Patagonia Sim RacingPatagoniaSim Racing
Patagonia Sim Racing · Free diagnosis

RaceRoom Racing Experience: 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' bump 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 N/mm1 slider stepestimated range

    Range: 20 – 150 N/mm · Default: 88 N/mm

    Front axle roll resistance (confirmed unit N/mm, documented real example: 88 N/mm). Official wiki: stiffer transfers more load to that axle's outside tyre. (slider 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 N/mm1 slider stepestimated range

    Range: 5 – 100 N/mm · Default: 15 N/mm

    Rear axle roll resistance (documented real example: 15 N/mm). Along with the front it sets the car's stiffness balance. (slider 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 cm2 slider stepsestimated range

    Range: 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.

  4. 4.Rear ride height

    Raise ↑ by 0.2 cm2 slider stepsestimated range

    Range: 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).

  5. 5.Front slow bump

    Lower ↓ by 2 clicks2 slider stepsestimated range

    Range: 0 – 10 clicks · Default: 2 clicks

    Front damper resistance to slow compression (confirmed unit 'clicks', documented real example: 2 clicks). Official wiki: higher bump = the front turns in faster but with less mechanical grip. (slider range estimated)

    What changes when you move it this way

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

  6. 6.Rear slow bump

    Lower ↓ by 2 clicks2 slider stepsestimated range

    Range: 0 – 10 clicks · Default: 3 clicks

    Rear damper resistance to slow compression (documented real example: 3 clicks). Affects how the rear squats on power and while loaded in a corner (source: official wiki). (slider range estimated)

    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

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.

The same problem in other sims

Same symptom, different parameters: each game exposes different sliders, with other units and other ranges.