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Patagonia Sim Racing · Free diagnosis

Assetto Corsa Competizione: 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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Why it happens and what we're after

Unstable over kerbs: soften the bars, raise ride height and lower the dampers' fast bump so the car absorbs the kerb hit 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. 1.Front anti-roll bar

    Lower ↓ by 11 slider stepestimated range

    Range: 0 – 10 · Default: 4

    How much the front axle resists roll. Stiffer = less relative front grip.

    What changes when you move it this way

    Softer front = more front grip and rotation; fixes understeer.

  2. 2.Rear anti-roll bar

    Lower ↓ by 11 slider stepestimated range

    Range: 0 – 10 · Default: 3

    Rear axle roll resistance. Stiffer = sharper rear and less rear grip.

    What changes when you move it this way

    Softer rear = more traction and rear stability; fixes oversteer.

  3. 3.Front ride height

    Raise ↑ by 2 mm2 slider stepsestimated range

    Range: 50 – 90 mm · Default: 70 mm

    Front floor-to-ground distance. Lower = more aero load and lower centre of gravity.

    What changes when you move it this way

    Raising gives more travel for kerbs/bumps and less bottoming, costing some grip.

  4. 4.Rear ride height

    Raise ↑ by 2 mm2 slider stepsestimated range

    Range: 50 – 100 mm · Default: 70 mm

    Rear ride height. With the front it sets the 'rake' that loads the diffuser.

    What changes when you move it this way

    Raising the rear adds rake: more aero load and rotation, until it gets unstable if overdone.

  5. 5.Front fast bump

    Lower ↓ by 22 slider stepsestimated range

    Range: 0 – 30 · Default: 4

    Front damper resistance to FAST compressions (kerbs, bumps, joints). Controls the reaction to sharp impacts.

    What changes when you move it this way

    Lower = absorbs kerbs and bumps better (more stable over them).

  6. 6.Rear fast bump

    Lower ↓ by 22 slider stepsestimated range

    Range: 0 – 30 · Default: 6

    Rear damper resistance to fast compressions. Key for rear stability over kerbs.

    What changes when you move it this way

    Lower = the rear absorbs kerbs better, keeping traction.

How to apply it without losing your afternoon

  1. 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.
  2. 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.
  3. 03If the change goes the right way but falls short, repeat the same step again before touching another parameter.
  4. 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

ACC stores setups as .json files in Documents/Assetto Corsa Competizione/Setups/<car>/<track>. You can drop the setup there to import it in-game.

Setup pack

If you'd rather skip the trial and error, the ACC pack ships ready-made baselines with every value explained, as PDF and JSON. One-time payment, instant download.

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Want the exact values, not just the direction?

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Car classes covered in this sim: GT3 · GT4

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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.

The same problem in other sims

Same symptom, different parameters: each game exposes different sliders, with other units and other ranges.