DRIFTIT

Track 08 · Frostbite Pass · Intermediate

Double Hairpin

“Two hairpins joined by a short straight. Keep the rotation going.” Double Hairpin is track 8 of 20 in DRIFTIT, set in Frostbite Pass (morning). Three laps, 2:15.00 to beat.

target (3 laps)
2:15.00
per lap
45.0 s
record
1:09.55
lap length
412 m
width
21 m
corners
6

The map as the game's menu draws it, seen from above like the in-game camera. The dot is the start line.

In-game screenshot of the Double Hairpin track in DRIFTIT from the top camera, with the lap timer, speed and drift score
Double Hairpin in the game, from the default top camera: lap timer and target at the top, total score top right, drift angle and speed bottom left, the current drift's points and multiplier bottom right. A simple test bot is driving, much slower than a good player.

Overview

Double Hairpin has 6 corners, 5 right-hand and 1 left-hand, turning through 720° in total on a 412 m lap. The tightest corner has a 13 m radius, and there are 2 hairpins. At 21 m wide it is mid-width: space for a slide, not for a wide one.

To beat the target you need an average of 45.0 s a lap. Corners swap direction, so the transitions between them decide the lap.

Corner by corner

#CornerTurnsAngleRadiusHow to take it
1Hairpin 1right180°13 mHairpin. Brake before it, flick the handbrake early and rotate the car hard; drive out on the throttle.
2Hairpin 2left180°13 mHairpin. Brake before it, flick the handbrake early and rotate the car hard; drive out on the throttle.
3Cornerright90°22 mFast sweeper. Enter with speed and a small angle; too much angle here only costs time.
4right90°22 mFast sweeper. Enter with speed and a small angle; too much angle here only costs time.
5right90°22 mFast sweeper. Enter with speed and a small angle; too much angle here only costs time.
6right90°22 mFast sweeper. Enter with speed and a small angle; too much angle here only costs time.

What hairpins, chicanes and sweepers are and the line through each: corner types and how to drift them.

The double hairpin racing line

The first 30 m decide this track. Two 13 m hairpins, the first to the right and the second to the left, are joined by a straight only 14 m long. Each one turns you through a full 180°, so for a few seconds the car changes direction twice.

hairpin 1 · 13 mhairpin 2 · 13 m
The double hairpin from above. Walls drawn to scale from the game’s track data, seen from above like the in-game camera; the arrow shows the direction of travel. The orange line is an illustration of the idea, not a recorded lap.

Why the classic line doesn't work twice. On a single hairpin you turn in late, clip the inside late and run out to the far side of the road. Here that exit puts you on the inside of the second hairpin, the worst place to start it, and 14 m is not enough road to move across. So you have to choose which hairpin gets the good line.

Give it to the second one. Its exit leads onto the fast part of the lap (four 22 m right-handers and a 72 m straight), so speed out of it is worth more. Turn into the first hairpin late, apex late and let the car stay on the right-hand side of the road on the way out. That is the outside of hairpin 2: you arrive already placed, turn in late again, clip the left-hand inside and drive out straight.

Use the width. The road is 21 m wide but the hairpins are only 13 m to the centre of the road, so the inside wall curls round on a 2.5 m radius and the outside wall on 23.5 m. A line that uses the whole road is a much bigger arc than the centreline, and a bigger arc is a faster one. Hugging the inside wall is the slowest way round.

How to drift it. The track's hint is "keep the rotation going". Brake in a straight line on the approach, turn in and tap the handbrake early: with it on, the rear keeps only about a tenth of its sideways grip and the car pivots. Counter-steer as the nose comes round, then, instead of straightening fully on the short straight, lift off and let the rear grip so the car swings back the other way, and catch the second slide with the throttle. Done in one movement it is a single unbroken drift, and the score multiplier keeps climbing through both hairpins. Over-rotating in the first one is the usual mistake: the car ends up pointing at the inside wall and you lose the run-up to the second.

Same idea, different track: Switchback has two hairpins split by a chicane. The general theory is in corner types: double hairpin.

The record

The current record on Double Hairpin is 1:09.55 by @AndrewCourtney7, 65.5 s under the target, with 21 drivers on the board. Think you can beat it? Sign in with X in the game and your fastest run goes up under your @handle.

Tips

  • Drive one clean lap first: any wall contact restarts the run, and your ghost only records runs you finish.
  • Once you have a personal best, race its ghost and watch the checkpoint splits to find the corner that costs you time.
  • Use the width: a wide entry lets you start the slide early and carry more speed through the apex.
  • New to the technique? How to drift with a keyboard covers handbrake entry, counter-steer and linking.

Ready to slide?

Free, in your browser, no download. Keyboard or gamepad. Also on Steam for Windows, Mac and Linux, $4.99.