[DOWNLOAD] EvoForge BIG UPDATE !
Hey everyone!
Here is everything that changed since the last update. This one is less about a big new feature and more about making converted cars come out right — how they sit, how they move, what they are made of. Almost all of it started from your reports and screenshots: cars sitting too high, the front scraping under braking, colliders in the wrong place, steering ratios changing on their own, sound dropping out on track.
There is also a long list of track, sound and interface work on top.
And a big thank you to Alien for his work on the materials side! 🙏
By the way, Alien also has a Patreon where he provides some very useful tools to complement your imports and get even better results. If you're working on conversions, it's definitely worth checking out:
👉 https://www.patreon.com/cw/alien_one
Thanks again for all your feedback and support!
⚠️ Please read this first
A converted car keeps the files it was built with. None of the fixes below reach a car you already converted — you have to re-import the mod. EvoForge now marks the cars that were built before this work with a “To reconvert” badge in the garage, so you can see at a glance which ones need it. Nothing is broken on the old ones; they simply do not benefit from any of this.
🏁 Cars now sit on their suspension
This is the biggest change of the update.
EvoForge used to place a converted car exactly at the height its 3D model was drawn at. Real cars — and the cars that ship with EVO — settle onto their springs instead, so the final ride height depends on weight, spring rate and the coilover collar, never on the model alone.
Studying the 66 cars that come with the game revealed the actual rule. Applying it cut our ride-height error from 17 mm to 3 mm. On a Skyline R34 it removes 30 mm of false rake at the rear — the “tail in the air” several of you reported. On a car that exists in both games we now land within half a millimetre of what Kunos themselves wrote.
One consequence worth knowing: the showroom is structurally blind to this. A car can look perfectly level in EvoForge and still be wrong on track — which is exactly why this took so long to find.
🔧 Suspension travel — a sign error
The two travel limits of a suspension are each measured in their own direction, so they add up. EvoForge was subtracting one from the other. The result was suspensions with negative travel: a bump stop already engaged while the car stood still, permanently pulling the body down or holding it up.
28 % of all axles had crossed bump stops — now zero.
64 % had the rebound stop engaged at rest — now three out of 770.
The travel actually written is back to the mod’s own figure.
On a Ferrari F138 this produced exactly the reported symptom: front pinned to the floor, rear held up, no free travel anywhere. If you had a car that dived onto its nose and scraped, this is very likely why.
Two related fixes: the compression/rebound split is now rebuilt from the mod’s resting position (one car was getting three times too much travel at the rear), and ride-height sliders are built around the car instead of the template — on some single-seaters the car’s own ride height fell outside its own adjustment range.
🔩 The packer — the last of the missing travel
After all that, one report was still standing: there is still too much suspension travel. The cause is a third spring that Assetto Corsa calls the packer — a compression-only stop that engages before the bump stop, and that EvoForge simply never converted. Every car was riding on more soft travel than its original had. It is now ported.
On a Skyline R34 the free compression travel at the front drops from 78 mm to 18 mm — the figure Assetto Corsa itself uses. Nose clearance under 1 g goes from 14 to 33 mm, and the load at which the nose reaches the ground rises from 1.20 g to 1.87 g on a car that can only pull 1.17 g: the nose stops touching. Resting ride height does not move at all.
Across the 386 mods the packer engages on 523 axles out of 757 — so on 69 % of axles it bites before the bump stop does. The “Travel range” slider now follows the same decision axle by axle, which removed 33 slider shifts that were never justified.
🚗 Cars with a rigid rear axle were unplayable
A converted Ford Capri RS3100 came out with invisible rear wheels, the body sitting on the ground and no movement at all — and nothing whatsoever in the log.
The engine builds the rear hub matrix by dividing by the toe-out value, and it does that on rigid axles only — every other suspension type multiplies by it, where a zero is harmless. A rigid axle has no adjustable toe, so none of the mods that use one declare a value: we wrote zero, the engine computed 0 ÷ 0, and both rear wheels got an invalid hub matrix on every frame. That is also why the very same setup file drove perfectly on any other suspension type.
All 11 rigid-axle mods among the 386 tested were broken in exactly the same way. EvoForge now writes the same tiny non-zero value the factory cars carry, and never touches a value the mod provides.
📐 Body pitch is back
Assetto Corsa lets an author tilt the car body relative to its physics. EvoForge was looking for that setting in the wrong place in the file, so it found it zero times out of 386 mods and laid every converted car flat.
Two thirds of all mods declare a non-zero pitch. Restoring it moves the nose relative to the tail by 20 mm on the average car, and up to 12 cm on the most extreme ones. The two games turned out to use opposite conventions for the direction, which was settled by testing in game rather than by assumption.
⚙️ Real all-wheel drive, and hybrid systems
Mods using Assetto Corsa’s second AWD model — Skyline R34, GT-R, Huracán, Lancia Delta and others — were being converted as rear-wheel drive as a stopgap. They now get a genuine all-wheel-drive layout with per-wheel torque transfer, driven by the mod’s own coupling formula rather than values borrowed from another car.
ERS and KERS are now converted. Sixteen mods — SF15-T, SF70H, Porsche 919, 918, P1, LaFerrari, TS040, R18 and others — had their hybrid system silently ignored. Deployment profiles (with their original names), battery capacity, harvesting, MGU-H heat and cockpit controls all come across, and a new Hybrid (ERS) section appears in the Tuning tab with editable deployment curves.
Also newly converted or fixed:
Electronic brake bias — 23 mods drive their brake balance dynamically. It was being converted and then immediately deleted by a cleanup step, which also left the template car’s own brake controller quietly modulating every conversion.
Four-wheel steering (R34 HICAS, 911 and others).
Dynamic differential locking for 19 rear-drive and 4 all-wheel-drive mods.
Gearbox behaviour for the many mods that never declare automatic-shift data — derived from the mod’s own rev limiter instead of inherited from the template.
Chassis torsional stiffness — Assetto Corsa has no equivalent setting, so every car was shipping a small city car’s chassis. It is now derived from the converted car.
🛞 Real tyre import
Until now the tyre you saw was the template’s tyre, rescaled, wearing the mod’s textures.
The real obstacle was never the geometry — it was the texture coordinates, which every mod lays out differently. Rather than trying to reconcile them, EvoForge now regenerates them in the convention the game itself uses. The mod’s own tyre mesh is grafted in, re-centred, scaled to the physical radius and re-lit, on every car. The visual tyre and the physical tyre are finally the same object.
Alongside that: tyres built from two separate meshes (sidewall + tread) no longer put a tread texture on the wheel, the peak slip angle is no longer clamped against the wrong data (it was cutting the front-to-rear balance the mod author intended by nearly 40 %), and alternate compounds no longer inherit the wrong temperature window.
🧱 Colliders
Several of you sent screenshots of collision boxes floating under or above the car. There were three separate causes:
The value linking the body to its centre of gravity was still the template’s on every conversion — collision boxes were offset by 25 to 90 cm.
A safety bound was rejecting exactly four collision boxes across 385 mods, and all four were the front wings of the Formula cars — the “missing collider” on the SF15-T.
When anything looked doubtful, the converter kept the template’s collision shell without saying so. One delivered car was carrying a hull a metre too short and 47 cm above its own roof.
All three are fixed, and new checks now compare every collider against the real body before a car is written — with zero false alarms on the 66 cars that ship with the game.
In the same area, the car body is now built on the game’s own convention: factory cars place the origin of their body at the middle of the wheelbase, ours sat at the centre of gravity — a median 111 mm away, and up to 41 cm on the worst car. Nothing was visibly broken (the offset was compensated elsewhere), but everything derived from that frame had to carry the error. One regression came with the change and is already fixed: the two chase cameras and the virtual mirror were computed from fixed distances instead of from the car, and are now anchored to the rear of the body.
🎨 Materials
Car material conversion is moving off a pile of accumulated special cases and onto a written specification built from reference materials, so nothing can leak in from the template car. About 80 % of a car’s materials go through it today — lights and decals, glass and a few cases that need their own treatment still run on the previous rules, and bringing them onto the same specification is the next step.
Chrome wheels that should have been matte — Assetto Corsa fills unused texture slots with a plain white placeholder. EvoForge took it for a real detail layer and applied a full metallic clearcoat: a matte Formula wheel came out as mirror chrome.
Brake calipers, cockpit panels, painted logos — materials whose base texture is mostly grey were being replaced outright by their detail layer, throwing away the paint mask, the logos and the shading.
A new “Origin” panel in the Materials tab shows, for each material, the mod’s material name, its shader, its blend mode, which meshes use it and the source textures behind every slot. (It also displays in French now.)
🔊 Sound
The Sound Studio gains two features:
Add individual sounds to an event — graft single WAV files onto a role (pops, a horn, a gear whine) on top of any source, including the car’s current sound. No need to bring a complete bank any more.
A bank library — pick a sound directly from a searchable list of every factory car plus every car in your mods folder, instead of hunting through folders.
And three fidelity bugs that several of you described were tracked down:
Silent cockpit above idle (reported on the F138: sound in the pits, nothing on track but the exterior). Crossfade curves stayed pinned to their original positions after the engine layers were re-mapped, so every moved layer played at zero volume.
Volume dipping in the mid-range, then returning (R6, F138). A quiet supporting layer was being elected as the reference for the whole engine. Measured improvement at the worst point: −60 dB to −30 dB.
Formula engine pitch — on some mods every sample above roughly 8 000 rpm went unused and one sample was stretched to cover the top end.
🛣️ Tracks
Track conversion is still experimental, but it has had a performance pass, a physics pass and a night-lighting pass.
Large tracks are far cheaper to draw. Assetto Corsa tracks are often built as a handful of enormous meshes covering kilometres, and the engine can only cull whole objects — so one distant object forced the whole map to be drawn. Scenery is now cut into tiles and rebuilt the way factory tracks are: 67 to 82 % fewer vertices drawn at the measured viewpoints.
“I fall through the road” — the last cause. One of you described it precisely: holes that were physical but not visual. The conversion data was correct; the collision bodies were being switched off beyond 250 m along with their container, while the visible scenery stayed. Fixed, along with a crash caused by oversized collision pieces.
Grass that sounded and behaved like gravel. Surface definitions were being copied from a single factory track that has no grass anywhere, so every converted track ran grass and kerb aprons on a gravel profile.
Night lighting. Signs, LEDs and coloured panels now light through their proper emissive map, tower windows no longer light up as a cold white chequerboard, animated advertising screens and blinking signals are converted, and tunnel lighting that was coming out dark is back.
Moving trains, monorails and boats along their paths are now converted.
Road markings, kerbs and skid marks are stacked in the mod’s original order (no more kerbs vanishing under the road, no more two-tone asphalt), and near-invisible fade veils that were casting striped shadows onto the track are skipped.
A converted track can now be re-registered individually with the game.
🖥️ App and quality of life
Tuning no longer rewrites your steering ratio. Reported directly — the conversion was writing its own results into the slot reserved for your settings, so every save replayed a clamped steering value. In one garage, 16 cars out of 22 were affected. Existing cars are migrated automatically on start-up.
A “To reconvert” badge in the garage, as described at the top.
Setup ranges — a new filter shows the parameters the mod itself never declared, which means the game shows no slider at all for them. You can reopen them one by one or all at once, reversibly.
Showroom thumbnails are now built from the mod’s own preview image — every conversion used to show up in the car menu with the template car’s picture.
Real manufacturer badges in the Identity tab, extracted from your own game files on first launch, plus a warning when a car has no brand or no category (which would make it invisible in the game’s filters).
Clearer message for protected mods — when a mod’s physics is encrypted by its author, EvoForge now says so plainly and explains what still converts, instead of failing quietly.
Two crashes on car selection fixed — a hybrid system declared with no deployment profile (which the engine refuses outright), and colour swatches removed while other files still referenced them.
🚧 What is still being validated
Being honest about this, as always. Several items above were proven on data and on the bench but are only now reaching real driving: the hybrid systems (they need a complete hybrid mod to exercise), four-wheel steering, the new tyre grafting on unusual wheels, and the track work on very large maps. The packer is on by default and can be switched off: its numbers are settled, how firm it should feel is the one thing only driving can decide. Track conversion as a whole remains experimental and results will still vary from one circuit to another.
If something looks wrong, a screenshot plus the car or track name is what makes these fixes possible — that is literally how most of this update happened.
Thank you all for the reports, the screenshots and the patience. And as always: please respect the work of the original mod creators — convert what is yours, or what you have permission to use.
Comments (9)
why the import suck at 24 percent
Hi, thanks for the work ! On a lot of imported car from AC1 , the hood camera is way to down. And when i try to raise the camera in the game (via Pause menu), it's still not up enought. Do you have a solution for that ? Thanks !
You can edit camera position with the blender plugin of my friend : https://www.patreon.com/alien_one
First of all, thanks for all the work. I have one issue: removed converted tracks are still showing up in-game. How do I fix this?
How did you delete the tracks? Are they no longer visible in EvoForge? If they are no longer visible in EvoForge, restore your `content.kspkg` file using the track list at the bottom. Then, re-register the ones that are still present. If they are still visible in EvoForge, click the delete button within EvoForge. Deleting the folder manually isn't enough.
Do we have to re-convert cars that were converted after the original version came out before this patch?
If they visible in evoforge brand, no
Doesn’t seem to add the cars to the evorforge branded cars or I just can’t seem to see them, also any idea of a working go kart?
Brand name has changed
