep it flat as you start to turn, focusing far ahead to spot your braking reference. You’ll be aiming to get over to the inside kerbing to allow you to straighten your braking for T2. Once over to the right look for your braking reference which will be as soon as the road straightens out. Use the solid white line as a guide, visibly the line straightens about 10 m before the TotalEnergies sponsor boards on the right.
Brake as parallel as possible to that white line keeping the car straight. The initial hit needs to be hard as you shift down from 5th to 2nd gear. Aim to cut the inside kerb, getting your inside wheels over the yellow sausage kerbs. Be careful not to carry too much speed into T2, rather sacrifice your entry speed into T2 so you don’t run wide in the middle of the chicane. This will allow you to get a much better run through T3.
Coming out of T2, give the throttle a small burst before committing to the entry of T3. Aim to cut the inside kerb once again, getting away with as much as the sim will allow before you get an invalidation. The exit of T3 can be a very tricky traction zone, so balancing your steering and throttle is important. Watch out for oversteer on power as you open the steering to allow the car to run out on the green astroturf on the outside. Keep at least two wheels on the yellow and blue painted kerb to avoid an invalidation.
Turns 4-7 (The Forest Esses)
Over the crest stay to the left to straight line Turn 4, which is a slight left-hand bend. This feeds into the downhill right-hand bend of Turn 5. Both are flat out so keep steering inputs smooth to not scrub off any speed. On the exit of T5, make sure you are still over to the right to open up the braking zone for Turn 6 which is a medium-speed left-hander. Start to brake as the road straightens out, again the white line on the outside is a good reference for this. Shift down to 3rd and turn in early aiming to get to the inside kerb just after it starts. Be patient mid-corner and keep hugging the inside kerbing without actually riding it.
Progressively get back on the power just after the midway point in the corner and start to set up the entry for Turn 7 which is the right-hand “S” bend. If you exit T6 correctly your momentum will put you on the right racing line. Aim to just miss the last green bollard on the inside, cutting the blue and yellow kerbing that follows with your inside wheels.
Getting your inside wheels over the inside of the kerb allows you to straight line the exit and gives you less chance of falling off the track on the exit. If taken correctly, T7 should be flat out. If you slightly miss this kerbing and drive around it be wary not to go off on the grass on the exit as there isn’t much runoff area.
Turn 8 and 9 (Tertre Rouge)
Turn 8 is a medium to fast right-hander. It is super important to maximise as it leads onto the first long straight of the lap.
Staying to the left spot your braking reference which is where the outside kerbing dips away. It can be difficult to spot, especially behind another car, so another reference is just before the grey projector box on the left-hand side. You don’t want to brake too hard here, it’s more about slowing the car down gently and maintaining the maximum amount of momentum possible.
Commit to the corner, carrying as much speed in as the car allows, while also aiming to cut the inside kerb. Abuse this inside kerb, going to the absolute limits of invalidating your lap as you get back on the power. Let the car run out wide to the exit kerb to keep your speed up. As long as you keep 2 wheels on the exit kerb you won’t invalidate.
Turn 9 comes a bit later and is a gentle bend to the right leading onto the Mulsanne straight. Make sure to make this bend as short as possible by coming over to the right before you head back over to the left down the straight.
Turns 10,11 and 12 (1st Mulsanne Chicane)
The first Mulsanne chicane is a 3-corner sequence which starts from left to right. It requires precision as getting a good exit is high on the priority list for the next long straight.
Approaching the first Mulsanne chicane, keep your focus far ahead to spot your braking point at high speed. Bring the car over to the left so that the striped white line is at the midway point of your car. The braking reference we are looking for is the yellow marked marshall point on the outside armco barrier.
Brake hard just after this point while shifting down to 3rd gear. Trail brake in until you are carrying the right speed to make your apex. Aim to get the car to the inside of the corner as the kerb starts and completely cut the inside of the corner. The sim allows you to apex the armco barrier. This opens up the entry for Turn 11.
For T11 shift down to 2nd gear and apply some braking to help get the car nice and tight to the inside kerb which you want to cut. Aim to the apex just after the green bollard on the inside. Already start to progressively get back onto the throttle but balance this with your steering inputs. The car will be fighting for traction with the direction changes so don’t overload your grip levels with rough inputs.
Let the car run wide with your momentum and carry that into Turn 12 which is the right-hand turn that leads onto the next straight. As your momentum takes you out wide, look to get your inside wheels on the inside kerb of T12. Your outside wheels must not touch the kerb otherwise you will invalidate your lap. Keep your steering smooth and let the car naturally run out wide on the exit. Use as much of the exit as you need to not scrub speed off.
Turns 13, 14 and 15 (2nd Mulsanne Chicane)
The second Mulsanne chicane is also a 3-corner sequence which is the exact opposite of the first chicane. This one starts from the right and the first entry corner is a left-hander.
In a GTE car, you’ll be reaching the corner at around roughly 290 kph. Spot your braking marker early, which is 2 car lengths before the 100m board. Hit the brakes hard initially and trail brake when you want to start turning in. Shift down to 3rd gear before turning in.
Carry good speed in while abusing the entry by cutting the inside kerb, getting as close to the grass as the sim allows before invalidation. Heading into the right-hander, shift down to 2nd gear while applying some braking. Again aim very close to the apex just behind the green bollards on the inside. Getting the car to rotate before this point is key so that you can straighten out your exit.
Just passed the apex start to progressively get back on the power using the wide exit to your advantage to carry momentum. Again watch out for any traction loss. Through Turn 15, you can run your inside wheels on the inside of the kerb but make sure to have your outside wheels on or just over the kerb on the right as the kerbing starts. This will allow you to maximise the road usage without getting an invalidation.
Turns 16 and 17 (Mulsanne Corner)
Turn 16 is a right-hand bend that leads into the tight right-hand turn 17. Getting a good exit out of T17 is absolutely crucial as you enter another long straight. Slow in fast out in the general approach.
Approaching T16 stay to the left and only start to turn in as you pass the 100m board on the left-hand side. Once you turn in make sure you are aiming towards the exit of the bend to straight line your braking. Your braking marker is just before the blue and yellow kerbing starts on the inside.
Get hard on the brakes, aiming to get back over to the left to open up the entry of Turn 17 as much as possible. Gear down to 1st and start to trail brake as you start to turn in for the apex. You’ll be aiming to hit the apex just after the last green bollard in the first row.
They are positioned just before the two yellow sausage kerbs. The focus here is not your entry speed, focus more on getting the car rotated so you can get on the power early for the upcoming straight. Stay super tight without hitting the bollards as you progressively feed the power back on.
Let the car run out wide as you balance the throttle and steering. You can use as much of the exit as you need but be careful to not touch the gravel as this will affect your drive down the straight.
Turns 18 and 19
Turns 18 and 19 are two flat-out right-hand bends. Nothing to worry about unless you are excessively turning and scrubbing off speed. On both bends you can apex the inside kerb before returning to the left-hand side for the entry of Turn 20.
Turns 20 and 21 (Indianapolis)
Turn 20 is a fast banked right-hand bend which requires braking while turning. It directly feeds into a tight left-hand turn. It’s a tricky sequence and often can be the scene of some big accidents.
Preparing for Indianapolis, keep to the left while on the lookout for your braking and turning point. This would be at the end of the green astroturf block on the outside of the track. To open up your line, run your outside wheels past the striped white lines and try to position the car so it’s already facing into the corner. Brake hard initially but trail off to get the front end to respond as you go through the banking.
As the car straightens, get back on the brakes while trying to get over to the right. This is also your chance to shift down to 2nd gear without causing rear instability. There’s a small patch of kerbing on the right-hand side going into Turn 21. If you have managed to get the car back over to the right and parallel with that kerb then you’ve done well.
Now for the tight banked left hand Turn 21. Start to turn in about a car length after the short outside kerbing on the right. Aim to get to the apex point is the midway point of the inside kerb. Don’t run the car too high up onto the kerb as it lifts the inside of the car too much and makes the car prone to oversteering. Get back on the power as you reach the apex and progressively feed the power until back to full throttle.
Let the car run out wide to the exit kerb but be cautious of the gravel. It will cause you lap time loss if you hit it and can even put the car into a spin.
Turn 22 (Arnage)
Arnage is a slow, tight right-hand turn. The tendency here often is to overshoot the corner on the brakes. Rather prioritise getting the best possible exit onto the long straight that follows.
Coming back over the left, position the car so that your left-side tyres are over the striped white line. Keep an eye out for the GoodYear sponsor board on the left which is your braking reference. Brake a good car length before the board. Brake hard initially and maximise the straight-line grip on the brakes.
Shift down to 1st gear as you start to trail brake in. Start to turn in just after the short kerb on the left starts. Aim to just kiss the inside kerb and again don’t carry in too much speed. Using too much kerb on the inside will cause the car to hop around causing potential TC intervention and then oversteer.
Once on the power progressively feed it and let the car run wide as you open the steering. Use all the exit available but watch out for the black tyre wall that juts out.
Turns 23-27 (Porsche Curves)
Next up is a high-speed section where you need to trust the downforce. Starting with a fast 4th gear right-hander which feeds into an equally fast left-hander that has a wall to keep you company on the exit. After that, there’s a short fast left into a longer slower right-hander lastly followed by a blind turn in left-hander. The whole sequence requires confidence and a good flow. It’s very important to get the momentum right while keeping your inputs precise.
Heading down the straight, come back over to the left and look ahead for a green rectangular block patch on the left-hand side. You’ll want to position the car so that your outside wheels cross over this green block. As a braking reference, the GTE cars aim to brake at the halfway point in that block.
The trick here is to brake lightly to get the weight onto the nose of the car. At the same time use the downforce to feed the car into your apex as you shift down to 4th gear. You’ll know if you’re carrying too much speed if you encounter lots of understeer.
Aim to get the car to the inside of the corner just as the inside kerb starts. From there you want to stay nice and tight, hugging the kerb while being patient on throttle application. The idea is to not let the car run all the way wide on the exit so that you can open up the next left-hander.
Get back over to the right as much as possible which will allow the left-hander to be a flat-out corner. Aim to get to the inside kerb just after the “31” board on the inside of the corner. This will allow you to be smooth with your steering and avoid scrubbing speed with excess steering inputs. Again watch the wall on your outside which can get closer than you expect.
For the next left which quickly comes up on you, stay far right and as close to the wall as you dare. About a car length before the wall ends, lift off the steering and turn in aiming to get to the inside kerb as it starts. Just as the kerb is about to end, get back to full throttle while aiming to be in the middle of the track.
Use the AVIS sponsor board on the left as a braking reference for the next right-hander. About a car length after the board, start to brake. The braking application must be light as you just want to slow the car down enough to make the corner. Downforce will play a role here once again.
Aim to get close to the inside kerb just after it begins. Don’t stress and fight the car too much if you can’t keep it super tight. The momentum is way more important here. In 4th gear play with your throttle application and keep your momentum up. On exit, you want to be as far over to the right as possible and to be parallel with the grass on the right.
To set up the final left-hander, aim to be parallel with the grass long before the recovery road. You’ll need to lift off the throttle just before that recovery road intersects the track. Turn as you start to lift aiming to apex where the mid-corner yellow sausage kerbs are. You can carry a lot of speed into the corner. Get back to full throttle just before the yellow sausage kerbs. Run your inside wheels over the sausage kerbs and cut as much as you can without getting invalidated.
Open up the steering to maximise the corner exit, letting the car run all the way to the exit kerb. You have to keep at least 2 wheels on the blue and yellow painted kerbing to not invalidate.
Turns 28 and 29
An easy flat-out right into a left-hand turn. Use the inside kerb on both turns to create the shortest path while keeping your steering smooth.
Turns 30-33 (Ford Chicanes)
The last few corners to finish off a monster lap. Starts with a medium-speed left-right chicane which then feeds into a much tighter left-right chicane.
Keeping to the right for the first chicane, use a bit of pit entry road and look to where the pit entry closes. You will need to brake roughly 2 car lengths before this point. Brake down to 3rd gear as you aim to completely cut the inside kerb. Avoid carrying too much speed in as the exit of the next corner needs to be kept tight.
For the right-hander, get your inside wheels up onto the kerb just after the board on the inside. Also, shift down to 2nd gear just before you turn in. Don’t be too greedy to avoid the invalidation. Keep your exit tight to open up the entry for the final chicane which is much more important to maximise your exit onto the straight.
For the final chicane, get back over to the right to open up the entry. Brake a car length before the outside kerbing starts. Brake earlier than you think and be fully focused on a good exit rather than trying to gain time on the entry. Trail brake slightly going in to cut the inside yellow sausage kerbs. You can cut them at the midway point, any more will cost you an invalidation. A slightly later apex will allow you to open up the last corner even more.
In a GTE car, you can use a bit of the red raised sausage kerb at the final corner. Once you land get back to full throttle and use all of the exit available to get the best run down to the finish line and that will conclude a flying lap around the amazing Circuit de la Sarthe.