Surviving the first lap in iRacing: a guide to clean race starts


Ask any iRacing driver where their races go wrong and most will say the first lap. Cold tyres, a tight pack and twenty people braking at slightly different points into Turn 1 is a mess waiting to happen. I’ve lost count of the races I’ve finished in the pits before the field has completed a single lap, and nearly every time I could have avoided it with a bit less ambition and a bit more space.

The good news is that getting through lap one cleanly is a skill, and it’s one of the easiest to learn. All it takes is a plan and a willingness to give up a position now and then. Drivers who master it tend to climb the ratings faster than drivers who are simply quicker, because they’re still there at the end.

Why lap one is so dangerous

Your tyres are cold at the start, so there’s less grip than you’ll have a few laps later. In most cars that means the brakes lock more easily and the rear is keener to step out on corner exit. You’ll feel it from the cockpit as a slightly vague, skatey car that doesn’t bite the way it did in qualifying. Brake at your qualifying marker on cold tyres and you’ll often find yourself sliding past the apex, or into the car in front.

The field is also bunched up in a way it never is later in the race. On lap ten there might be a second or two between cars. On lap one there’s a car length, sometimes less, and there are cars alongside you as well as ahead and behind. One driver’s mistake can collect three or four others who had nowhere to go.

When you’re following closely you often can’t see your usual references either. The brake board you use every lap in practice is hidden behind the rear wing of the car in front. So you brake by guesswork or by watching their brake lights, and everyone else is doing the same, which means braking points shift all over the place.

Then there’s adrenaline. Plenty of drivers who are perfectly sensible in practice turn into kamikaze pilots the moment the green flag drops. They dive up the inside from three car lengths back, or they brake ten metres later than they ever have, because the pack makes it feel like every place matters. It doesn’t, not yet. Add all of that together and it’s no surprise the first few corners account for such a big share of incidents.

Before the start

A clean first lap starts well before the green flag. Most of the drivers who get caught up in Turn 1 chaos made the decision that got them there during practice, by never thinking about what the start would look like.

Know your references for Turn 1

Your normal brake point might be hidden behind other cars, so pick something you’ll be able to see from anywhere in the pack. A trackside sign, a bridge, a building, a gap in the barrier or a change in the tarmac all work, as long as it’s high enough or far enough to the side that a car in front won’t block it. At Road Atlanta, for instance, the run to Turn 1 climbs uphill, so choose something you can pick out early rather than a board that only appears at the last moment. If you haven’t driven the track much, learning a new track covers how to build those references quickly.

Then plan to brake earlier than usual. How much depends on the car, but a good rule is to take your normal brake point and move it back by a marker board or so. In a Skip Barber or a Formula Vee with small brakes and cold tyres, that margin makes a real difference. Knowing exactly where your normal point sits, as in our guide to finding your brake points, makes it much easier to add a deliberate buffer.

Know the start procedure

Rolling and standing starts work differently in iRacing, and each series can have its own rules about where you can accelerate and whether you can change lanes. Read the series info before the race rather than working it out as you go. If you know exactly where you’re allowed to go, and you hold your place in the double-file line until then, you’ll stay clear of penalties and most of the trouble.

It’s worth practising the start itself too. Do a few practice starts in a test session so you know how the car reacts when you floor it in first gear. Some cars will light up the rear tyres if you’re greedy, and the last thing you want is a wheelspinning, fishtailing launch with cars either side of you.

Into Turn 1

This is where most first-lap incidents happen, and where your plan either pays off or falls apart. The run to the first corner feels long and exciting. The corner itself arrives very quickly.

Brake early

If you only take one tip from this post, make it this one. Brake a few metres earlier than you would in qualifying. Someone might out-brake you and take a place. Fine. You also won’t be the car buried in somebody’s gearbox, and there’s a good chance the driver who out-braked you runs wide and hands the place straight back.

The reason early braking works so well is that it gives you options. If the car ahead brakes early or gets tangled up, you’ve got room to slow down further or steer round them. If you’re braking at the absolute limit, you’ve got nothing left. You’re a passenger at that point, hoping everyone ahead of you does exactly what you expect. On lap one, they won’t.

Leave space

Assume someone ahead is going to get it wrong, because someone usually does. Leave a gap to the car in front and some room either side if you can, and watch two or three cars ahead instead of fixating on the bumper right in front of you. If you see cars ahead start to wobble or brake early, you’ll react before the car in front of you does.

If a move looks dodgy, let it go. A driver diving up the inside from way back isn’t going to make the corner, and if you turn in on them you’ll both be in the gravel. Leave them room, let them run wide, and pick up the place on the exit. That’s a trade I’ll take every time. The safety rating guide goes into why contact is so costly, even when it isn’t your fault.

Pick your line carefully

The inside into Turn 1 is often the busiest bit of road, with cars three wide trying to squeeze into a space built for one. The outside can give you a better exit and keep you clear of anyone who’s out-braked themselves, but you’re also at risk of being pushed wide onto the grass or the kerbs.

At a track like Summit Point, where Turn 1 is a tight right after a long straight, the outside can be surprisingly safe because most of the mess happens on the inside. At a quicker first corner the outside gets squeezed much faster, because nobody can afford to give up much room at speed. Think about which line keeps you out of trouble as well as which one is quickest, and remember that the racing line you use in practice (see racing line basics) often isn’t available with a car alongside you.

The rest of lap one

Getting through Turn 1 is only part of the job. Plenty of incidents happen at Turn 2 or Turn 3, when drivers who survived the first corner relax too soon or try to win back the places they lost. The pack is still tight, the tyres are still cold, and everyone is still a bit wound up.

Tyres need a lap or two to come up to temperature, so build into your pace rather than attacking straight away. In a GT3 car at Spa, for example, you’ll feel the front end start to bite properly somewhere around the end of the first lap. Push hard through Eau Rouge before that and you’re relying on grip that isn’t there yet. Drive the first lap at maybe 90% and let the car tell you when it’s ready.

Hold your position where you can. If you’re in a train of cars, stay in line and don’t try a big move until things have spread out. There’ll be plenty of chances later when the gaps are bigger and the drivers around you are calmer. The places you gain on lap one are often lost again in the next three laps anyway, because the car behind has a run on you or you’ve overheated your tyres.

It helps to think of lap one as its own little race with a different goal. The aim is to finish it with the car in one piece and no incident points, somewhere close to where you started. Anything better is a bonus.

Why it matters for your ratings

Lap one incidents cost you safety rating, and they hurt more than most because they often involve contact with several cars. Dropping to the back of the field or retiring costs you iRating as well. A single bad first lap can undo the gains from several clean races.

Getting through cleanly and finishing where your pace says you should is one of the quickest ways to climb both ratings. You don’t need to win. If your pace puts you mid-pack, finishing mid-pack consistently will push your iRating up over a season, because you’re beating the drivers who crash out. Our guide to improving your iRating goes into more detail on how that plays out over time.

Your safety rating works the same way. Clean starts add up. If most of your incident points come from the first two corners, fixing that alone might be enough to move you up a licence class, and that opens up more series and more interesting cars.

Track the results

It’s hard to judge whether your starts are improving from memory alone, because the bad ones stick in your mind and the clean ones blend together. Keeping an eye on your ratings and results over a few weeks tells you much more. The stats dashboard in Sim Sense shows your iRating and safety rating history alongside your race results by car and track, so over a season you can see what clean starts are doing for you. It’s part of the free tier.

Nobody wins the race in Turn 1, but plenty of people lose it there, usually by braking too late with no room to spare.