Glossary
A reference of common racing and sim racing terms used throughout Apex Racing.
A
Apex — The innermost point of a corner, where the car is closest to the inside curb. Hitting the apex consistently is fundamental to fast cornering.
Anti-roll bar (ARB) — A suspension component that resists body roll in corners. Stiffer ARBs reduce roll but can make the car less compliant over bumps.
B
Baseline — The reference standard used for comparison. In corner analysis, the baseline is the 90th percentile lap from a cross-user pool on the same game and track.
Brake bias — The distribution of braking force between front and rear wheels. More forward bias helps stability under braking; more rearward bias helps rotation.
Brake marker — A reference point (board, sign, or landmark) used to judge when to begin braking for a corner.
Braking shape — The profile of brake pedal pressure over distance. Common shapes include threshold (block of pressure), progressive (gradual build), and trail braking (high initial hit with smooth taper).
C
Camber — The angle of the wheel relative to vertical. Negative camber tilts the top of the wheel inward, improving cornering grip at the cost of straight-line contact patch.
Chicane — A sequence of tight alternating corners, often used to slow cars on otherwise fast sections of track.
Contact patch — The area of tire that touches the road surface at any given moment. More contact patch = more grip.
Coasting gap — The distance or time between releasing the brake and applying throttle. A large gap means the car is neither braking nor accelerating — wasted time.
Confidence score — A 0.0–1.0 value indicating how reliable a computed metric is. Factors with 0.0 confidence lack sufficient data and should be ignored.
Consistency score — A 0–100 metric measuring how repeatable your lap times are. Calculated from the coefficient of variation of valid lap times. Higher is better.
Corner factor — One of eight specific measurements comparing your performance at a corner against a reference lap. See Corner Analysis.
D
Delta — The time difference between two laps at any given point on track. A negative delta means you're ahead; positive means you're behind.
Delta (in context of corner factors) — The difference between your value and the reference value for a specific measurement. Positive or negative depending on whether you exceeded or fell short of the reference.
Dirty air — Turbulent air behind a car that reduces downforce for following cars, making cornering harder but straights slightly faster.
DRS (Drag Reduction System) — A system in F1 that opens part of the rear wing to reduce drag on straights, available only in designated zones when within one second of the car ahead.
Downforce — Aerodynamic force pushing the car into the track, increasing grip at the cost of drag.
E
ERS (Energy Recovery System) — Recovers energy from braking and heat, storing it as electrical energy for deployment as extra power.
Endplate — The vertical surface at the end of a front or rear wing, managing airflow around the wing.
F
Flat spot — A worn patch on a tire caused by locking a wheel under braking. Creates vibration and reduces grip.
Fuel load — The amount of fuel in the car. A heavier fuel load makes the car slower but allows longer stints.
G
G-force — The force experienced by the driver during acceleration, braking, and cornering. Measured in multiples of gravitational acceleration.
Graining — When small pieces of rubber roll up on the tire surface, temporarily reducing grip. Usually occurs when tires are cold or pushed beyond their optimal window.
H
Hairpin — A very tight, slow corner requiring heavy braking and low-speed car rotation.
Heel-and-toe — A braking technique where the driver blips the throttle with the right foot while braking, matching engine speed to the lower gear.
I
In-lap — The lap during which a driver enters the pits.
L
Lift-and-coast — Releasing the throttle early before a braking zone to save fuel without using the brakes.
Lock-up — When a wheel stops rotating under braking while the car is still moving, causing a flat spot and reduced braking performance.
Low-speed corner — A corner taken at relatively low speed, typically below 100 km/h. These require strong mechanical grip.
M
Marbles — Bits of rubber debris that accumulate off the racing line, creating a slippery surface.
Minimum speed — The lowest speed reached through a corner. Higher minimum speed generally correlates with faster lap times.
O
Out-lap — The lap after leaving the pits, before starting a timed lap.
Oversteer — When the rear of the car loses grip before the front, causing the back end to slide outward. The car "rotates more than intended."
Overcut — A pit strategy where you stay out longer than a rival, hoping faster lap times on a clear track offset the time lost.
P
Pit window — The range of laps during which a pit stop is strategically optimal.
R
Racing line — The path around the track that minimizes lap time, typically using the full width of the track through corners.
Reference lap — The baseline lap used for comparison in corner analysis. Typically the 90th percentile lap across all users on the same game and track. See Corner Analysis for details.
Rotation deficit — A corner factor measuring how much less (or more) lateral g-force you generated during corner entry compared to the reference. Less rotation often means understeer.
Roll — The tilting of the car's body to one side during cornering due to lateral forces.
S
Sector — A division of the track used for timing. Most tracks have three sectors.
Setup — The collection of adjustable parameters on the car: suspension, aero, brakes, differential, etc.
Slip angle — The difference between the direction a tire is pointing and the direction it's actually traveling. All tires operate at some slip angle when cornering — there's an optimal range for maximum grip.
Stint — A continuous period of driving between pit stops.
T
Telemetry — Data recorded from the car's sensors: speed, inputs, temperatures, forces, and more. The foundation of data-driven improvement.
Tire compound — The rubber formulation of a tire. Softer compounds grip better but wear faster.
Toe — The angle of the wheels relative to the car's centerline. Toe-out improves turn-in response; toe-in improves stability.
Trail braking — Gradually releasing brake pressure while turning into a corner, keeping weight on the front tires for better grip.
Trail braking mismatch — A corner factor measuring the difference in brake release slope between you and the reference. A negative value means you release the brake too abruptly at turn-in.
Traction deficit — A corner factor measuring exit acceleration compared to the reference. Negative values mean less effective acceleration out of corners, usually from wheelspin or poor line.
Throttle pickup — The point at which meaningful throttle (>20%) is first applied after a corner's apex. Earlier pickup generally means faster exit speed.
Turn-in — The point where the driver begins steering into a corner.
U
Undercut — A pit strategy where you pit earlier than a rival, using the advantage of fresh tires to gain track position.
Understeer — When the front tires lose grip before the rears, causing the car to run wide. The car "turns less than intended."
W
Wheelspin — When the driven wheels rotate faster than the car is moving, losing traction. Usually caused by too much throttle on corner exit.
Wing level — The angle of attack of the front or rear wing. More angle = more downforce and drag.