EA Sports WRC: 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.
Ready-made EA WRC setups with every value explained — PDF + JSON, one-time payment.
Buy the pack — US$8.99Why it happens and what we're after
Unstable over cuts, jumps and sharp bumps: soften fast bump, rebound and the bars so the car absorbs the hit and regains contact with the ground 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.
1.Front fast bump
Lower ↓ by 2.04 slider stepsRange: -5.0 – 5.0 · Default: 0.0
Front high-speed compression factor (sharp impacts: bumps, rocks, kerbs). Soft (-) lets the wheel move up quickly on gravel; firm (+) controls 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.
2.Rear fast bump
Lower ↓ by 2.04 slider stepsRange: -5.0 – 5.0 · Default: 0.0
Rear high-speed compression factor (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.
3.Front slow rebound
Lower ↓ by 1.02 slider stepsRange: -5.0 – 5.0 · Default: 0.0
Front low-speed extension factor (how fast the body recovers when releasing brake/load). EA WRC has no separate fast rebound: this channel governs recovery.
What changes when you move it this way
Softer (-): quick front recovery; more grip on broken ground, a less controlled platform.
4.Rear slow rebound
Lower ↓ by 1.02 slider stepsRange: -5.0 – 5.0 · Default: 0.0
Rear low-speed extension factor (how fast the rear recovers off throttle/brake). Affects lift-off oversteer.
What changes when you move it this way
Softer (-): quick rear recovery; better compliance on gravel, a touch twitchier on tarmac.
5.Front anti-roll bar
Lower ↓ by 2.4 N/mm8 slider stepsRange: 0.0 – 66.0 N/mm · Default: 26.4 N/mm
How much the front axle resists roll, in N/mm. Stiffer = balance toward understeer and a more stable platform; softer = more front grip and compliance.
What changes when you move it this way
Softer front: more front grip and compliance under braking; fixes understeer.
6.Rear anti-roll bar
Lower ↓ by 2.4 N/mm8 slider stepsRange: 0.0 – 66.0 N/mm · Default: 42.9 N/mm
Rear axle roll resistance, in N/mm. Stiffer = more rotation/oversteer; softer = more rear traction and stability.
What changes when you move it this way
Softer rear: shifts balance toward understeer and adds rear traction over bumps.
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
EA Sports WRC does NOT support importing/exporting or sharing setups by file in-game. Settings are saved inside the savegame per car and per surface/condition. To 'share' setups the community copies values by hand from external sites (e.g. WRCsetups.com). Local PC location: AppData\LocalLow\Codemasters\EA SPORTS WRC.
If you'd rather skip the trial and error, the EA WRC pack ships ready-made baselines with every value explained, as PDF and JSON. One-time payment, instant download.
Buy the pack — US$8.99Want 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: H1 FWD · H2 FWD · H2 RWD · H3 RWD · Group B RWD · Group B 4WD · Group A · F2 Kit Car · S1600 · S2000 · NR4/R4 · Rally4 · Rally3 · Rally2 · Junior WRC · WRC2 (Rally2 actual) · WRC (Rally1 Hybrid) · WRC 1997-2011 · WRC 2012-2016 · WRC 2017-2021
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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.
- 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.