I mean you must put the ramp where otherwise a straight track bit could go, an impulse ramp on a corner won't do you any good, you need at least a 2x3 track array for proper braking. A ramp directly in a corner can't be derailed over while staying in the loop (there won't be a corner the cart can follow), so it'll derail into the wall and stop hard, losing its cargo in the process.
Impulse ramps on corners are no good for accelerating moving carts, either - once they're fast enough, carts will just go over the ramp, bump into the wall and re-start from a standstill. That's why a 2x2 impulse ramp loop
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Tiles Track alternative
keeps the cart moving, but without reaching much speed - the cart takes 32 steps for each round, since it stops and starts on each ramp. A proper looped accelerator of 5x2, using flat track corners and a block of three ramps where straight track would go, accelerates a cart to maximum ramp-viable speed in ~400 steps, after which time the cart takes five steps for a full round in the loop.
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You could place a second block of three ramps in the eastern half, but this design is already enough for max speed. If you want the cart to take the corners on ramps without losing all speed, you have to change z-level. This is doable and i've done it, but keeping the cart under control gets a bit complicated.