Aero (Downforce)
Trades top speed for cornering grip. Effect scales with speed² — irrelevant in slow corners.
What it does
Aero only matters above ~100 km/h, and grip from downforce scales with the square of speed. At 200 km/h, downforce is 4× what it was at 100 km/h. Below 80 km/h, you might as well not have a wing.
Front aero: run it high. More front downforce means more high-speed turn-in grip. The cost (top speed) is small for the front splitter; the gain (cornering) is large. Default to max front for most circuits.
Rear aero: run as little as you can get away with. Rear wing drag is huge — drop it as far as you can without the rear stepping out in high-speed corners. If the rear feels loose only above 150 km/h, that's a rear-wing problem.
FH6 adds an **aero balance** slider on top of the per-axle wing values — a single % that shifts the front/rear split without re-tuning both ends. Use balance for fine corrections; use the individual sliders to set the absolute level of grip and drag. Widebody kits in FH6 unlock front-axle downforce on cars that previously couldn't adjust it.
Some cars don't have adjustable aero. Some have aero only at one end. Mods/upgrade slots unlock it.
In-game controls
Watch these telemetry signals
- Tire slip angle (lateral)slipAngleWhere: Corner panels, "slip A" — compare front vs rearHigh-speed corner only: rear slip-angle spike at 180+ km/h but fine at 100 km/h = rear aero too low
- SpeedspeedWhere: Center panel + replayReplay any fast lap; correlate slip events with speed. Slip events that cluster at high speed point to aero, not chassis
Symptom → fix
| What you feel | Likely cause | Try this |
|---|---|---|
| Rear pops out only in fast corners | Rear downforce too low | Raise rear wing 2–3 steps; recheck top speed |
| Car feels glued in fast corners but slow on straights | Too much rear wing | Drop rear wing 2–3 steps |
| Fast-corner understeer regardless of throttle | Front aero too low | Raise front to max first; if max already, look at front camber/ARB |