REDLINE

Converter · PRO

What converts

The Assetto Corsa converter (Build → Convert from AC1, part of REDLINE PRO) rebuilds an Assetto Corsa car as an Assetto Corsa EVO car and installs it in the game’s mods folder. This page lists what it carries over, what it approximates and what it refuses, taken from the converter’s own rules.

Converts

Kunos cars from your own Assetto Corsa install, and mod cars from any folder you add or from a .zip, .7z or .rar you drop on the window (.rar needs WinRAR or 7-Zip installed). Before anything is built, each car gets a readiness list saying what was found and what will be substituted.

A car needs:

  • A main .kn5 model.
  • Physics data, either in data.acd or a loose data folder, with a car.ini. The standard data.acd packing is read; nothing encrypted is.

What carries over:

  • The model, as it is. Placed where Assetto Corsa put it: body offset and pitch, wheels and suspension at the car’s own track widths.
  • Physics. Engine, turbo, gearbox, suspension, brakes, aero, DRS, ERS/KERS and electronics (ABS, traction control), converted to Assetto Corsa EVO’s units. What comes across is the car’s data, not Assetto Corsa’s physics: Assetto Corsa EVO’s own physics engine drives the car, exactly as it drives Kunos’ cars.
  • Driver. The car’s own Assetto Corsa driver (helmet, suit, gloves, shoes and head), seated from the car’s driver position, with steering and gear-change animations rebuilt from the car’s own files.
  • Cameras. Driver eyes, dash, bonnet, bumper and the car’s extra cameras.
  • Cockpit. Analogue gauges and needles, digital displays as dash pages, LED lamps, mirrors, seatbelts, paddle shifters.
  • Lights. Headlights, tail and brake lights, flash, pit and special lights, and night lighting.
  • Animations. Wings and DRS, suspension, lights and the car’s extra animations.
  • Damage. Visual damage parts and glass.
  • Skins become liveries. A car with no skins folder gets one livery made from the model’s own textures.
  • Engine sound. The car’s own FMOD sound bank is converted. Without a bank and its GUIDs.txt, the template car’s sound is used instead, and the readiness list says so.
  • Level of detail. A model that ships with a single LOD gets a generated LOD chain at Kunos’ own distances. A model with three or more LOD files keeps its own.
  • Menu details. Name, brand, year, class, description and livery names from ui_car.json.
  • CSP extras that have an Assetto Corsa EVO equivalent. From ext_config.ini: analogue needles, display values, lights, animations bound to inputs, shader replacements and brake-disc effects.

Approximated or left out

These have no direct counterpart in Assetto Corsa EVO, so the converter either substitutes something close or leaves them out. Each one is listed in the car’s build report.

  • Tyres. The nearest stock Assetto Corsa EVO tyre mesh at the car’s size. Each tyre starts from the Assetto Corsa EVO compound closest to it (road, semi-slick, slick or wet) and takes the car’s own tyre values wherever Assetto Corsa EVO models them the same way: grip under load, slip, flex, camber, pressure and the temperature-to-grip curve. What Assetto Corsa EVO models differently stays the compound’s.
  • Values Assetto Corsa has no equivalent for, such as brake pad behaviour and the AI’s driving hints, come from a Kunos car of the same class.
  • Gauges. Only rotating needles exist in Assetto Corsa EVO. Sliding or scaling indicators and G-meters don’t convert.
  • CSP-only effects. Wipers, wobbly parts, deforming parts, refracting headlights, Lua scripted displays and CSP’s per-car sound volume and pitch. These are Custom Shaders Patch rendering features with no data in Assetto Corsa EVO.
  • Exhaust flames. Placed and timed; their size and intensity settings have no counterpart.
  • Dash pages. Converted, but not yet checked in game on every car.
  • Fields Assetto Corsa EVO does not have. Fuel consumption, pit-stop times, camera shake, rear number plate, racing number decals (Assetto Corsa bakes numbers into the skin) and pedal animation when the car ships none.
  • Store sharing. Converted Kunos cars are for your own use and can’t be shared to the Store.

Refused

  • Cars encrypted for Custom Shaders Patch or Content Manager. They are listed, marked as encrypted and never converted: REDLINE does not decrypt paid or protected content. The readiness list says “Encrypted for Custom Shaders Patch. REDLINE never decrypts paid content; this car cannot be converted.” and the Convert button is disabled. A Hide encrypted filter takes them out of the list.
  • Models that don’t read as a normal .kn5 (obfuscated models). Refused with the reason in the report.
  • Cars missing a .kn5 model, physics data or car.ini. Shown with the missing part named, and not built.

Tracks

We can do tracks. In our tests a track installed in the mods folder loads in Assetto Corsa EVO with its scenery, physics and track streaming. What stops it being drivable is the game’s track list: adding a track to it today means patching the game’s content file, which a game update or a Steam file check undoes and which can stop the game from starting.

So we’re waiting for Kunos to release their own track pipeline, and will add tracks then, the proper way, without touching the content file. Until then the converter handles cars only.

The build report

Every conversion writes a report, opened from the car in the converter. It shows:

  • A verdict: Verified, Playable, with notes, Not installable, or Cannot convert.
  • The checks run on the finished car (it is built, read back and checked), and any that failed.
  • “AC EVO cannot express”: the limits above that apply to this car.
  • Where every value came from: the model, the physics files, a stock donor car, generated, or missing from the source.
  • Build time, peak memory and the converter version, plus Copy as Markdown, Open log and Open folder.

A copy is saved in the car’s folder as freshcar_report.json.

Results so far

From real builds, not estimates:

  • A 329-car Assetto Corsa library scanned by the converter: 290 readable, 31 encrypted for CSP, 9 with obfuscated models.
  • 32 converted cars installed on the developer’s PC (19 Kunos, 13 mods): all 32 came out Verified, every check passing (33 to 43 checks per car). Each lists 6 to 8 of the limits above. The builds took 50 to 173 seconds, with a median of 73.5.

Counts as of 28 September 2026. The converter is updated often; the report on your own build is the one to trust.