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October 13, 2026

Rain, DRS, night and start lights on converted tracks: EvoForge 1.1.10

Thank you for supporting EvoForge! 1.1.10 is the converted-tracks update: we compared about twenty tracks from the same viewpoint in Assetto Corsa and in EVO, and fixed what did not match — rain, DRS zones, night lighting, start lights, and a long list of visible faults. On the car side, the AI brakes later and is faster in single-seaters, and you can tune how it drives. Everything stays free for every driver, and your support is what makes that possible.

In the rain, the road is wet

  • In the rain, the road of a converted track now darkens and gets a water film, like the game’s own roads. Until now it stayed dark and matt.

  • On some tracks the road did not get wet at all: Imola, Spa, Magione, Laguna Seca, Sepang, Black Cat County, Deutschlandring and a few others. Fixed.

  • When the track’s author tuned the rain for Custom Shaders Patch (where puddles form, what soaks), that setup is followed.

  • What a converted road does not have: the animated raindrop rings of the game’s own roads.

DRS zones

  • A track that defines DRS zones in Assetto Corsa now has them in EVO, at the same places. Until now a converted track had none, so a DRS car could never open its wing on it.

  • Checked in game with the Ferrari SF-25 at Imola: DRS is offered inside the zone, the wing opens, and a touch of the brakes closes it.

  • The activation point is dressed like on the game’s own tracks: a “DRS” board on each side and a painted line across the track.

  • 26 layouts of our test set define zones (Imola, Spa, Mugello, Barcelona, Brands Hatch, Nürburgring, Red Bull Ring, Laguna Seca, VIR, Sepang, Magione…).

Night and start lights

  • Tracks light up at night, like in Assetto Corsa with Custom Shaders Patch — Kunos tracks included. When the mod has no lighting setup of its own, EvoForge fetches the track’s official one on your PC (nothing is bundled with EvoForge; an internet connection is needed the first time). Barcelona went from 0 to 413 lights.

  • More of the track’s own lights are on: race tower, pit boxes, light strips, spots. And no more blinding windows and buildings.

  • The track’s own start lights work: the gantry lamps light up column by column during the countdown and go out at the start, in step with the on-screen lights.

  • The gantry is no longer upside down on the Kunos tracks that rotate it (Barcelona, Highlands, Nürburgring).

Closer to Assetto Corsa by day

  • No more checkerboard patches on the asphalt of many converted tracks.

  • No more black poles, rails, grandstands and pit buildings: the look follows what the mod says about the surface.

  • Logos and paint are no longer wiped off buildings and walls (the marshal post at Barcelona, the pit wall of the Nürburgring).

  • Nets, awnings and power lines stay where the mod puts them: the blue net over the Barcelona pit roof hung like curtains.

  • Fences and nets as discreet as in Assetto Corsa: only posts and frames remain at a distance, instead of large white panels.

  • Windows, glass panels and tarpaulins are see-through again (Ebisu, Imola, Spa); faint road paint is back (the “UP!” at Driftworks); painted lines are back (the start line at Magione was black).

  • The ground sheet covering the road at Spa, the white strip over the dirt at Höljes, guardrails reduced to their posts (Driftworks): gone.

  • Grandstand roofs and fences are no longer lit on their shaded side (Imola, Highlands). The track’s default skin is applied (flags at Spa).

More of each track’s CSP setup

  • A mod with its own CSP setup also gets the official one, the way CSP loads both: the mod’s has priority, the official one fills the gaps (Fonteny, Shinjuku, LA Canyons).

  • Tracks shipped with their own baked shading now use it (Lédenon, Feint Valley, Transfagarasan, Driftworks…).

  • Kunos tracks follow their CSP tuning: ground and tree lighting, swapped materials and textures, the default skin.

AI: faster in single-seaters, and tunable

  • In a converted formula car, the AI opponents braked far too early at the end of straights and crawled through fast corners: they drove at 250 km/h as if the car had the grip it has at 80.

  • The AI now knows how much harder the car brakes and corners as speed — and downforce — builds up. Cars without downforce are unchanged.

  • Already-converted cars: open Tuning › Penalties & AI and press Update. The tab now also shows the grip and the braking the AI counts on at 200 km/h, and the downforce family you pick there really changes them.

  • Real levers on how the AI drives your car, in that same tab. Corners only and Braking only move one side of the race reference without the other.

  • A new AI driving card that only changes the opponents (penalties stay the same): Planned braking (how late the AI brakes), Grip assist, Slide recovery, Steering gain, Steering response, High-speed look-ahead, Understeer reaction and AI gearbox (let the AI pick its own gears).

  • Every slider has an Auto button; on one of the game’s own cars, Auto is the value Kunos measured.

Managing converted tracks, safely

  • Removing a track only removes that track (a track whose name starts like another one could take the other with it).

  • Track length and grid size are kept when you re-declare, rename, re-enable or share a track.

  • The game’s content file no longer grows at every re-declare; a declaration is all-or-nothing; renaming is safe.

Fixes

  • “Creation failed: could not generate a unique id” when converting a car (large collections of cars named alike).

  • Le Mans, 24 h layout: the game no longer crashes at loading.

  • Highlands converts again, with its buildings.

  • Wrong track length when the mod writes it with a comma.

Getting it

  1. Update EvoForge to 1.1.10, or download it from evoforge.fr.

  2. Reconvert your tracks: in the Library, “Repair my content” brings them up to date and keeps your settings.

  3. Already-converted downforce cars: Tuning › Penalties & AI › Update, then tune the AI driving if you wish.

  4. Start a session at night, or in the rain.

Thanks again: you are the reason EvoForge stays free for every driver. Feedback is welcome on the Discord: https://discord.gg/x3w7eCDFkK

Comments (6)

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Stefan Will · October 14, 2026

Hello, I just converted a fresh download file and everything is fine again; the only difference compared to the old "rt zolder" file is TreeFX—perhaps that's where the problem lies.

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Stefan Will · October 14, 2026

I tried all four options under "3D Vegetation," but without success. If I turn off "3D Vegetation," the original trees appear, but they look terrible. I tried using "Evo factory ground materials" both with and without the setting enabled, but to no avail. When I converted using the previous version of Evoforge, I had your default settings applied along with "Evo factory ground materials," and that worked perfectly.

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Stefan Will · October 14, 2026

Just a little problem, since last update, the converted track "rt zolder" looses his trees and i can not rebuild that. In Version before Update everything was fine.

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EvoForge - Jésus Triste · October 14, 2026

What settings are you using for it ?

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Stefan Will · October 14, 2026

Awesome Tool, it is crazy super what you have done, thank you for your work.

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ぐぅ · October 14, 2026

Wonderful—this is exactly what I've been waiting for.