Back to the track

Release notes

Changelog

v0.1.0

8 Oct 2026

This is the first public build of actrack. You can draw a track for Assetto Corsa, dress it, drive it in the editor, and export a folder that AC loads.

What’s in it

  • Track layout: click points or sketch a road freehand, and set the width and banking at each point. Edit heights and banking in a profile panel under the 3D view.
  • Real places: pick a place on a map. The editor loads the terrain height and the roads from OpenStreetMap, and you choose the roads for your circuit.
  • Pit lanes that join the track with a taper, bridges and overpasses where roads cross, and several layouts in one track with shortcut roads.
  • Track dressing: flat, raised, sausage and baguette kerbs, seven kinds of run-off that can size themselves from corner speed, and concrete, armco, tyre and fence barriers.
  • Furniture that places itself: start gantry with lights, braking boards, corner numbers, marshal posts, pit wall and pit signs.
  • Scenery: sculpt and paint the terrain, paint forests, place grandstands with crowds, pit buildings, tyre stacks, floodlights and your own glTF models, and put your own images on billboards.
  • Test drive: press V to drive the track. The car has suspension, tyre grip, gravel drag and engine sound, and you can drive over and under your bridges.
  • Export: checks before export, kn5 files, a racing line and a pit lane line for the AI, cameras, a map, Content Manager data, a Custom Shaders Patch config, and File › Export as zip for Content Manager.

Known issues

  • There are no hand-modelled buildings or detailed trackside objects.
  • There are no tuned AI hints, sound sources or DRS zones.
  • I have not tested every export in AC and Content Manager yet. If something breaks, write to me at stefan@faur.sh.