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How to make an Assetto Corsa circuit on your own streets (or design one)

Worldlaps makes Assetto Corsa circuits in three ways: from the real streets of an area, closed into a loop; from a new layout drawn on the real terrain; or from a circuit that is already in OpenStreetMap. Every one gets a grid, pit boxes, lap timing and an AI line.

By Abel Antonino Juberías · Updated

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The finish gantry head-on, with the Worldlaps logo on both sides, between the cuttings and the mountains.

A circuit on real streets

In "Circuit on real streets" mode you mark an area of your town and get a circuit through its streets: the longest lap that fits in it. If you have a particular route in mind (a local festival course, a fun-run route, the block you always drive round), you chain the streets yourself in whatever order you like.

The streets keep what makes them recognisable: their width, pavements, buildings and gradients. A climb through the old town is still a climb, and an avenue with a central reservation still has it.

An avenue in Puerto de Sagunto generated by Worldlaps, from above: zebra crossing, central reservation, paving and lane markings.
An avenue in Puerto de Sagunto, lanes and central reservation included: street-circuit material.

A new circuit on real terrain

In "Designed circuit" mode a brand-new circuit is laid out on the real terrain of the area, between the real buildings. It is how you get a race layout, kerbs and all, somewhere that exists: the hillside above your village, a plain by the sea, or the valley where you always thought a track would fit.

Aerial view of one of the first tests: a circuit laid out north of Puerto de Sagunto, with the generated town and the sea behind.
One of the first tests: a circuit laid out over Puerto de Sagunto (image from an early version).

The circuit editor: design and refine your layout

For more control over the layout, Worldlaps has its own circuit editor. You build by pieces (straights, bends and the transitions between them, like the classic piece-by-piece editors) or freehand, on the real terrain of the area or on terrain made from scratch. It works for circuits, karting tracks, rally stages and hill climbs.

While you draw, the editor warns you live about anything that does not fit. When it is ready, the circuit comes out like every other track: with embankments, kerbs, markings, timing and the AI line.

It is not ksEditor and does not replace it: ksEditor is the Kunos SDK tool for turning a model into a KN5 and setting its materials. A Worldlaps track comes out ready for the game, and if you want to carry on in ksEditor or Blender, the scene is there as FBX.

Real circuits already in OpenStreetMap

If the area contains a race or karting circuit in OpenStreetMap, it comes out as a circuit, not as a street:

  • Circuit width: that of a large circuit, a short one, a kart track or the pit lane.
  • Red and white kerbs at the apex and exit of tight corners.
  • White track-limit lines on both sides, a chequered start/finish line and painted grid boxes.
  • A pit lane with its garage building and pit wall, and a start gantry with lights.
  • Tyre walls, concrete walls with catch fencing, marshal posts and distance boards before the braking zones.
  • No street clutter on the track: no lamp posts, zebra crossings or parked cars.

The full lap is timed; alternative layouts remain as track, without an AI line.

What every generated circuit gets

ElementWhat is generated
Grid12 starting slots
Pits8 pit boxes
TimingLap start/finish with sectors, plus a hotlap start
AI linefast_lane.ai, to race the game's AI
CamerasTV cameras for replays
PhysicsEvery surface with its own grip: tarmac, kerbs, grass…
Low close-up of the WORLDLAPS marking painted on the tarmac, with the grain of the road.
Paint on tarmac, seen from ground level.
The start gantry lit at night, the tarmac under the floodlights and the forest in darkness.
The start gantry at night.

Improve the data before generating

Streets and circuits come from OpenStreetMap, which anyone can edit: if the circuit near you is badly mapped, or a street has the wrong width, you can fix it there before generating. How, and which tags matter, is in OpenStreetMap to Assetto Corsa.

If you would rather have a whole area with no fixed route, see free-roam maps. And if you are weighing up other circuit tools, there is the comparison with TreCorsa, Race Track Builder and Blender.

Frequently asked questions

Can I recreate a famous real circuit?

If it is in OpenStreetMap, it comes out as a circuit. Bear in mind it is not a laser scan: for a famous circuit, a scan-based mod will be more accurate.

Does it have pits and a grid?

Yes. Every generated circuit gets 12 grid slots, 8 pit boxes, lap timing and an AI line.

Can I choose the route through the streets?

Yes. Let the app find the longest loop, or chain the streets yourself in the order you want.

Is there a track editor like ksEditor?

Worldlaps has a circuit editor to design the layout, by pieces or freehand, that warns you live about anything that does not fit. You do not need ksEditor: the track comes out ready for the game. If you want to touch it up there or in Blender, you also get it as FBX.

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