Lesson 2: Ride height & springs
GT7 sets spring stiffness in hertz, not in spring rates. Learn what Natural Frequency means, how stiff and how low to go for your tires and track, and how a small front-to-rear difference changes the car's balance.
What springs do
Your springs have three jobs, and they all happen at once:
- Hold the car up at its ride height, so the body clears the track.
- Control body movement: how far the nose dives under braking, how far the tail squats on throttle, and how much the body rolls in a corner.
- Keep each tire on the road over bumps, so the tire stays loaded and keeps gripping.
Jobs 2 and 3 pull in opposite directions. Stiffer springs mean less dive and roll and a car that reacts quickly to the wheel. But when a stiff corner hits a bump, the tire gets kicked upward and carries less load for a moment, and a tire with less load grips less. Softer springs let the tire follow the surface, but the body moves more, the car feels lazy and it can bottom out.
So the goal is not "as stiff as possible". You want the stiffest setting that still keeps the tires planted over this track's bumps. Your tires and aero decide how much stiffness you need. The track decides how much you can get away with.
Natural Frequency: spring stiffness in hertz
GT7 doesn't ask you for a spring rate in N/mm or kgf/mm. It asks for Natural Frequency, in hertz (Hz). Picture pushing down hard on one end of the car and letting go. The body bounces up and down at a steady rate. That rate, in bounces per second, is the natural frequency. A higher number means a faster bounce and a stiffer feel.
This is friendlier than a spring rate. The same spring rate feels soft under a heavy GT car and rock-hard under a light hatchback, but hertz already accounts for the weight sitting on that end. GT7 also folds in the lever ratio (how far the wheel moves compared with the spring) and the suspension type. You get the stiffness the tire actually feels, so 2.0 Hz should feel broadly similar from one car to the next and your experience carries over. Tires, aero and weight distribution still differ, so treat a number from another car as a first try, not a finished setting.
Note
Small changes in hertz are big changes in stiffness. Frequency goes with the square root of stiffness, so going from 2.0 to 2.4 Hz makes the springs about 44% stiffer. That's why this lesson suggests steps of 0.1 to 0.2 Hz.
Where to start
GT7's own manual gives two anchors: road cars on Comfort or Sports tires are generally around 1.1–1.5 Hz, and race cars on Racing tires around 3–5 Hz. The logic is simple. More grip and more downforce need a higher frequency. Grippier tires create bigger braking and cornering forces, which would pitch and roll a soft car a long way. Downforce pushes the car into the track at speed, which would bottom out a soft car.
The manual doesn't say why the road-car anchor is so soft, but the likely reason is that it describes road cars as built for public roads, where comfort matters. On a smooth circuit with a performance suspension fitted, you can go firmer. The course's starting ranges below sit between and inside the official anchors. Treat them as a sensible first try, not as game values.
| Car and tires | Official GT7 anchor | Course starting range | Why |
|---|---|---|---|
| Road car or N class, Comfort or Sports tires | 1.1–1.5 Hz | 1.6–2.4 Hz | Firmer than street comfort for track use, soft enough for modest grip and curbs. |
| Road car on Racing tires | Between the anchors | 2.4–3.2 Hz | Much more grip than the car was built for, but little or no downforce. |
| Gr.4 | 3–5 Hz (race cars) | 3.0–3.8 Hz | Racing tires and modest aero: the low end of the race-car anchor. |
| Gr.3 | 3–5 Hz (race cars) | 3.5–4.5 Hz | More downforce to support, so stiffer, with travel to spare at the top end. |
In GT7
Natural Frequency in Hz and Body Height Adjustment in mm, each set separately for Front and Rear. A higher Natural Frequency is stiffer; a higher Body Height Adjustment sits the car higher. Every car has its own slider range. As examples, one light road car offers about 80–180 mm of ride height and 1.20–3.10 Hz at the front, while a typical Gr.3 car offers about 55–80 mm and 3.00–5.00 Hz. Read your own sliders.
Before a race you can reach the same screen through Quick Menu > Settings > Car Settings > Detailed Settings, but the race regulations take priority there, so some options may be locked.
Requires a suspension part from the Tuning Shop. Height-Adjustable Sports Suspension opens ride height; Fully Customizable Suspension opens Natural Frequency and the rest of the suspension sliders. The fixed parts ("Normal", "Street", "Sports") generally give you no suspension sliders. Players report this split rather than the manual, so if a slider is missing, check which suspension part is fitted. Race cars such as Gr.3 and Gr.4 usually come fully adjustable.
| Setting | Unit | Range | Starting point | Raising it does |
|---|---|---|---|---|
| Body Height Adjustment Front | mm | Per car | Low as track allows | More clearance. Front higher than rear calms turn-in: understeer tendency. |
| Body Height Adjustment Rear | mm | Per car | Same as front | More clearance. Rear higher than front loads the nose and frees the tail: oversteer tendency. |
| Natural Frequency Front | Hz | Per car | See table above | Crisper response, then more understeer from entry into mid-corner. |
| Natural Frequency Rear | Hz | Per car | Same as front | More rotation mid-corner, more oversteer, less traction on exit for rear-drive cars. |
Front versus rear: balance with springs
Start with the same Natural Frequency front and rear. GT7's manual says matching them makes for a smoother ride, and here's why. If one end bounces faster than the other, the two ends get out of step after a bump and the car rocks nose-to-tail. Matched ends rise and settle together, so the car stays calm and the tires stay loaded.
Once the car is matched, a small split is a balance tool. It works for the same reason as the anti-roll bars in lesson 4. In a corner, weight moves to the outside tires, and the stiffer end takes a bigger share of that weight. One heavily loaded tire grips less than two tires sharing the load, so the stiffer end runs out of grip first.
Front effect
Stiffen the Natural Frequency Front and the nose reacts faster to the first turn of the wheel, then starts to push. You'll feel understeer from late entry into mid-corner. Soften the front and the nose bites better on turn-in and holds the line through the middle of the corner, at the cost of a little sharpness.
Rear effect
Stiffen the Natural Frequency Rear and the car rotates more readily mid-corner, moving toward oversteer. On a rear-drive car you'll also feel the rear struggle to put power down on exit, because the inside rear tire carries less load. Soften the rear and the car settles on exit and grips better under power, but it may feel reluctant to turn mid-corner.
Rule of thumb
Keep splits small. A sensible first split is 0.1–0.2 Hz at one end. If you're past about 0.3–0.4 Hz of difference and still chasing balance, put the springs back toward matched and use the Anti-Roll Bar or dampers instead. Big splits trade a smooth, predictable ride for a balance change the bars can make more cleanly.
Body Height Adjustment: as low as the track allows
Lower is generally better, and GT7's manual says so. A lower car has a lower center of gravity, so less weight moves around when you brake, accelerate and turn. You get less pitch and roll, quicker response, and more grip shared evenly across the tires, especially on smooth tracks.
There's a floor, though. Go too low and the car bottoms out: the suspension runs out of travel or the body touches the track. In that moment the tire load spikes and then drops, so you feel a jolt and a sudden loss of grip at the bottom of compressions, under heavy braking or over curbs. GT7 also warns that a very low car risks hitting curbs and damaging the body.
Lower the Body Height Adjustment on both ends and the car feels tighter and more direct through every phase, until it starts to bottom. Raise it and the car rides curbs and bumps more calmly, but rolls and pitches more.
Finding your ride height
- Start with the Front and Rear at the same value, as GT7's own guide suggests.
- Lower both ends by about 5 mm at a time. Drive two laps after each change and attack the bumpiest braking zone and the curbs you actually use.
- When you feel bottoming (a jolt, a twitch or a sudden slide in a compression), raise both ends 3–5 mm. That's your ride height for this track.
- Only then think about rake, below.
Common mistake
Slamming the car to the minimum because "lower is better". It feels sharp on a smooth straight, then kicks sideways over the first big curb or bottoms out at the end of a fast straight, where downforce squashes it hardest. If the car only misbehaves over bumps and curbs, try ride height before you touch anything else.
Rake: front lower or rear lower
GT7 lets you set the front and rear heights separately, and the manual notes that doing so shifts the weight distribution. A height difference between the ends is called rake.
Lower the Body Height Adjustment Front (or raise the rear) and you get more front grip on entry and sharper turn-in. The rear gets lighter, which gives an oversteer tendency, and on cars with downforce the aero balance moves forward, so the car can feel looser in fast corners. On a front-drive car, a slightly lower front also helps counter the nose lifting under acceleration.
Lower the Body Height Adjustment Rear (or raise the front) and the car turns in more calmly, with an understeer tendency and a more planted tail.
- Front ride height
- Rear ride height
Rule of thumb
Rake is a final tweak, not a first fix. GT7's own guide advises starting level and adjusting rake last. When you do, move one end 2–3 mm at a time and recheck the curbs, because the lower end is now the one that bottoms first.
Match it to the track, the tires and the aero
Fast and smooth tracks
Go stiffer and lower, but keep enough travel that the car doesn't bottom at the end of the longest straight or over the fastest curb. GT7's magazine pairs stiffer springs with slightly softer anti-roll bars (and softer springs with stiffer bars), so the total roll control stays sensible. You'll feel a car that responds instantly in fast direction changes and stays flat through high-speed corners.
Bumpy tracks and curbs you need to use
Go softer on Natural Frequency at both ends and raise the Body Height Adjustment a few millimeters. The car will feel a touch lazier on turn-in, but the tires stay in contact over the bumps, so you get grip back mid-corner and a calmer car over the curbs.
Tight, technical tracks
GT7's magazine suggests running as low as the surface allows, with a slightly softer Front and slightly stiffer Rear Natural Frequency, more moderately on rear-drive cars. The softer front bites on entry; the stiffer rear helps the car rotate in slow corners. On a rear-drive car, watch exit traction.
Wet tracks
Grip drops, so the springs need less stiffness: soften the Natural Frequency at both ends. The car will move around more, but it will warn you before it slides.
Downforce
Downforce (Front and Rear) adds grip in faster corners and costs top speed. It also presses the car into the track harder as speed rises. So when you add downforce, raise the Natural Frequency to hold the car off the ground, and recheck for bottoming at the fastest point of the lap. In balance terms, more front downforce reduces understeer and more rear downforce reduces oversteer, mainly in fast corners.
PP and race rules
Suspension changes can move your Performance Points: GT7 names "stiffening your suspension" as one of the choices that affect PP. After a big change, check the PP before entering a PP-limited event. If it shows "!", press Triangle in Car Settings to recalculate, and use the Measure button to see how performance changed. In BoP events, Gr.1 to Gr.4 and Gr.B cars have their tuning parts returned to stock, so check the event's regulation screen to see what you can still adjust.
Symptom to fix
Change one thing, drive three laps, then judge. Start at the top of each list.
| Symptom | Phase | Try, in this order | Why it works |
|---|---|---|---|
| Bounces or skips over bumps, car skates sideways | Mid-corner |
|
Softer springs let the tires follow the surface instead of being thrown off it. |
| Bottoming: a jolt or sudden slide in compressions, over curbs or under heavy braking | Any phase |
|
Gives the suspension enough travel, or resists the compression, so the tire load never spikes and drops. |
| Lazy, floaty response; slow to change direction | Entry |
|
Less body movement before the tires start working, and a lower center of gravity. |
| Entry understeer: the nose won't bite on turn-in | Entry |
|
The front tires share the load better and get more of it as you turn in. |
| Rear loose in long corners | Mid-corner |
|
Moves the share of weight transfer away from the rear tires. |
| Rear-drive car pushes wide on exit | Exit |
|
A touch of rake keeps more load on the front as the car squats under power. |
Key takeaways
- Natural Frequency is spring stiffness in bounces per second. Higher is stiffer, and small steps in Hz are big steps in stiffness.
- More grip and more downforce need a higher frequency: GT7 puts road cars around 1.1–1.5 Hz and race cars around 3–5 Hz.
- Match front and rear first. The stiffer end slides first: stiffer front means understeer, stiffer rear means oversteer.
- Run the Body Height Adjustment as low as the track allows, then back off 3–5 mm from the point where it bottoms.
- Front lower sharpens turn-in and loosens the rear; rear lower calms the car. Use rake last, in 2–3 mm steps.
- Recheck PP after big changes, and remember every car has its own slider ranges.
Check yourself
Answer in your head, then open each question to check.
Your FR road car on Sports tires runs 2.0 Hz front and rear. It turns in fine but pushes wide in the middle of long corners. Which spring change do you try first?Open to see the answer
Soften the Natural Frequency Front by 0.1–0.2 Hz. The front then takes a smaller share of the weight transfer, so both front tires keep working mid-corner. Stiffening the rear would also help rotation, but on an FR car it can cost exit traction.
You put Racing tires on a road car. It now feels lazy and rolls a lot in every corner. Where should the Natural Frequency go?Open to see the answer
Up, at both ends equally. More grip means bigger cornering forces, which need stiffer springs to control. A sensible first try is 2.4–3.2 Hz, matched front and rear. Then check the PP if you're entering a PP-limited event.
Your Gr.4 car skates sideways over the bumps in a fast corner on a street circuit, but you can't feel or hear it hitting the ground. What's your first change?Open to see the answer
Soften the Natural Frequency at both ends by about 0.2 Hz. The tires are being thrown off the bumps, not bottoming, so you need more compliance rather than more height. If you do feel it bottoming, raise the Body Height Adjustment first.
You lower the front 3 mm and leave the rear alone. What do you expect on corner entry, and what about fast corners on a car with downforce?Open to see the answer
Sharper turn-in and more front grip on entry. The rear gets lighter, so expect an oversteer tendency, and with downforce the aero balance shifts forward, so the car can feel looser in fast corners. Also recheck the curbs, because the front now bottoms first.
Why can you carry a Natural Frequency number from one car to another, when you can't do that with a spring rate?Open to see the answer
Natural Frequency already accounts for the weight on each end, and GT7 folds in the lever ratio and suspension type. So a given number in Hz feels broadly similar on a light car and a heavy one. A spring rate would feel completely different on each.