iRacing: 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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Buy the pack — US$9.99Why it happens and what we're after
Unstable over kerbs: soften the bars, raise ride height and lower the dampers' 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.Front anti-roll bar
Lower ↓ by 11 slider stepestimated rangeRange: 0 – 10 · Default: 5
How much the front axle resists roll. Stiffer = less relative front grip. (estimated scale)
What changes when you move it this way
Softer front = more front grip and rotation; fixes understeer.
2.Rear anti-roll bar
Lower ↓ by 11 slider stepestimated rangeRange: 0 – 10 · Default: 4
Rear axle roll resistance. Stiffer = sharper rear and less rear grip. (estimated scale)
What changes when you move it this way
Softer rear = more traction and rear stability; fixes oversteer.
3.Front ride height
Raise ↑ by 0.10 in2 slider stepsestimated rangeRange: 1.60 – 3.50 in · Default: 2.40 in
Front floor-to-ground distance. Lower = more aero load and lower centre of gravity. (estimated range and unit)
What changes when you move it this way
Raising gives more travel for kerbs/bumps and less bottoming, costing some grip.
4.Rear ride height
Raise ↑ by 0.10 in2 slider stepsestimated rangeRange: 1.80 – 4.00 in · Default: 2.70 in
Rear ride height. With the front it sets the 'rake' that loads the diffuser. (estimated range and unit)
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.Front slow bump
Lower ↓ by 22 slider stepsestimated rangeRange: 0 – 24 · Default: 8
Front damper resistance to slow COMPRESSION (weight transfer under braking/turning). (estimated scale; slow channel only in this batch)
What changes when you move it this way
Lower = the front dives more freely (more mechanical grip), with more pitch.
6.Rear slow bump
Lower ↓ by 22 slider stepsestimated rangeRange: 0 – 24 · Default: 7
Rear damper resistance to slow compression. Affects how the rear squats on power. (estimated scale)
What changes when you move it this way
Lower = the rear squats more freely (more exit traction), with more movement.
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
iRacing stores setups as .sto files in Documents\iRacing\setups\<car>\ (one folder per car, created the first time you drive it). You can drop the .sto there and load it from the in-game garage screen (source: support.iracing.com).
If you'd rather skip the trial and error, the iRacing pack ships ready-made baselines with every value explained, as PDF and JSON. One-time payment, instant download.
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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 · Formula
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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.
- Tyres not coming up to temperatureThe first laps the car slides everywhere and the tyres take forever to switch on.
- 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.