The objective of drifting is to manoeuvre a vehicle through corners at speeds and angles that exceed the vehicle's ability to grip the road. Drifting can be a real art form when performed by a skilled driver who understands all the techniques and puts them into practise.
Drifting has become an exciting new sport in Japan, where it started, the U.S. and now the U.K. 2006 will see a tremendous growth in levels of exposure and participation.
To drift, you need to master several techniques and use them in combination over any given course to put on the best 'show' to your audience. Drifting is a spectator sport which means that elegance, style and showmanship all play a big part in defining how good a drifter you are.
Here is a brief summary of the techniques used:
Braking Drift
By trail braking into a corner weight is over the front wheels inducing loss of grip at the rear. This is then balanced through low to medium speed turns with the accelerator and steering.
Choku-Dori (Swaying Drift)
This is a slow side-to-side feint like drift where the rear end sways back and forth down a straight.
Clutch Kick
Dipping the clutch pedal and releasing it suddenly (hence the kick) on approach to a corner or used mid-drift provides a sudden burst of power losing rear traction.
Dirt Drop Drift
Dropping the rear tyres off the track into the dirt to maintain the drift and carry speed into the next turn.
E-Brake/Handbrake Drift
Pulling the handbrake to lock the rear wheels and lose traction before balancing the drift with steering and the accelerator. Using the hand brake is one of the basic methods to get used to low speed sideways car control.
Feint Drift
Flicking the car to the outside of the corner before turning into the corner carries the weight of the car to the outside of the turn allowing the drift to begin. This is known as a Scandinavian Flick in rallying where it is widely used.
Heel and Toe
Drifting is about balance and smoothness. Making your gear changes as smooth as possible means you can concentrate on correct steering and braking rather than a clumsy gear shift upsetting the balance.
Jump Drift
This involves bouncing the inside wheel over the kerbing to shift the weight over to the opposite side, inducing oversteer.
Kansei Drift (Lift-off oversteer)
The foot is lifted off the throttle when entering a high speed corner resulting in a weight shift to the front to induce a mild oversteer which is then balanced with the steering and accelerator.
Long Slide Drift
Carried out at high speed, pulling the handbrake allows a high drift angle to be accomplished on the straight to carry though the turn.
Power Over (Power oversteer)
Using full throttle on entry to a corner can invoke oversteer on the exit. This is a very basic technique and cannot be considered as drifting if used in isolation.
Shift Lock Drift
Allowing the revs to fall on a downshift before releasing the clutch slows the drivetrain down and induces oversteer.
How is drifting judged?
Drifting is a subjective sport. In competitions, judges score each run against set criteria. At the professional level, there is now a move to measure the speed and drift angle through a corner using a special type of data logger to back up judging decisions. This will help the fans and competitors understand what makes a winning drift.
Judging systems differ slightly from country to country but points are usually awarded based on the following criteria:
Speed/Driving Line
The faster a driver goes through a corner the better. This applies to entry and exit speeds as well as speed maintained through the drift. Although speed guns are not used at drifting competitions, the use of tandem runs makes an advantage in speed more obvious.
Driving line refers to the path the car travels through the corner. Judges prefer to see a driver take a tight line around a corner, putting the nose of the car as close as possible to the apex of the turn. Getting the back end of the car close to the outside of a turn also demonstrates car control and can score the driver additional points.
Angle
Driving angle of the vehicle is the angle of rotation of the vehicle relative to the direction of its travel. Basically this means that the more the back end of the car comes around (without losing control), the more points a driver scores. Angle also refers to the length of time a drift is maintained as well as the average angle of the vehicle during the turn. This means that getting the back end to come around for a short period of time won't score the driver many points, even if the angle of rotation was significant.
Showmanship
This is the most subjective area of scoring in drifting events, and it's value relative to the other aspects of drifting varies from judge to judge and competition to competition.
Basically, this category refers to the driving style of each driver but can also include considerations for the vehicle. The most universal component of this category is smoke. The more tyre smoke generated by a vehicle while drifting the more points a driver will score.
This category previously included the driver sticking hands/legs out the window or opening the door in a turn, but professional drifting competitions now require windows to be rolled up and prohibits door opening, demonstrating a shift in emphasis to more technical aspects of driving.
Tandem Runs/Twin drifting
It is important to discuss tandem runs as they are used in later rounds to ultimately decide who wins an event.
In tandem runs, each driver of the pair is given a turn at being the lead vehicle. The chase driver must then prove to the judges that he or she is better able to drift by getting as close to the lead driver or even passing the lead car in a turn. Conversely, if the lead driver can pull away from the chase driver, he or she can score additional points.
Tandem runs also demonstrate which of the two drivers can perform better under pressure. Drivers often use intimidation to throw off the other driver causing them to lose a drift.
When a driver spins out on a tandem run, he or she loses that run. In case of contact, the driver causing the contact is ruled to have lost the run (usually the chase driver).
By running close together, judges can easily compare the aspects of scoring for solo runs discussed above. Numerical scores aren't as important as judges can simply award a winner based on comparative judgments.
Car requirements
Any real-wheel drive car is suitable as long as it has sufficient power to overcome grip and has a Limited Slip Differential (LSD). It is much more difficult to learn drifting if the car is not equipped with an LSD which locks easily. A front-engined car is preferred, as they are easier to learn in.
- Supportive seats are preferable.
- Rear tyre pressures should be raised approx. 10psi from standard.
- Any traction control should be disabled! (and ABS if possible)
Safety
Generally, only roadworthy cars with MOT etc. are allowed to run at Drift Academy events and organised practise days, competitions etc.
- A fire Extinguisher should be fitted
- Oil & Radiator Catch tanks are recommended
- A battery master switch is recommended
- Front tyres must be in roadworthy condition
- Lights, indicators, brake lights must be in working condition
- Batteries must be securely fastened
- Brake systems must be in good condition
- Scrutineering may take place at some events