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Patagonia Sim Racing · Free diagnosis

Forza Motorsport: 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 bars, raise ride height and lower the dampers' compression 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 1.02 slider stepsestimated range

    Range: 1.0 – 65.0 · Default: 20.0

    Front axle roll resistance (abstract in-game scale, no documented N·m/deg). Range reported by a community forum thread, not confirmed in official Turn10 documentation for FM2023. Stiffer transfers more load to that axle's outside tyre. (medium-confidence range, estimated)

    What changes when you move it this way

    Softer front = a more compliant but less responsive suspension.

  2. 2.Rear anti-roll bar

    Lower ↓ by 1.02 slider stepsestimated range

    Range: 1.0 – 65.0 · Default: 18.0

    Rear axle roll resistance (same scale and confidence blocker as the front). Along with the front it sets the car's stiffness balance. (medium-confidence range, estimated)

    What changes when you move it this way

    Softer rear = more mechanical rear grip, less responsive.

  3. 3.Front ride height

    Raise ↑ by 0.2 in2 slider stepsestimated range

    Range: 2.0 – 8.0 in · Default: 3.2 in

    Front floor-to-ground distance (unit inches, also selectable in mm). Lowering it drops the centre of gravity and can add aero load, risking grounding out. (generic class range, estimated)

    What changes when you move it this way

    Raising gives more travel and less bottoming risk, costing some aero load and raising the centre of gravity.

  4. 4.Rear ride height

    Raise ↑ by 0.2 in2 slider stepsestimated range

    Range: 2.0 – 8.0 in · Default: 3.6 in

    Rear ride height. Along with the front it sets the car's 'rake', relevant on cars with a real floor/diffuser. (generic class range, estimated)

    What changes when you move it this way

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

  5. 5.Front bump damping

    Lower ↓ by 22 slider stepsestimated range

    Range: 1 – 20 · Default: 8

    Front damper resistance to compression (same scale and same medium-low confidence blocker as rebound). Higher = firmer front under compression.

    What changes when you move it this way

    Lower = more mechanical grip and better over bumps, with a slower response.

  6. 6.Rear bump damping

    Lower ↓ by 22 slider stepsestimated range

    Range: 1 – 20 · Default: 9

    Rear damper resistance to compression. Affects how the rear squats on power and while loaded in a corner. Same medium-low confidence blocker as the rest of the dampers.

    What changes when you move it this way

    Lower = more rear traction and mechanical grip, slower response.

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

Forza Motorsport (Xbox Series X|S and PC) saves setups inside the game itself with a custom name (car tuning screen), with no native export to an on-disk file (unlike iRacing/ACC/AC1/rFactor2 in this catalogue). To share a community setup, the verified way is to copy the values by hand into the in-game editor.

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: GT3 · GT4 · GTE (etiqueta real de automovilismo — fuente del juego los agrupa junto a GT3, ver notas) · Prototipo LMDh/Hypercar (etiqueta real de automovilismo — fuente del juego lo agrupa junto a GT3, ver notas) · Turismo / GT de calle

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.