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(+2)

This sounds similar to a problem that I had in a similar project. I didn't think to increase the supsension strength, although my suspension code was pretty bad/unstable - setting the strength too high meant that my car wouldn't be able to stand still without randomly bouncing into infinity. I might try revisiting it and using that approach whenever I get back around to it.

The way I 'fixed' it in my game was by adding a secondary somewhat thin box collider underneath my real collider which had a different ice-like physics material that has slip set to 1 (max) and bounce set to 0. Should my suspension give out completely, the car->road contact then has 0 consequences

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That's interesting. If your math for the springs is good, you might need to play with the damping settings instead, because at higher suspension values you get a narrower range of working damping values. I think my spring strength is internally set to 1500 and the damping value is 100. Any much more or less than 100 damping makes the suspension unable to sit still.

Also yes, I did the exact same thing - a sideways capsule under the front bumper with 0 bounce/friction, but it didn't solve my issues because the car was going fast enough that it'd clip into the track between timesteps and get spat out.