I'll be honest, when I first tried these after GT's suggestion I didn't think I'd enjoy them much despite clearly being a well made mod - but I actually really enjoyed the race. They really encourage some pretty high risk Vs reward driving when pushing hard and seem able to race well when close.
One thing that really bugs me about AC is the severe reaction you get by running over kerbs on the apex of corners. Nearly always it results in the car being pulled in sharply & often causes a spin. Very unrealistic in my opinion. Is there a rule of thumb for setting up a car to minimise this reaction or do you just need to avoid the kerbs?
This is car dependant - you won't get it on anything short of monster kerbs when in road cars, most classics, or underpowered stuff.
Drive something stiff, monster powerful, or high downforce and the bounce over the kerb will cause a very sudden increase/decrease/increase in lateral grip because of lack of suspension travel/give to accommodate the bump.
For example, my track car with a tight diff nearly ignores kerbs unless it's a wet day - a similar road car with a similar diff but 600+Bhp WILL do it's best to spin if you use the kerbs in the same way as you now have soo much more power than grip available at the unloading point.
Modern race cars are nearly always low and stiff as this gives the best grip and aero efficiency - ride height and control is utterly critical to this grip - and kerbs destroy all of that control the moment you start to drive up them (you also have grip differences between kerb material and tarmac, the shape of the kerb and the sudden transfer of grip from both driven wheels to just one).
You can adjust suspension to cope (higher and softer) but this will normally make the car handle worse and corner slower due to reduced aero so unless you are on a track that encourages using these kerbs and gives a gain when doing so (tight city course for example) your best bet is to drive around the problem.
Additionally a (much) tighter diff will stabilise the car too to some degree, but again this isn't always a very fast or nice setup and certainly didn't seem to suit these cars when I tried it
Simply lifting at the point you hit the kerb will prevent the loss of rear grip, in last nights cars I found the fastest method was to take the chicane kerbs as straight as possible in order to let me brake & accelerate and simply avoided running very high up the kurbs anywhere else as it would both generate a gap under the car (massive rear downforce reduction) and also encourage the 'outside' suspension to bottom out.
I ran very high up kerb on the penultimate corner a few laps after getting passed GT and very nearly put my self in the wall when I lost my downforce. That said I also learnt that if you can be precise enough about how high you run you can use the slight drop in rear grip to increase your rate of turn and go faster as a result - this is very much the risk Vs reward I mentioned earlier as getting it wrong could end your race
It's worth adding that while the behaviour
is accurate, it's not ideal in AC and is actually one of the improvements Kunos were able to make in ACC (AC uses a single point to calculate tire contact like all other sims upto that point in time - ACC uses either 3 or 5 (I forget which) points spread across the tire width to enable better simulation of a tire climbing a feature such as a kurb and can then take tires pressures and temperatures into account properly, it also adds the annoying ability to simulate rim strikes and the pressure loss/damage associated with them....
All this really means is that you still spin but can't make as many excuses
)