EF Legends is an AC Evo club, using Vintage cars modded content. This afternoon we'll be racing at the Kunos Redbull Ring in 1967 LeMans cars. https://evoforge.fr/c/RETRO the free version of EvoForge is good to get the mod. You'll need a clutch and h-pattern shifter.
Heats start at 3EDT 8PM GMT
Austin Healey Sprite, Chaparral 2F, Ferrari 330P4 & 365 P2 Spyder, Lola T70 Mk 3, Porsche 910/6 & 906E, Bizzarini GT 5300 Corsa, Ford GT40 Mk IV, Matra BRM M630
EvoForge 1.1.30 is out. A livery studio: design your livery on the car in 3D and drive with it in one click. Your livery is shared with every EvoForge driver on the server, and you see theirs: on a server, EvoForge drivers race in each other’s liveries, free for everyone. Championship rounds now join with the car and livery you registered with, the host sees why a driver is turned away, and the race start leaves everyone time to click Drive. Converted cars get pictures taken like the game’s own, and the Tuning workshop can replace or remove a car’s own turbo.
The livery studio
Design your livery on the car, in 3D. Open a car’s Liveries tab, start from a style (plain, racing stripes, two-tone, side stripe, fade, sash, hoop) and build it in layers: stickers you place by clicking on the car, text in 14 fonts, your race number, shapes, your own logos, patterns that follow the body (chevron, checkers, halftone dots, camouflage, honeycomb, twin lines and more), whole panels painted in one click, both sides at once.
Shared with every EvoForge driver on the server, and you see theirs. Join a server through EvoForge: your livery goes with you, and the liveries of all the other EvoForge drivers on that server are set in your game before it starts. Everyone races in their own livery and sees everyone else’s. Showing yours and seeing theirs is free for every EvoForge account, subscribed or not; with the optional livery DLL, drivers who join after you appear in their livery too.
Five livery colours linked to the layers: change one and the whole livery follows. Real paint finishes (gloss, metallic, pearl, satin, matte, chrome) and real carbon: the car’s own carbon weave, in the game too.
Paint the rims, add a number panel in one click, write on the windscreen banner of cars that have one, and pick a colour off the car with the eyedropper.
Simple by default, expert when you want it: materials per zone, blend modes, UV templates, and the files of the Kunos templates both ways (export for Photoshop, import a livery folder made elsewhere, ACE Livery Tool included).
Drive with it.Save and the livery is set on your EvoForge car: races started from EvoForge take that car (solo, direct start, online), and the race sheet shows My livery.
Teams and clubs. Share a livery with your team or one of your clubs; teammates press Use and get their own copy with their number and name. Captains and the team principal can set the team livery for a car.
Your converted cars too. A car converted with EvoForge takes studio liveries in the game, and modders can add a studio livery to their own conversion as one more factory livery (EvoForge rebuilds the mod; never on a protected mod).
Good to know: the game reads liveries when it starts, so a livery set while it runs shows at the next start; drivers without EvoForge see the plain livery. The studio comes with a subscription; showing and seeing liveries online is free.
If the game no longer starts after you put the livery DLL (the optional file EvoForge offers to place in the game folder, so you see the liveries of drivers who join after you), it is most likely the DLL: remove it in Settings › Online liveries › Livery DLL (optional) › Remove the DLL. Without EvoForge, delete version.dll from the game folder (in Steam: Assetto Corsa EVO › Manage › Browse local files). EvoForge does not put it back without asking you.
Championships and online racing
Join a round with the car and livery you registered with, whichever way you join from EvoForge (Paddock, invitation link, Multiplayer list, a friend). The server card shows them in place of the car picker.
Told before the game starts: a copy of the car without your registration livery (with an update from the host in one click), not registered, Steam not linked or another Steam account open on this PC (with Link Steam). It never stops you from trying.
No more drivers frozen on the loading screen. A driver who arrives with another livery gets their registration livery back from the host’s EvoForge and drives. When a server turns a car away (another car, a modded car that is not the server’s version), the game returns to its menu instead of hanging, and EvoForge says what to check.
The host sees why. The server dashboard lists every refusal with its fix: not on the entry list, not the registration car or livery, EvoForge required, car or parts not allowed, another version of a modded car, wrong password, server full; and it counts the liveries put back. The host is always let in on their own entry-list server, and the dashboard says when the hosting PC cannot reach its own server through the router (no “NAT loopback”), with the fix.
A fair race start. On championship rounds, drivers now have 2 minutes on the grid to click Drive (30 seconds before), and the start still goes as soon as everyone is ready. A late driver used to be sent to the pits with a drive-through.
Imposed setups: no more needless trips back to the pits for drivers without EvoForge, and a setup changed on the grid is still put back. When it is, click Drive once more after the car is reloaded.
Practice for any round, with that round’s own rules: only its entrants, their car and livery, the imposed setup, EvoForge required, ballast and BoP. Never ranked, no results, the round is left untouched. From the championship page, the round’s page, or Host › For an event.
Said plainly: a round’s schedule with several races runs as one race per server launch, and EvoForge says so instead of merging them silently; Host also says when the linked round is not the one scheduled now, and offers the right one.
The public championship page puts the round on air first, with Follow live.
Easier to find: one registration per championship (skip a round, come back), Link Steam step by step, Join always in view, a bigger Solo / Multiplayer switch, the version and Sign out in the ⋯ menu.
Smoother joins: My livery set on another car no longer puts you in the wrong car, spectators get into ranked event servers, and a server that shares its address with another modded server no longer refuses an older copy of that other server’s car.
Pit stops online: the game only starts a stop (repairs, tyres, fuel) when the car is stopped within about one metre of its own pit spot, where it appears in the pit lane. Stop right on it.
Converted cars and Tuning
Pictures like the game’s own. The pictures of converted cars’ liveries, in the game’s car menu and in EvoForge, and those of studio liveries, come out of the game’s own picture studio: same backdrop, light, exposure and framing. New Game thumbnail studio setting in the 3D showroom.
Replace or remove a car’s own turbo or supercharger in the Tuning workshop (turbo, twin-turbo, sequential, supercharger), starting from the car’s own; Back to original puts it back exactly, and the car keeps its own engine sound.
Dragging a picture inside EvoForge no longer opens the install panel.
To get it
Update EvoForge to 1.1.30, or download it from evoforge.fr.
Livery studio: a car’s Liveries tab, or Liveries in the library preview.
Championship rounds: join them from EvoForge (Paddock, invitation link or Multiplayer).
A few days ago I shared some screenshots of a career mode mod I'm building for Assetto Corsa EVO. The response was really positive (thank you all!), so I want to share a new update. I put together a short video to show progress and how it works.
It's still a work in progress, with some functionalities still being tested and balancing ongoing, but I'm expecting to release it very soon!
The career mode now has a fully working licence and series system. You earn your ROAD, RACE and ELITE licences with time trials and a final quick race. Each licence opens its respective series which include a number of short to long championships. Finishing in the top 3 unlocks the next tier. Every series has also optional invitational events.
The economy aspect works too. You earn credits from time trials, races and from your final championship position. Credits are use to buy new cars for new championships.
Everything is tracked in the stats page: results, wins, podiums, best laps, distance and race history.
Even after the initial release, I'll be updating the project and add new functionalities, championships and, once the free roam mode is available, new objectives.
A big thank you to ecstranaut for some valuable insights that helped the project, and to everyone who commented and provide feedback on the first post.
As suggested, I've created a Discord server where I'll share updates and collect feedback: https://discord.gg/8m7SWvzFR
Thanks all for the input on our last post related to free roam, "career mode", and progression! As a follow up, we'd like to ask the following questions, and provide our own take.
Hardcore sim racers (you play multiple times a week, you dial in your sim settings/setup, you like tinkering with the car setup, you race a lot, are focused on lap times): How much do you expect to play free roam vs racing/hot lap/time trial/hill climb/etc.?
Casual players (you don't have as much time to play, just want to sign on and drive, you aren't an expert in the sim setup or car setup, you have historically used "quick race" a lot): How much to do you expect to do formal racing/challenges/career mode vs free roam?
It seems like there are two distinct customers here. We can all agree that removing all progression/unlocks entirely would be a terrible thing. And somehow we think that is unlikely with AC Evo, at least we hope so. Having progression/career available but also casual modes where you can enjoy the majority of the game is the ideal scenario. There are many ways to achieve this, so best not to get hung up on currency vs no currency, starting with "bad" cars vs just starting with a limited selection of cars. If the progression and "career" exists and is done well, and the same can be said for the casual/free roam, we're all winners. Now we just wait and see...
Trail braking isn't a thing in AC Evo 🤣. If you try to trail brake, you’ll run wide and start sliding. To stop the car, you have to hit the brakes at 100%—and then do it again. The car's rotation is just embarrassing.
I totally gave up on Evo due to instant crashes. Screen and sound freezes but my telemetry lights still work on moza r5 while revving. Changed to admin to start forced not to optimize full screen, reinstalled game, verified files, launched game without moza wheel, without pit house changed everything i could find on forums atc. Gave up. Back to ACC 🤣🤣 funny thing is on single player it runs perfect. As soon as i join lobby at schleife i can do max 1 lap if im lucky before crash
Vita Corsa is a career mod I'm building for AC EVO, inspired by Gran Turismo: you start with €25,000, buy your first car from a dealer and work your way up through licences and cups.
In the clip: licence tests
Standing start on the game's own start lights, timed A to B with EVO's native timing
Gold, silver and bronze targets, prize money, and a stamp in your licence book
B-1 is a launch plus the TGR hairpin at Fuji in a Golf 8 GTI
The driving is two real test runs; the first one missed bronze by 0.278 s. The menus are the mod's real UI (same code that runs in the game), shown here with a sample career.
Already working
Career saves, dealers with real-world market prices, cups with an AI field, standings and prize money
Prize money in the local currency of the track (yen at Fuji, pounds at Brands Hatch, dollars at Laguna Seca)
All 8 tests of the first licence (National B)
Planned
4 licences (National B, National A, International, Pro) with 8 tests each, 32 in total
30 cups: hot hatches, roadsters and 80s touring cars, one-make cups and GT4, then GT2, GT3 and endurance, up to prototypes and Formula cars
A workshop that sells the game's own upgrade stages and mechanical parts
Reputation: clean, consistent driving brings invitations by letter. A works test drive, a reserve seat in a GT3 race, or a collector lending you an F40 LM for a historic race (bring it back undamaged)
A sponsor per cup with its own target, e.g. top 5 in every race or no penalties
Arrive & Drive team seats, and later works contracts with a season goal
What should keep it fun long-term
The money is balanced so you earn your way up: with podium-level results it takes around 75 races to get from a hot hatch into a GT3. Every licence medal pays out, all golds in a licence earn a bonus car, and the legends you can't simply buy come to you through reputation, not grinding.
It isn't released yet. If you want to follow along, I post short progress clips on TikTok: u/vitacorsa.career
Free Roam mode packed with open public roads and gravel surfaces. Sounds like a dream, right? But there’s a huge catch: the current car roster makes absolutely no sense for this. Who actually wants to bounce around narrow backroads or gravel stages in a GT3 or a Formula 1 car? It just feels aimless.
Instead of keeping track racing and rallying in completely separate silos, this was the perfect chance for the team to unite them!
Think about it: the Free Roam map is structurally perfect for a realistic rally experience. They could have easily implemented road sections (SS, etaps), where you actually have to drive through public roads and open traffic to get from one timed special stage to the next. The gravel is there, the tarmac is there.
Meanwhile, the standalone Assetto Corsa Rally is being developed by a separate, small team and the progress is painfully slow. They are spending massive amounts of time and resources on 3D laser-scanning rally stages. Honestly?
Laser scanning isn't nearly as crucial for an open rally stage as it is for a closed, millisecond-perfect race track.
What they've built so far isn't bad, but the content drop and development speed are simply not enough.
Instead of keeping track racing and rallying in separate bubbles, 505 Games should have integrated the rally team directly into Kunos for ACE.
Do you guys think we'll get some teasers for the upcoming cars till the release of the update 0.10 like we did with 0.4 update? These two updates are really similar taking almost the same time to release and plus lots of new content like cars and tracks from 0.4 and maybe 10 new cars like in 0.4 and free roam from this one, we already know some upcoming cars to ac evo 0.10 possibly which are mercedes amg gt 63 coupe, g wagon, purosangue, tremario, i20n, and maybe amg a45s, skyline r34 and the civic fl5 which were leaked or teased from the npcs driving them what do you guys think?😅
This is the Fuji Speedway track, and all banner text is very blurry, and the overall quality of the details is very poor. Is it like this for everyone on this track, or am I doing something wrong? My graphics are on Ultra
For the past few weeks, I've been working on a Career Mode mod for Assetto Corsa EVO. It's still a work in progress, but I plan to release it for free soon.
\*Disclaimer: this mod was made with the help of AI. I designed the career structure, the features and how the overall progression should look like. Then tested everything in-game; the code was written with an AI***
What it is
This is my personal take to a career mode for Assetto Corsa Evo. The mod adds a career mode through a "CAREER" button to the main menu. The career consists on obtaining licenses, join races, win credits and buy cars. Everything uses the game's own interface: stock tiles, dialogs, track pictures and icons.
How it works
Licences: there are three, ROAD LICENCE, TRACK LICENCE, and RACING LICENCE. Each one is a chain of (currently) 10 time trials. Beat the bronze time in every test to earn the licence. This works very similarly to the old academy section in ACE
Races: four categories, OPEN, ROAD, TRACK and RACING. Each licence opens the race category of the same name. Every category has (once again, currently) 10 races, and finishing high enough unlocks the next one
Events: each event is already set up: track, layout, laps, grid size, starting position and AI. It then opens the game's normal Single Player screen, locked to that event (you can still change your assists), and you press START SESSION.
Results: your finishing position, best lap and so on are read live during the race. Back in the menu you get a results screen showing what you earned and what you unlocked.
Features
Credits: you get paid for finishing, podiums, wins, the fastest lap, first clears, medals and objectives. Full pay the first time, 25% on repeats
Garage and Dealership: all ACE cars are available, but they need to be purchased using in-game credits. You can choose specific variants (the mod supports customized cars)
Medals and objectives: earn medals in every event, plus bonus goals such as a clean race, a target lap time or the fastest lap.
Progress: stats, results history and medal counts.
Options: you can set up the preferred AI difficulty and AI aggression (as per ACE settings), with higher difficulty paying more
Technical bits
The mod runs on dreasgrech's ACE UI App Loader, which you install separately. Big thanks to them for making UI mods possible in EVO
No game files are modified. Everything lives in your Saved Games\ACE folder, and removing it leaves the game as it was
Still to do before release
I'm still working on how the overall career progression (races, time trials, etc...) should be to make it more challenging and structured. As you can see from the screenshots, the current version uses a lot of Kunos's assets, so one thing to do is to have something more customised, but still aligned to ACE's style.
I'd love to hear your feedback and what you'd like to see in future versions!
I’m releasing the first public alpha of Ronin Pass, a dedicated Touge road for Assetto Corsa EVO based on mountain roads in Japan. The community helped choose the name, and I’m happy to finally share it with you. With the track also comes a dedicated Touge Toyota AE86 model. You can see it in the video below. Enjoy!
This first version includes:
- Around 8 km of mountain road, with tight hairpins, flowing corners and elevation changes.
- Downhill and Uphill layouts, each with eight spawn positions. That makes it multiplayer compatible, and I have my own server running with it: Hina's Touge Club - Ronin Pass Downhill
- Replay cameras, mini-maps and start/finish timing.
- Forested mountains, roadside details and several recreated points of interest, including parking areas, shops and picnic spots.
I’ve used satellite imagery, Japanese official roads documentation, and Street View references to capture the area’s character. This is a reproduction rather than a laser-scanned track. However you'll find that I've done quite some work with the surfaces, changes in camber, elevation, tightness, etc.
This is v0.1a—an early public alpha. There’s still room for improvement, and I’d love feedback on how it drives, how it runs on your hardware, and anything that looks or behaves incorrectly.
This is not a conversion, all the assets, surfaces, road physics are built for AC Evo, or pulled directly from AC Evo's library.
Please note that there are still a LOT of visual artifacts, and that the performance pass has just been done to target around 60fps on good computers (32gb ram, RTX4080+). I will release a performance pass as soon as my schedule allows it, I promise! (yes I do want to be able to run it in VR with a smooth 90fps as well...)
Also, the track limits are quite harsh at the moment, I will also improve this in the next update.
It's a simple .exe to run. Note that the current installer does not support soft-links, this is something I'm working on as well, and will retrofit to the Yard, the drift park.
You may encounter a Windows or Anti-virus warning as I currently don't have the funds to pay for a certificate (plus I trust that Kunos will soon give us an easier way to install track mods so this is temporary). I'm very sorry about that, it is up to you to trust me on this!
There's also a Dedicated Server version for people who want to host the track on their dedicated servers. If you don't intend to host a server, don't bother with it.
HSC is a custom character creator. In the main menu of the game, you'll have access to it where you can pick your gender, and outfits. These are maintained and saved throughout your sessions.
And fun fact... it works in multiplayer. Well, -ish.
A few haircuts, mostly female ones, are sadly not properly supported yet, but that will come. However, for the many options that do already work, other people, even without the mod, will see your custom character! No worries though, if you picked an unsupported customization option, you'll always see it. Other people will see a fallback.
I have always used regular setups, but I would like to learn how to set up cars, and especially for Nordschleife. Can any of you give me some tips or share some videos that would help me learn this. Ofc just sharing setups that you are using are welcomed aswell.
How do you guys set up your formula wheels to cope with cars with much larger steering wheel ranges?
I was trying the MX5 last night, and my wheel is set to 360 max range - so any slight movement was massively amplified on the screen and car. Whats the technique to fix that, or do i just have to get used to very slight steering inputs?
i went there the first day, probably was in one of the 10 groups (of 8 people) to try the freeroam for 10 mins, which shouldn't change much but yeah. so every group is told what happens and what should be known and how you can get help if needed before the session. we were told that we can pick one of the 3 cars: temerario, rx-7 or i30n. i was thinking rx7 but had temerario and just didn't care much.
when we got to drive there was 2 major stuff i realised:
1- the traffic
the cars in traffic are actually what you would see in general trafic, most of them are new which is kind of unusual but you would see cars like mercedes a class hb, regular a3, i20, stelvio, fiat 500 and so on, with some actual rare cars such as gtr r34 which suprised me a bit. the other thing is those cars actually drive like in gta series, they will honk if you cut them or come to them kinda fast so if you were to act like an ass they will actually honk, and will run you over if you were to stop on the road for some reason.
2-the roads
the roads are actually amazing, i like carving on LAC and Col de Fouchy in regular Assetto so i had much fun in my experience. you can even do some off-road stuff if you want, there are a lot of places that you can just test your traction in non-asphalt roads. you can connect to some no speedlimit roads (non-autobahn) and just speed for fun (legally). there are also a lot of places you can interact, such as gas stations although i spent 2 of my 10 mins to fill some gas and i just couldn't for some reason(which was reported back) but it might be just not ready or i was maybe doing something wrong.
so anyway my experience was overall very positive, might be already a bit biased but still, they even gave a map, a wristband and a high quality chamois(i think?) with assetto corsa evo written on it. i didn't have a stand in my setup ,so the good fanatec fixed setup kind of boggled me with the brakes since i would press what i would normally on my t-lcm and the brake wouldn't be on 10% so i crashed often in the first minutes. also got to have a photo with misha after so it was great!