Assetto Corsa Rally Pace Notes Guide – Corner Direction

Pace notes are the backbone of rally driving. Since each stage is run only once and the road ahead is rarely visible, you rely on your co-driver to describe every corner, straight, hazard, and change in rhythm. In Assetto Corsa Rally, these notes help you anticipate what’s coming, manage speed correctly, and stay in control on unpredictable surfaces and weather conditions.

Pacenotes are your lifeline

Rally stages are built around blind corners, narrow public roads, and shifting grip levels. Since drivers don’t get repeated laps, they depend on the co-driver to describe the road ahead in real time. Sitting beside you, the co-driver reads a structured sequence of notes that covers:

  • The shape, direction, and difficulty of corners
  • Where straights begin and how long they last
  • How corner sequences link together
  • Any hazards or areas that need caution
  • Track details like jumps, dips, or potholes
  • Race instructions or situational updates

The co-driver may also call out things happening with the car or the environment, such as:

  • Mechanical problems
  • Weather or surface changes
  • Unexpected events, mistakes, or obstacles
  • When to refocus or adjust attention

A complete call might sound like:
“Caution, right 6 into hairpin left, opens, and pothole, 80, finish!”

Corner Direction and Severity

Every corner is defined by its direction (left or right) and a difficulty number from 1 to 6. Lower numbers represent tight, slow corners; higher numbers represent fast, open ones. Some turns don’t use a number at all and instead use specific names for clarity.

Here’s how corner types progress from fastest to slowest:

Kink Left/Right — very slight bend, taken flat out

Flat Left/Right — high-speed curve

6 Left/Right — easy corner, usually no braking required

5 Left/Right — mild corner, sometimes needing light braking

4 Left/Right — medium difficulty, requiring controlled speed

3 Left/Right — fairly tight, needs precise braking

2 Left/Right — slow, difficult corner with heavy braking

Square Left/Right — 90-degree turn, similar to a difficulty-2 corner

Sudden Left/Right — abrupt or hidden direction change

1 Left/Right — very tight corner, often handbrake territory

Hairpin Left/Right — 180-degree turn

Tight Hairpin Left/Right — extremely sharp hairpin

Chicane Left/Right — alternating sequence of quick left-right or right-left turns

Many drivers mark their steering wheel with small indicators to match each number to the amount of steering input required.

Distance Measurements

Distances help the driver understand how long the next straight is and how soon the following corner will arrive. This lets you prepare for speed changes and set up the car early.

Examples:

  • “4 Left 50” — after a 4-left corner, there’s a short straight of about 50 meters
  • “4 Left 200” — same corner type, followed by a much longer straight

Distances under about 40 meters often go unspoken because they don’t significantly change how you drive—they’re usually implied by the way corners are connected. For clarity:

  • Distances under 100 meters are usually even numbers (40, 60, 80)
  • Distances over 100 are usually odd numbers (130, 150)

Even long straights can hide hazards like dips or rough sections, so distance alone never guarantees safety.

Conjunctions of Notes

Conjunctions describe how corners link together and how quickly they arrive.

AND

Used when:

  • The second corner is easier or equal to the first
  • There is a very short gap between the corners (under ~20 meters), but not instant

Example:
“4 Right AND 6 Left 80”
You have enough time to reset the car between the two corners.

INTO

Used when:

  • The upcoming corner is harder than the one before
  • The two corners join with no gap at all

Example:
“5 Left INTO Hairpin Right 50”
The hairpin comes immediately after the 5-left, so you must exit ready to slow sharply.

Additional conjunction examples

AND and INTO can also connect corners to hazards or details:

“6 Right AND Jump INTO 3 Left”
A fast right, small pause before a jump, and then a tighter left immediately after.

Warnings

Warnings alert the driver to danger, unusual sections, or actions that need to be taken at a specific point on the stage.

Common warnings include:

CAUTION

General alert to pay more attention and expect difficulty ahead.

WARNING INSIDE / WARNING OUTSIDE

Indicates a hazard on the inside or outside of a turn.

DON’T CUT

Tells the driver to stay off the inside edge due to hidden obstacles.

CUT

Indicates it’s safe—and sometimes advantageous—to take the inside.

BRAKE

Direct instruction to apply brakes at that point.

HANDBRAKE

Signals that a handbrake turn will help, usually for very tight corners or hairpins.

KEEP IN / KEEP OUT / LEFT / MIDDLE / RIGHT

Tells the driver the safest or most stable road position for the next section.

BAD CAMBER

The road leans the wrong way relative to the corner, reducing grip.

BLIND / HIDDEN

  • Blind: exit of the corner is not visible
  • Hidden: entry of the corner is not visible

SLIPPERY

Warns of poor traction or surface changes.

MAYBE

Often used before bumps or jumps that may or may not lift the car depending on speed.