RaceRoom Racing Experience: 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 soften the springs a touch to give travel and stop the floor hitting the track (official wiki: too-stiff springs force bottoming out).
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 ride height
Raise ↑ by 0.3 cm3 slider stepsestimated rangeRange: 3.0 – 14.0 cm · Default: 7.0 cm
Front floor-to-ground distance (confirmed unit cm, documented real example: 7.0cm). Official wiki: lowering it gives more front aero load on cars with aero, but risks grounding out. (slider range estimated)
What changes when you move it this way
Raising gives more travel and less bottoming risk, costing some aero load.
2.Rear ride height
Raise ↑ by 0.3 cm3 slider stepsestimated rangeRange: 3.5 – 16.0 cm · Default: 8.5 cm
Rear ride height (documented real example: 8.5cm). Along with the front it sets the floor's 'rake', key on cars with a diffuser/tunnels (source: official wiki). (slider range estimated)
What changes when you move it this way
Raising the rear can drastically cut aero load if pushed past the optimal point (source: official wiki).
3.Front spring
Lower ↓ by 51 slider stepestimated rangeRange: 80 – 220 · Default: 140
Front spring stiffness (documented numeric value: 140; unit NOT confirmed with an explicit label — could be N/mm since it sits on the same screen as the ARB, but no capture confirms this). Official wiki: a softer spring means more body movement under all weight transfers. (estimated scale, unconfirmed unit)
What changes when you move it this way
Softer = more mechanical grip and better over bumps, but demands more camber and can bottom out (source: official wiki, Springs section).
4.Rear spring
Lower ↓ by 51 slider stepestimated rangeRange: 70 – 200 · Default: 150
Rear spring stiffness (documented numeric value: 150; same unconfirmed-unit note as the front). Along with the front it sets the stiffness balance and hence under/oversteer. (estimated scale, unconfirmed unit)
What changes when you move it this way
Softer rear = more traction and mechanical grip, with more body 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
RaceRoom lets you save and load named setups right from the garage screen ('There is an option to save and load setups', source: official wiki), and copy/paste a full setup between cars with Ctrl+C/Ctrl+V in-game. No public source was found confirming an exportable on-disk file format (unlike ACC/iRacing/AC1/rFactor2 in this catalogue): the verified way to share a community setup is to enter the values by hand in the game's 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 (GTR 3) · Free-to-play base
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.
- 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.
- Unstable over kerbsTouch a kerb and the car jumps, gets unsettled, and you end up avoiding kerbs to keep it.
The same problem in other sims
Same symptom, different parameters: each game exposes different sliders, with other units and other ranges.