Camber
Camber is the tilt of the wheel viewed from the front. A little negative camber keeps the tyre flat on the road as the car rolls in a corner, so the full contact patch stays down. Too much and you lose straight-line braking grip.
- Front: roughly -1.0 to -2.0, more at higher classes that roll harder.
- Rear: roughly -0.5 to -1.5.
- Drift: extreme front camber, -4.5 to -5.0, to keep the tyre planted at full lock.
Toe
Toe is whether the wheels point in or out. Front toe-out sharpens turn-in, rear toe-in adds stability. The trap is rear toe-in: too much of it grips the rear and pushes the car into understeer.
- Front toe: 0.0 to 0.1 out for sharper turn-in.
- Rear toe: keep it small, 0.0 to 0.1 in. More than that brings back understeer.
Caster
Caster is the backward tilt of the steering axis. More caster adds high-speed stability and self-centring, but too much loads the front tyres in a way that dulls turn-in and adds understeer. Scale it to weight.
- Light cars: 5.0 to 5.5.
- Mid weight: 5.5 to 6.0.
- Heavy cars: 6.0 to 6.5. Avoid maxing it out.
Frequently asked questions
How much camber should I run in Forza Horizon 6?
Around -1.0 to -2.0 front and -0.5 to -1.5 rear for road racing, more at higher classes. Drift builds run extreme front camber near -4.5 to -5.0.
Should toe be in or out?
A little front toe-out (0.0 to 0.1) sharpens turn-in. Keep rear toe-in small (0.0 to 0.1), because too much rear toe-in plants the rear and causes understeer.
What does caster do?
It adds high-speed stability and self-centring. Scale it to weight, roughly 5.0 to 6.5, and avoid maxing it, as excess caster dulls turn-in.
What alignment do I use for drift?
Aggressive front camber near -5.0 to keep the tyre planted at full lock, front toe-out to sharpen initiation, and high caster for strong self-steer.
Put this into practice: the FH6 tuning calculator builds a full setup for any of 630 cars, and the meta cars list shows what to build first.