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Patagonia Sim Racing · Free diagnosis

Gran Turismo 7: car bottoming out — what to change

What it feels like

Over fast sections or compressions the floor hits the track, the car bounces and you lose grip exactly there.

Why it happens and what we're after

The car bounces / bottoms out: raise ride height and lower natural frequency a touch (less stiff) to give travel and stop the floor hitting the track.

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 ride height

    Raise ↑ by 5 mm5 slider stepsestimated range

    Range: 50 – 200 mm · Default: 65 mm

    Front floor-to-ground distance (unit mm). Lowering it drops the centre of gravity and can add aero load on cars with real aero, 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.

  2. 2.Rear ride height

    Raise ↑ by 5 mm5 slider stepsestimated range

    Range: 50 – 200 mm · Default: 70 mm

    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.

  3. 3.Front natural frequency

    Lower ↓ by 0.2 Hz2 slider stepsestimated range

    Range: 1.0 – 4.0 Hz · Default: 2.4 Hz

    Replaces classic spring stiffness: how many times per second the front suspension oscillates if released (unit Hz, confirmed by community sources). Higher = faster, firmer response. (generic class range, estimated)

    What changes when you move it this way

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

  4. 4.Rear natural frequency

    Lower ↓ by 0.2 Hz2 slider stepsestimated range

    Range: 1.0 – 4.0 Hz · Default: 2.6 Hz

    Rear axle natural frequency. Along with the front it sets the car's stiffness balance. (generic class range, estimated)

    What changes when you move it this way

    Lower = more rear 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

GT7 is a console game (PS4/PS5): setups are saved inside the game itself with a custom name (car tuning screen), with no export to an on-disk file. To share a community setup, the verified way is to copy the values by hand into the in-game editor — there is no official telemetry/setup API or export (unlike iRacing).

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: Gr.3 (GT3/GTE real) · Gr.4 (GT4 real)

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.