FH6 Danger Signs — Complete Every Jump
Danger signs are jump distance challenges — you launch off a ramp at speed and the game measures how far you fly before touching down. Simple concept, but the 3-star distances on some of these jumps demand more than just a fast car. The ramp angle, the run-up surface, the landing zone geometry, and even the car's weight distribution mid-air all factor into whether you clear the distance or come up 50 feet short. I've three-starred every danger sign across multiple playthroughs and the patterns are consistent — here's what works, jump by jump, with the cars and approach lines that actually deliver.
All FH6 Danger Sign Locations and 3-Star Requirements
| Danger Sign | Map Area | 1 Star | 2 Star | 3 Star | Surface |
|---|---|---|---|---|---|
| Mountain Leap | Northwest Mountains | 500 ft | 850 ft | 1,200 ft | Gravel approach |
| Lake Jump | South Lake | 400 ft | 700 ft | 1,050 ft | Mixed dirt/tarmac |
| Cliff Dive | West Cliffs | 600 ft | 950 ft | 1,350 ft | Dirt |
| Desert Launch | Northern Desert | 450 ft | 780 ft | 1,150 ft | Sand |
| Bridge Hop | Central Bridge | 350 ft | 600 ft | 900 ft | Tarmac |
| Ridge Runner | Northeast Ridge | 550 ft | 900 ft | 1,300 ft | Gravel |
| City Escape | Guanajuato North | 300 ft | 500 ft | 750 ft | Tarmac, short run-up |
| Canyon Gorge | East Canyon | 520 ft | 870 ft | 1,250 ft | Dirt |
| Hilltop Plunge | Northeast Hills | 480 ft | 800 ft | 1,180 ft | Grass |
| Dune Flyer | Southwest Dunes | 430 ft | 750 ft | 1,100 ft | Deep sand |
All danger sign ramp positions and recommended approach vectors are marked on the FH6 interactive map.
Best Cars for Danger Signs — Fast AND Good Launch
Danger sign physics in FH6 favor two things: high approach speed at the ramp face, and enough suspension travel to absorb the ramp transition without bouncing. The fastest cars are not always the best jump cars because a supercar with stiff suspension will bottom out on the ramp lip and lose 20 mph of forward velocity at launch. The ideal danger sign car combines 230+ mph top speed potential with rally-style suspension compliance — or at least enough ground clearance that the ramp doesn't scrape the floor pan.
The Hoonigan RS200 is the undisputed king of FH6 danger signs. AWD launch on any surface, 900+ hp with the stock turbo, and rally suspension that soaks up ramp transitions without upsetting the chassis. It's not the fastest car in a straight line — tops out around 210 mph — but it reaches that speed consistently on gravel approaches where hypercars struggle to hit 160. For the dirt and gravel ramps (Mountain Leap, Cliff Dive, Canyon Gorge), the RS200 will out-jump Jesko variants by 100+ feet, not because it's faster but because it carries more speed onto the ramp face.
For tarmac ramps (Bridge Hop, City Escape): the Koenigsegg Jesko with the suspension softened to about 60% stiffness and ride height raised one notch. You want enough compliance that the ramp doesn't upset the car but not so much that you're bouncing through the run-up. Rimac Nevera is also excellent on tarmac — the instant electric torque means no shift delays on short approach runs. The Ferrari FXX-K Evo works surprisingly well too — the active aero retracts on straights, reducing drag, and the hybrid system fills torque gaps.
For sand and deep dirt (Desert Launch, Dune Flyer): AWD is mandatory, offroad or rally tires are mandatory. The Ford F-150 Raptor R with the 700 hp build will out-jump any hypercar on sand because it actually accelerates on the surface. The Ford Bronco Raptor is the budget alternative. Max tire width, raise the suspension to max height for ramp clearance, and gear the final drive short enough that you hit peak power just before the ramp.
Approach Angle Strategy
Approach angle is the most overlooked variable in danger sign performance. Every ramp has a "square" angle where you hit it perpendicular to the lip — this maximizes forward velocity transfer into distance because no speed is wasted on lateral movement. But some ramps don't have a straight approach from perpendicular, so you have to compromise.
The rule: hit the ramp as square as possible. Every degree off perpendicular costs you roughly 1-2% of your jump distance because some of your forward velocity converts to lateral drift mid-air. On a 1,200-foot target, a 10-degree offset costs you 20-40 feet. That's the difference between 2 stars and 3.
For ramps with curved approaches (Mountain Leap, Ridge Runner): start your run further back on the straight section that aligns with the ramp, even if it means a shorter total run-up. A 500-meter straight approach at the correct angle beats an 800-meter approach that forces you to turn 15 degrees before the ramp. The speed you lose in the turn eats the distance benefit of the longer run-up.
For ramps where the landing zone is offset from the ramp angle (Cliff Dive, Canyon Gorge): you have to compromise between optimal launch angle and landing zone alignment. If the landing zone is 20 degrees to the right of the straight approach, aim 10 degrees right of perpendicular. You lose some distance from the angle but you gain more by landing on flat ground instead of a hillside. Landing on an upslope kills distance dead — the game measures your landing point from launch, not the total arc length, so hitting an incline reduces your measured distance significantly.
Run-Up Distance Optimization
Each ramp has a "terminal approach distance" — the point beyond which more run-up doesn't add meaningful speed because you've already hit the car's aerodynamic limit or the surface is slowing you down as much as the engine is accelerating. For tarmac ramps with hypercars, terminal approach is roughly 0.8-1.0 miles — beyond that, aerodynamic drag equals engine output at 250+ mph and you're not gaining speed. For dirt ramps with rally cars, terminal approach is shorter — about 0.4-0.6 miles before rolling resistance on loose surfaces caps your speed.
Practical upshot: don't drive three miles backwards to build speed for a ramp with a 120 mph terminal velocity on dirt. Find the straightest approach within about half a mile and set up there. Position yourself using the minimap — the danger sign icon has a small approach direction indicator that shows you the intended approach vector. The game designers put that there for a reason; they tested the jump from that direction.
Rewind is your best friend for danger sign optimization. Do a run, note your speed at the ramp face and your final distance. Rewind to 5 seconds before the ramp. Adjust your line slightly. Repeat. You can iterate faster with rewind than with full restart approaches, and the consistency lets you isolate whether the issue is approach speed, ramp angle, or landing zone.
Landing Zone Tips
The landing matters more than most players realize. FH6 measures jump distance from the ramp lip to the point where your car's wheels first touch the ground — not the center of the car, not the point where the car comes to rest. This means landing front-wheels-first extends your measured distance by roughly the length of your car compared to landing flat. When you're 20 feet short of 3 stars, that's the difference.
To land front-wheels-first: tap the brake lightly in mid-air to pitch the nose forward. Do NOT hold the brake — you'll nose-dive and lose all forward momentum. Just a brief tap about a second before landing shifts the weight forward enough that the front wheels touch down first. This is worth 15-30 feet on most jumps.
Landing surface: aim for flat or slightly downhill terrain. Uphill landings reduce your measured distance. Water landings fail the jump entirely. Trees, rocks, and buildings in the landing zone — just avoid them. Some danger signs have landing zones with obstacles placed specifically to punish bad approaches. Ridge Runner has a boulder field 900 feet from the ramp that eats cars from a bad angle but is completely avoidable with a 5-degree angle adjustment.
Post-landing: the game measures distance at first wheel contact, so what happens after landing doesn't affect your score. You can crash into a tree immediately after touching down and still get credit. This means you can be aggressive with approach speed — if you overshoot and land in rough terrain, as long as the wheels touched down past the 3-star marker, you're golden. Don't brake before the ramp worrying about what's on the other side. Send it.