Quick answer: Godot 4 VehicleBody3D rolling over in tight turns despite anti-roll setup? Suspension stiffness must be balanced with body mass - tune wheel.suspension_stiffness relative to mass.

Race car flips on every hairpin. Suspension travel is fine, weight transfer overwhelms the body.

Set per-wheel anti-roll force

Each VehicleWheel3D needs damping_compression and damping_relaxation tuned. Without damping, suspension oscillates and amplifies roll.

Match stiffness to mass

Rule of thumb: suspension_stiffness = mass * 8 / wheel_count. 1500kg car with 4 wheels = ~3000 stiffness. Tune from there.

Lower center of mass

center_of_mass_mode = COM_MODE_CUSTOM and place the COM 0.4m below the visual center. Single biggest factor in rollover prevention.

“Vehicle physics is suspension tuning. Anti-roll comes from the system, not a single value.”

Start with a published Godot vehicle demo and adjust from there. Building from zero is days of iteration; tweaking a working baseline is hours.