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Assetto Corsa  // Sim Drifting // Community Guide

Drift Setup Guide Complete car tuning reference

Experience Level 0 RPM
Author Will Hurst (Gone.)
Version 1.3
Experience 14 Years
Primary Pack VDC
Updated May 2026

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Disclaimer

This guide exists so you can build your own setup without paying someone on Gumroad for their VDC tune, or copying one blindly off YouTube with no idea what you're actually changing. Everything here comes from 14 years of compiled sim drifting knowledge and real testing — not automotive engineering school. There will be edge cases where something isn't perfectly optimal. But using this document, you should be able to build a very solid setup. Most info is based on VDC but applies to any well-made car pack.

01

Tyres

Tyre pressures are the most straightforward setting in the game. Tyres produce maximum grip when they're at their optimal heat and optimal pressure simultaneously. You can monitor both live using the Tyres App while driving.

Target Reading When the tyre colour in the Tyres App reads lime green, you're at optimal pressure and heat — that's your peak grip window. For street car builds doing multiple laps, consider running slightly below optimal pressure so you don't burn through that peak immediately.
02

Anti-Roll Bars

The anti-roll bar (also called a sway bar) connects both sides of your suspension together. When cornering, it causes the inner wheel to compress at the same rate as the outer wheel rather than operating independently.

SettingValue RangeHandling Character
Low ARB0 – 5,000More weight transfer, increased sensitivity
High ARB10,000 – 15,000Reduced transfer, added stability

Front Axle

A low front ARB makes the front end very precise and "pointy" — great for accuracy but can feel twitchy. A high front ARB introduces understeer into the nose. This is actually useful on tracks with large entries, or when you want to do backwards entries — a low front ARB on these tracks can cause the rear to follow the front too aggressively and spin you out.

Rear Axle

The rear ARB is your primary side-bite adjustment. High rear ARB removes grip, makes the rear step out more willingly, and lets you initiate drifts easier — at the cost of snap and twitchiness on transitions. Low rear ARB adds lots of grip and mid-corner drive, but transitions become harder to trigger and initiation requires more effort.

Edit 1.1 — Additional ARB Notes ARBs can also be used to limit suspension stroke on cars with a very long travel range. If your car transitions violently with low ARB, the suspension may be loading and unloading too rapidly — transferring too much weight too fast. Adding ARB forces the load to distribute across both inner tyres during a drift rather than dumping it all onto one.
02.2Spring Rates
RatingFront RangeRear Range
Soft (Low)≤ 75 N/mm≤ 40 N/mm
Hard (High)≥ 105 N/mm≥ 65 N/mm

Front Springs

A soft front spring maximises front grip but can feel numb and twitchy — similar to running zero front sway bar. It also drops the nose. A hard front spring reduces twitchiness, adds some natural understeer, raises the front, and improves road feedback. Too stiff and the front will start bouncing over bumps.

Rear Springs

A soft rear spring gives strong forward bite — under throttle, weight is driven directly into the tyre which also improves launch. A hard rear spring makes initiation easier but costs forward grip, preferred on lower-powered builds. Too soft and the rear may bottom out under heavy throttle, causing a bounce.

Setup Method Always use the live suspension readings on the right side of the screen during setup — not just the static values on the left. The live readout shows you what the car is actually doing.
02.3Ride Height

Think of ride height as ballasting — it controls where the car's weight naturally wants to sit. It affects handling more than most people realise.

ConfigurationWeight BiasEffect
Front higher than rear→ RearwardMore rear grip, better forward bite
Rear higher than front→ ForwardMore front grip, snappy / unstable rear
As low as possibleLow CoGMaximum overall grip (ideal when track allows)
AC Engine Note In Assetto Corsa, ride height does not change suspension travel length — that's a hardcoded value in the car's data files. You can run the car as low as you want in theory, as long as the frame doesn't physically bottom out before the suspension hits its bump stop.
TipUneven Ground Setup

Some tracks spawn cars on uneven surfaces, making your suspension readings look asymmetrical even when your settings are symmetrical. Average the left and right values mentally to find your true effective setting:

Left rear camber: -1.0° Right rear camber: -1.2° ──────────────────────── Effective camber: -1.1° (use this as your reference)
03

Camber

Front Camber

More negative camber = more grip at higher steering angles. At full lock you'll have better grip with more negative camber. At zero camber you have maximum grip at centre steering. Will's default is around −6.5°, but this varies by car depending on maximum angle and caster. Never run positive front camber unless you want the car to feel broken.

Rear Camber

Ideally you want 0° while under throttle — this gives you the maximum contact patch on the ground. The problem: many chassis like the S-chassis, E36, and E46 gain negative camber when squatting. To compensate, add +0.5° or more positive static camber so that when the rear squats under power, it returns to zero.

03.2Toe
SettingValuePrimary Effect
Front Toe−0.3° (typical)Better turn-in, more leading-wheel angle
Rear Toe (positive)0 to +0.30°Stability and rear grip
Rear Toe (negative)max −0.25°Snap on transitions — use carefully

Front Toe

Negative toe (toe-out) improves turn-in and adds angle to your leading wheel at full lock. Around −0.3° is the safe starting point. More negative gives more angle but adds understeer and sloppiness at centre steering. Positive front toe only adds understeer and reduces leading-wheel angle — don't use it.

Rear Toe

Positive toe in the rear adds stability and grip — keep it under +0.30° or you'll start getting "rear understeer" at angle. Negative rear toe makes transitions snappier but there are better tools for that, so it's not a recommended primary adjustment. Cap it at −0.25° regardless.

03.3How Suspension Affects Alignment

As your suspension cycles through its full stroke — from full extension to fully compressed — it dynamically changes your camber and toe values. Most chassis follow this general pattern:

Suspension StateCamberToe
Full ExtensionGains PositiveGains Positive
Full CompressionGains NegativeGains Negative

Use the Suspension Dev App on the right side of the screen while driving to watch your live camber and toe values change throughout the suspension sweep. Some chassis barely move; others shift by a full degree or two of camber. You may need to adjust ride height to optimise your contact patch at the exact point in suspension travel where the car spends most of its time.

04

Dampers

Before You Start Damping is the most nuanced section here. It's a fine-tuning tool, not a primary setup lever. It can almost be ignored entirely if it's too daunting — but understood correctly, it can fundamentally change how a car behaves. Unlike everywhere else in this guide, damping is discussed as a whole car system rather than front/rear separately, because the two ends are deeply connected.

Imagine two people kicking the same rubber ball with identical force — one on dry land, one underwater. The land kick sends it much farther and faster. Replace water with damping and kick force with spring rate. Damping doesn't change how much force your spring applies to the car — it controls the speed at which your springs can move.

BumpCompression Damping

Bump damping controls how fast your suspension can compress. This governs: how quickly the rear squats under throttle, how much the front dives under braking, and how the car responds to kerbs and bumps.

Will's approach: very low rear bump so the rear reaches full squat as fast as possible without oscillating. Front bump around 50% of maximum — enough to prevent the nose from diving too hard when lifting off throttle or left-foot braking.

ReboundExtension Damping

Rebound damping controls how fast your suspension can extend. In the rear: high rebound makes the car hold its drift longer and want to transition less — the rear "hangs on." In the front: rebound controls how fast the nose rises when the rear squats. High front rebound slows the nose rise, which directly affects how the car feels during launch and how long it takes to reach full squat under throttle.

05

General Settings

05.1Brake Bias

Brake bias is massively underrated. It completely changes how left-foot braking (LFB) behaves mid-corner — and most people never touch it.

BiasLFB EffectUse Case
≤ 64% Car loses angle while LFB Prevents over-rotation when chasing close
65% Car stays neutral while LFB General use — WOTS, VDC, DWG, Gravy Garage
≥ 66% Car adds angle while LFB Adding angle while matching lead car's speed
Note Will's standard is 65% as the neutral point for VDC/WOTS/DWG/Gravy Garage cars. Some car packs don't use 65% as their neutral — you may need to experiment. Your mileage will vary by pack.
05.2Gearing

Your drift gear should be long enough to cover most of the track without needing to shift, but short enough that you're nearly hitting the rev limiter and throttle response feels snappy on and off power.

Longer Ratio

The car floats wider, achieves higher angles, and maintains more speed. The tradeoff: worse engine response off idle and more clutch work required to spin the tyres — especially for small-displacement turbos that need to be kept in their powerband.

Shorter Ratio

More forward bite, crisper throttle response, easier powerband access. The tradeoff: lower achievable angle and risk of the car straightening if tyre speed starts approaching actual vehicle speed.

H-Pattern Shifter Tip For VDC or competition-spec cars on an H-pattern, make 4th gear your drift gear. You'll never upshift past it, and going from 4th to 3rd is a simpler motion than 3rd→2nd or 5th→4th — fewer missed shifts when it counts.
05.3Differential
SettingAt 0At 100
Diff Power One wheel spins under throttle (open) Both rear wheels locked at same speed on throttle
Diff Coast Both rear wheels fully independent off-throttle Both rear wheels locked at same speed off-throttle
Preload Very little torque difference needed to unlock Large torque differential required to unlock

Diff Power controls snap on throttle during transitions — anything below 100 reduces on-throttle snap. Diff Coast does the same off-throttle. Preload sets the torque threshold to open the diff; if Power or Coast are set to 100, preload is irrelevant as they can't unlock regardless.

Personal Note — Will I run a fully locked diff (100 Power / 100 Coast) because it's the most consistent for my driving style. This section is based on less hands-on experimentation than the rest of the guide — treat it as a starting framework and dial from there.
Changelog
15 Nov 2023v1.1
Added uneven ground setup section (suggested by AtizSlides / atizrm). Added expanded ARB section based on new discoveries across multiple car packs.
14 Jan 2023v1.2
Expanded gearing section with additional detail on ratio behaviour. Expanded toe section.
27 Apr 2025
Fixed a small typo in the Tyres section.
May 12 2026v1.3
Rewording and layout cleanup throughout. Small wording fixes in various spots.

If you've made it this far and you're actually reading the changelog notes — thank you. Genuinely. I don't think I could leave this community even if I tried. Sim drifting has been such a big part of my life for so long, and I hope this guide actually helps you get the most out of your setup. I hope you're doing well.

— Will Hurst (Gone.)  //  hiimgone