Tuning

Tuning cheat sheet

What every slider does, and what to change when the car misbehaves. Start with the fixes if you have a specific problem; drop into the table to look up a single setting.

Drivetrain13 of the 18 cars5 of the 18 cars — the diff and the fixes below invert

The one rule that covers half of this: stiffen an end and it loses grip. A stiffer front (spring or bar) adds understeer; a stiffer rear adds oversteer. Soften the end you want to calm down, or stiffen the end you want to free up.On a front-driver that rule reads inverted in practice: the front tyres steer, brakeand drive, so you stiffen the rear to make the nose turn.

Fix it fast

+ stiffen / lock / raise  ·  soften / open / lower  · ~ technique

Understeers on entry

  • Soften the front springs or ARB
  • +Stiffen the rear
  • +A touch more front brake bias
  • A little front toe-out

Snappy / oversteers on entry

  • +Stiffen the front, or soften the rear
  • +More locked coast diff
  • Less rear toe-out

Won’t rotate mid-corner

  • +Stiffer rear ARB or springs
  • Open the power diff a touch (grip)
  • Lower the preload

Spins under power on the loose

  • +Lock the power diff more
  • +More preload
  • ~Ease the throttle — technique

Pushes wide on power (FWD)

  • +Stiffen the rear ARB or springs to rotate earlier
  • A little rear toe-out
  • Open the power diff a touch
  • ~Get it turned before you get on the throttle

Won’t turn in (FWD)

  • Open the coast diff — keep the lift-off rotation
  • +Stiffen the rear
  • ~Lift or trail-brake to bring the tail round

Locks the wheels braking on loose

  • Lower the brake pressure
  • ~Check the balance isn’t too far rear

Skittish / bottoms out on rough

  • +Raise the ride height
  • Soften the springs

Slow onto the straights

  • +Shorten the final drive (toward Acceleration)

Hits the limiter on straights

  • Lengthen the final drive (toward Top speed)

Every setting

lower / looser end  ·  higher / grippier end

Bias for

Braking

Setting← lower / looserhigher / grippier →
Brake BalanceRear Rotates the car on the brakes; too far and the rear locks and spins.Front Stabler stops — the front locks first, which is safe and easy to feel; too far and it washes wide.
Brake PressureLow Harder to lock up — the safety net for dirt and gravel.High Shorter stops where there is grip.
Front BalancerOff Test it off.On Test it on.
An unlabelled front assist with no documented rule. Try both ways in one braking zone and keep whichever feels better.

Drivetrain

The diff acts on the rear axle: more locked on the loose (traction), more open on grip (turn-in). Locking it adds oversteer. Gearing ends are outcomes, not numbers.The diff acts on the front axle: more locked on the loose (traction), more open on grip (turn-in). Locking it adds understeer — the opposite of RWD. Gearing ends are outcomes, not numbers.
Setting← lower / looserhigher / grippier →
Differential · Poweraccel lock · driven axleOpen Frees turn-in on grip; on the loose it just spins the unloaded wheel.Lets the front wheels turn at their own speeds, so it fights your steering less; on the loose it just spins the unloaded wheel.Locked Both rear wheels drive together for traction out of corners; understeers on entry and can snap on exit on tarmac.Both front wheels pull together for traction, but it pushes the nose wide under power and tugs at the steering.
The game labels this "Differential — Rear" for every car; on a rear-driver that is literally the rear axle.The game still labels this "Differential — Rear", but on a front-driver it controls the front axle — so locking it pushes the nose rather than stepping the tail out.
Differential · Coastdecel lock · driven axleOpen Less understeer while slowing on tarmac; a livelier rear when you lift.Frees the rear to swing on a lift — the rotation you actually want on entry.Locked Steadies the rear under braking and lift on the loose.Calms the car under braking, but blunts the lift-off rotation a front-driver leans on to turn in.
Differential · Preloaddriven axleOpen Less mid-corner understeer on grip.Less power-on push; lets the front wheels differentiate mid-corner.Locked Mid-corner traction and stability on the loose.Mid-corner traction on the loose, at the cost of more nose-push.
Final DriveTop speed Taller gearing — higher top end, lazier pull. Suits fast, open tarmac.Acceleration Quicker off the line and out of corners, lower top speed. Suits tight, technical, loose tracks.
Forward Gearseach gearTop speed A longer gear carrying more speed, with fewer shifts.Acceleration A shorter gear with more pull that revs out sooner.

Suspension

Stiffen an end and it loses grip — that is the lever for balance.
Setting← lower / looserhigher / grippier →
Springs · FrontSoft More front grip and compliance over rough or loose ground.Stiff Sharper on smooth tarmac, but less front grip (understeer) and it skips over bumps.
Springs · RearSoft More rear traction and a calmer tail.Stiff Rotates the car — less rear grip means oversteer.
Ride Heightfront / rearLow Lower centre of gravity — tarmac stability and response; bottoms out on rough ground.High Clears ruts and crests and pushes the tyre to the hard base; more roll, less tarmac stability.
Anti-roll Bar · FrontSoft More front mechanical grip over bumps.Stiff Less roll and sharper on grip, but reduces front grip (understeer) and transmits bumps.
Anti-roll Bar · RearSoft More rear grip and stability.Stiff Rotates the car — reduces rear grip for oversteer.

Alignment

Setting← lower / looserhigher / grippier →
Camberfront / rearNeg More negative — grip in sustained high-load cornering, which tarmac rewards.Pos Less negative — a flatter contact patch for braking and acceleration, which the loose wants.
Toefront / rearOut Toe-out — sharper, more eager turn-in, but twitchier and it scrubs speed.In Toe-in — straight-line stability; a little on the rear settles the car on the loose.
AckermannNone Biased toward faster, more open corners.Full Biased toward tight, low-speed corners.
How much more the inside front wheel steers than the outside. Not covered by the surface reference — the ideal depends on the track, not the surface.

Steering & balance

Mostly preference, not lap-time-critical.
Setting← lower / looserhigher / grippier →
Steering · Lock to LockLow Less steering lock.High More lock — bigger counter-steer angles for holding slides on the loose.
On a gamepad, Lock to Lock behaves as the readout shows.
Steering · RatioLow Slower steering response.High Quicker steering response.
On a gamepad, set this one notch slower than shown.
Wedgeoversteer biasLeft Left cross-weight bias.Right Right cross-weight bias.
Cross-weight shifts static load diagonally. Undocumented in this game — named "Oversteer Bias" in-game, but its exact effect here is untested.

How settings work together

Balance is the difference between two ends — read it as a comparison.

Spring stiffnessRear>Front=rotates the carFront>Rear=pushes the nose

Understeer/oversteer is set by the ratio of front-to-rear stiffness, not how stiff the car is overall — and springs and bars pool into one number per axle. Same result two ways: stiffen the rear or soften the front both add oversteer.

Anti-roll barRear>Front=rotates the carFront>Rear=pushes the nose

A bar adds roll stiffness to its axle exactly like a spring does, so the same front-vs-rear rule applies. The difference is when it acts: only in roll, never on a bump that hits both wheels together.

Camber (negative)Front>Rear=frees the noseRear>Front=plants the tail

More negative front camber than rear frees the nose; more rear than front plants the tail. Set balance with the camber split first, then fine-tune with toe — toe scrubs speed, so keep it small.

Rear toeIn>Out=calms the rear, stable exitOut>In=frees the rear, rotates

Rear toe-in stabilises the tail and adds corner-exit understeer — useful to calm a loose rear; rear toe-out frees it toward oversteer. Any toe is drag, so keep the numbers small.

Brake balanceFront>Rear=stable stops, fronts lock firstRear>Front=rotates on the brakes, risks a spin

Braking throws weight forward, so a front-biased split is normal (50/50 locks the rears first). A softer rear or a higher car dives more and effectively wants a touch more front brake. Rear steps out on entry → move balance forward; nose ploughs → move it back.

Ride heightLow>High=less weight transfer — needs stiffer springsHigh>Low=clears ruts, more roll

Lower drops the centre of gravity and shrinks all weight transfer — a bigger grip win than limiting roll — but it costs travel, so it needs stiffer springs to avoid bottoming. On rough tracks don’t slam it: keep travel for the ruts and match springs to the height.

Ride height (rake)barely appliesRear>Front=almost nothing — there is no aero here

Rear-higher-than-front is an aero tool in the games it’s famous for, and Wreckfest has no aero. Strip that away and only a subtle forward weight nudge remains, which an arcade engine may not model. Don’t chase rake for balance — use springs and bars instead.

Wedge (cross-weight)barely appliesLF+RR>50%=hooks one-way turnsLF+RR=50%=neutral — what you want on normal tracks

Cross-weight is a diagonal adjustment (raising one corner loads it and its diagonal opposite), so off-centre wedge just makes the car handle differently left vs right. Only worth moving on a dedicated one-way oval; on tracks that turn both ways, leave it neutral.

Order and scope — not comparisons

Preload → power / coastpreload is the floor both ramps build on — set it first

Preload is the always-on baseline lock; the power and coast ramps build beyond it. More preload means the diff is calmer, more locked and slower to react everywhere; less frees rotation but is twitchier. Set preload first, then the two ramps.

Final drive → gearsfinal drive moves every gear; the ratios set the gaps

Final drive scales every gear at once — set it so you just hit redline in top at the end of the longest straight — then space the individual gears so the ones you use most sit in the engine’s strong rev band. It’s the product (final × gear) that counts.

Bars ↔ springssame roll stiffness, different job — bars act only in roll

Both add roll stiffness, but a spring reacts to every bump while a bar reacts only in roll. On loose ground, carry cornering balance on the anti-roll bars and keep springs softer for compliance — but a very stiff bar ties the two wheels, so a one-wheel rut upsets the whole axle.

Grounded in the site's tuning reference. Percentages elsewhere describe position along a slider's travel, since Wreckfest's readouts can exceed 100%.