diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml
index 9f69f0b0e63..1695cc6beaf 100644
--- a/doc/classes/VehicleWheel3D.xml
+++ b/doc/classes/VehicleWheel3D.xml
@@ -61,7 +61,7 @@
This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
-
+
This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car.
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h
index bf4bdfe67ba..f1df83b3b8e 100644
--- a/scene/3d/vehicle_body_3d.h
+++ b/scene/3d/vehicle_body_3d.h
@@ -50,7 +50,7 @@ class VehicleWheel3D : public Node3D {
Vector3 m_wheelAxleCS; // const or modified by steering
real_t m_suspensionRestLength = 0.15;
- real_t m_maxSuspensionTravelCm = 500.0;
+ real_t m_maxSuspensionTravelCm = 20.0;
real_t m_wheelRadius = 0.5;
real_t m_suspensionStiffness = 5.88;