Assetto Corsa Rally: unstable over kerbs — what to change
What it feels like
Touch a kerb and the car jumps, gets unsettled, and you end up avoiding kerbs to keep it.
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Buy the pack — US$14.99Why it happens and what we're after
Unstable over jumps and big bumps: soften the bars and fast damping (bump and rebound, both axles) so the car absorbs the impact instead of jumping.
What to change, exactly
Ranges, steps and defaults are the REAL ones for this sim. The amount is expressed in the game's own unit so you can apply it without converting anything.
Parameters flagged as “estimated range” do not come from a verified in-game capture: the direction of the change is right, the exact magnitude may differ on your car.
1.Front anti-roll bar
Lower ↓ by 1000 N/m2 slider stepsestimated rangeRange: 0 – 30000 N/m · Default: 2500 N/m
How much the front axle resists roll, in N/m. Soft allows independent wheel movement (gravel); stiff gives platform stability on high grip (tarmac). On the i20 it's set VERY soft at the front (2500) vs the rear to aid rotation.
What changes when you move it this way
Softer front = less understeer and better compliance over rough terrain.
2.Rear anti-roll bar
Lower ↓ by 1500 N/m3 slider stepsestimated rangeRange: 0 – 30000 N/m · Default: 14500 N/m
Rear axle roll resistance, in N/m. Inverse logic to the front: stiffening the rear increases rotation; softening it stabilises the rear. The i20 Balanced preset runs the rear much stiffer (14500) than the front.
What changes when you move it this way
Softer rear = more traction and rear stability; fixes oversteer.
3.Front fast bump
Lower ↓ by 250 Ns/m2 slider stepsestimated rangeRange: 1000 – 8000 Ns/m · Default: 2750 Ns/m
Front high-speed COMPRESSION (sharp impacts: bumps, rocks, kerbs). Soft lets the wheel move up quickly on gravel; medium manages impacts on tarmac.
What changes when you move it this way
Softer = the wheel absorbs bumps and rocks without upsetting the car; ideal on gravel/snow.
4.Rear fast bump
Lower ↓ by 250 Ns/m2 slider stepsestimated rangeRange: 1000 – 8000 Ns/m · Default: 3000 Ns/m
Rear high-speed compression (sharp rear impacts). Soft lets the rear absorb bumps and keep traction on gravel.
What changes when you move it this way
Softer = the rear absorbs bumps and rocks while keeping traction; ideal on loose ground.
5.Front fast rebound
Lower ↓ by 250 Ns/m2 slider stepsestimated rangeRange: 1000 – 8000 Ns/m · Default: 3500 Ns/m
Front high-speed EXTENSION (how fast it returns to the ground after a bump/jump). Too high and the wheel stays 'hung' after the hit and loses grip.
What changes when you move it this way
Softer = the wheel regains contact quickly after a bump, keeping grip on rough terrain.
6.Rear fast rebound
Lower ↓ by 250 Ns/m2 slider stepsestimated rangeRange: 1000 – 8000 Ns/m · Default: 3250 Ns/m
Rear high-speed extension. Set too high, the rear stays in the air after a bump/jump and loses traction on landing.
What changes when you move it this way
Softer = the rear regains contact quickly after bumps/jumps, keeping traction.
How to apply it without losing your afternoon
- 01Change ONE thing at a time and run three clean laps before judging. Two changes at once and you no longer know which one worked.
- 02Start with the first parameter on the list: they are in the order the engine applies them, from the one with most authority to the fine tuning.
- 03If the change goes the right way but falls short, repeat the same step again before touching another parameter.
- 04If it gets worse, put it back. A setup you don't understand is slower than a baseline you do.
Where this sim stores its setups
Assetto Corsa Rally saves setups locally with custom names (e.g. 'i20 N Gravel Soft'). As of June 2026 there is no verified native import/export by file: the community shares them via forums (OverTake.gg) by describing the values. The on-disk location is not officially documented.
If you'd rather skip the trial and error, the AC Rally pack ships ready-made baselines with every value explained, as PDF and JSON. One-time payment, instant download.
Buy the pack — US$14.99Want the exact values, not just the direction?
The generator takes your car, your track, the weather, grip and fuel, and returns the full setup with the reasoning behind every number. Free to start.
Car classes covered in this sim: Group 2 · Group 4 · Group B · Group A · WRC (clásico) · F2 Kit Car · Rally2 · Rally4
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If that wasn't it
Symptoms get confused with each other: what feels like poor traction is very often oversteer on throttle. These are the other diagnoses for this sim.
- Understeer on corner entryYou turn in and the car keeps going straight: it washes wide before the apex.
- Mid-corner understeerMid-corner, at steady speed, the car refuses to hold the line and you have to unwind the wheel.
- Understeer on corner exitAs you get on the throttle the car pushes wide and runs out of road on exit.
- Oversteer on corner entryAs you release the brake and turn in, the rear steps out and the car rotates too much before the apex.
- Mid-corner oversteerMid-corner the rear keeps sliding on its own and you are correcting with the wheel the whole way through.
- Snap oversteer on throttleYou get on the power on exit and the rear snaps sideways: spin, or a big correction.
- Unstable under brakingBraking hard in a straight line the car moves around, the rear tries to come round or you lock up.
- No traction on corner exitOn exit the driven wheels spin and the car won't hook up: you lose time down the next straight.
- Tyres overheatingGrip falls off after two or three laps and temperature or pressure climbs past the window.
- Tyres not coming up to temperatureThe first laps the car slides everywhere and the tyres take forever to switch on.
- Car bottoming outOver fast sections or compressions the floor hits the track, the car bounces and you lose grip exactly there.
The same problem in other sims
Same symptom, different parameters: each game exposes different sliders, with other units and other ranges.