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Patagonia Sim Racing · Free diagnosis

F1 25: 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.

Why it happens and what we're after

Unstable over kerbs: soften the anti-roll bars and raise ride height so the car absorbs the 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: 1 – 21 · Default: 11

    Front axle roll resistance, 'Soft 1 – Firm 21' scale (source: community guide). Stiffer transfers more load to that axle's outside tyre.

    What changes when you move it this way

    Softer front: more front mechanical grip, less responsive.

  2. 2.Rear anti-roll bar

    Lower ↓ by 11 slider stepestimated range

    Range: 1 – 21 · Default: 10

    Rear axle roll resistance, same 1-21 scale as the front. Along with the front it sets the car's stiffness balance.

    What changes when you move it this way

    Softer rear: more rear mechanical grip, less responsive.

  3. 3.Front ride height

    Raise ↑ by 22 slider stepsestimated range

    Range: 10 – 40 · Default: 20

    Front floor-to-ground distance, abstract 10-40 scale (source: community guide; NOT confirmed to be real millimetres — the research behind this PR flagged this as an explicit blocker, with no real game install available to read the UI label). A published F1 25 example uses a front height of 20 with a rear of 45 as a baseline.

    What changes when you move it this way

    Raising gives more travel and less bottoming risk, costing some aero load.

  4. 4.Rear ride height

    Raise ↑ by 22 slider stepsestimated range

    Range: 40 – 100 · Default: 45

    Rear ride height, abstract 40-100 scale (a genuinely different range from the front, confirmed by the same community guide). Along with the front it sets the floor's 'rake', key to a modern F1 car's ground effect. NOT confirmed to be real millimetres (same blocker as front height).

    What changes when you move it this way

    Raising the rear can cut ground-effect aero load if pushed past the optimal point.

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

F1 25 lets you save named setups from the garage screen itself (an in-game feature widely documented by community guides). No public source was found confirming an exportable on-disk file format: the verified way to share a community setup is to copy the values by hand from dedicated hubs like F1Laps.

Want 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: Fórmula 1 (temporada 2025)

Free to start: you only need an account, no card.

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.