
The racing line is the route a racing driver follows in order to take track corners in the fastest possible way. By using all of the available space on the track, cars can travel in a straighter line and travel faster before reaching the limits of grip. Determining the racing line is an essential skill to master for both track days and racing events.
The racing line depends on the following factors:
It is important to remember that there is rarely a perfect line through any corner for all circumstances. It depends on the characteristics of your car, your cornering strategy, and the conditions. You should experiment with different lines and learn from instructors and people who know the track well.
How good are your brakes? How quickly can you reduce your speed from 100mph to 40? How does your car behave when the front wheels are locked? How brave are you feeling? All these factors determine your braking point. It's a sensible strategy to brake earlier as you're learning the track and your car, and progressively shorten the braking area as your experience grows. The rule of thumb is to get most of the braking out of the way before turning into a corner, although a light brake pressure on entry can help to reduce understeer and can give a better turn in (this is known as trail braking). Threshold braking is the technique you should aim for, but if the wheels do lock, quickly ease off and reapply the brakes with slightly less pressure until you get it right. Try not to turn in if any of the wheels have lost traction.
To get the line right, it is vital to turn in at the correct point. Leave it too late and you'll miss the apex, too soon and you'll have to tighten your line mid corner. Get this right and you'll have set yourself up for a good line. Remember that the apex may be further round the turn than you can see, so make sure you learn the track and the apex points before driving in anger.
The apex is the point at which you are closest to the inside of the corner, also referred to as the clipping point. Once you have hit the apex you should be able to reduce the steering lock and increase the throttle. Determining the apex can be tricky but the guidelines below explain how to do it.

There are two different types of apex, the geometrical apex and the racing apex. The geometric apex of a constant radius corner is the central point on the inside and this may also be the racing apex, which depends on the context. Confusing!
This is where your strategy comes into it. There are several generic strategies for cornering including:
To carry maximum speed through a corner, you need to take the route that minimises the tightness of the corner arc. This minimises cornering force and frees up precious grip for maintaining speed. This route tends to use the geometric apex of the corner and is usually know as the classic racing line. In Diagram 1, the turn illustrated is a constant radius 90 degree right hander and the geometric apex is exactly half way around the corner.
Diagram 1: The traditional or geometric racing line

Cons:
Oddly enough, carrying the highest average speed round corners may not actually be the quickest way around a track. If the corner leads onto a straight it can be better to take a late apex, straighten the car out early and get the power on for a high speed exit (Diagram 2). This is generally regarded as the best strategy for racing, with a slightly lower entry speed but a faster exit speed. The amount of grip available is the factor which determines how late you can brake and apex.
Diagram 2: The late apex racing line

Cons:
It's very common for drivers to apex too early due to nerves about the approaching corner and eagerness to take the turn. The racing line apex which is often out of view at the point of turn in, or further round the corner than you expect (see Diagram 3 below). This is where experience and track knowledge come in.
Diagram 3: The racing apex

A hairpin is a corner which turns 180 degrees. In this case, the apex for the racing line is about three quarters of the way around the bend (see Diagram 4). A useful guide is that half way through the turn you should be roughly in the middle of the track.
Diagram 4: Racing line for a hairpin

The position and direction of the next corner also affects the choice of line. For example, if the next bend is a left hander you'll need to move over to the right hand side of the track, and thus will need to apex later and take a tighter, slower line. However, if the next corner is another right hander a wider, faster arc can be used (see Diagram 5).
Diagram 5: The racing line depends on the position of the next corner.
