Braking Force
Front Balancer
Differential — Rear
Final Drive
Forward Gears
Springs
Ride Height
Anti-roll Bars
Camber
Toe
Ackermann
Wedge
Steering
Why these numbers
All-wheel drive changes the problem. Traction out of corners is rarely the issue — power goes to all four tyres — so an AWD car puts power down on loose surfaces better than a FWD or RWD car. What you tune instead is balance: an AWD car can understeer like a FWD car or rotate like a RWD car, and the setup decides which.
The anti-roll bars are your main balance trim — stiffen the rear to add rotation, the front to calm the car. Keep both soft-ish; compliance keeps all four tyres on the ground, where the traction advantage actually lives. The springs sit close front-to-rear because the car is balanced by design.
The Differential still locks on loose for traction and opens on grip, but it matters less than on a two-wheel-drive car — trim balance with the bars first, then the diff.
Camber is spread evenly front-to-rear, since all four tyres both drive and corner.
Braking Force
Front Balancer
Differential — Rear
Final Drive
Forward Gears
Springs
Ride Height
Anti-roll Bars
Camber
Toe
Ackermann
Wedge
Steering
Why these changes
Asphalt gives you grip to push hard, and the car feels fast and stable. The failure mode is understeer, so stiffen up, lower the car, and open the diff so it does not fight your steering — then add rear anti-roll bar if you still need the nose to bite.
Keep the camber budget fairly even front-to-rear, since all four tyres are still working.
Braking Force
Front Balancer
Differential — Rear
Final Drive
Forward Gears
Springs
Ride Height
Anti-roll Bars
Camber
Toe
Ackermann
Wedge
Steering
Why these changes
Gravel suits AWD well and sits close to the hybrid setup. The car is planted and carries more corner speed than a FWD or RWD car, because all four tyres share the cornering and driving load.
Trim rotation with the rear anti-roll bar rather than reaching for the diff every time.
Braking Force
Front Balancer
Differential — Rear
Final Drive
Forward Gears
Springs
Ride Height
Anti-roll Bars
Camber
Toe
Ackermann
Wedge
Steering
Why these changes
Mud is where AWD shines brightest — all four wheels claw for grip where a FWD or RWD car bogs down, so you carry drive out of corners that would strand the others. Soften and raise everything to keep the tyres planted, and lock the diff up for traction.
The catch is weight: a heavy AWD car can still plough straight on. Lean on the traction and feed the power in confidently off the corner where the others cannot.
Hybrid = a do-everything setup; each surface tab shows what to change from it. A generic all-wheel-drive baseline to test against your own feel — the game stock tune (identical for every car) sits mid-range of these.
Generic Tuning
Generic AWD Setup
Balancing an all-wheel-drive car — traction everywhere, so the setup decides whether it understeers or rotates — in the game’s own units.
The current roster has no confirmed AWD car — treat this as the drivetrain theory to apply once one appears, and confirm the split on the in-game tuning screen.
All-wheel drive rarely struggles for traction — the question is balance, and the setup answers it. The Hybrid tab on the left is an all-round setup that does OK on any surface, in the game’s real sliders and units; each surface tab shows what to change from it. Gamepad players: Steering Ratio one notch slower than shown.
Reading the presets
The filled marker is the setting, the tick is the hybrid value, and the coloured number is the change from it (green higher, blue lower). Each tab’s own Why these changes panel — below its settings — explains the reasoning for that surface.