What it shows
The skill index is built in four steps:- Car effect estimation: for each
(season, constructor, corner), the model averages braking point, apex speed, and throttle point across all valid laps by that constructor the car’s characteristic geometry at that turn. - Driver deviation: each driver’s per-corner geometry is subtracted from their car’s average. Negative deviation = more aggressive than the machinery baseline (earlier brake, higher apex, earlier throttle) the skill residual.
- Phase z-scores: braking, mid-corner, and exit residuals are each standardised across the driver pool within the season. This makes all three phases contribute equally and removes the exit dominance in raw deltas (exit has 4–6× the spread of the other phases).
- Skill index: the sum of the three z-scores. Lower = a faster corner driver.
Safety-car, VSC, pit, inaccurate, and deleted laps are excluded before car averages are formed, so safety-car geometry can’t contaminate the baseline. Car-corner cells with fewer than 5 observations are dropped, and only drivers with ≥100 mapped corner observations are shown.
How to use it
- Select a season from the filter bar; the skill index reloads.
- Read the index ranking lower is a stronger corner driver, independent of car speed.
- Break it down by phase to see whether a driver’s edge is on entry (braking), mid-corner, or exit.
- Compare a slow-car driver to a fast-car driver the car baseline is removed, so the ranking is technique, not machinery.
Reading the signal correctly
The index is relative to each driver’s own car, so it rewards out-performing the machinery not absolute corner speed. A driver in a dominant car can post a weak index if they merely match what the car wants to do, while a driver dragging a slow car beyond its baseline ranks well.Data source
The chart queriesmart_corner_skill_driver via DuckDB-Wasm in the browser, aggregated to season level.
The data window covers 2018–2024.
For the full model definition, see the
mart_corner_skill_driver reference.