---
title: "BeamSetto"
description: "High-quality real circuits for BeamNG.drive. BeamSetto converts Assetto Corsa EVO's laser-scanned tracks into BeamNG maps, 1:1, from your own copy of the game."
canonical_url: "https://beamsetto.plerion.net"
---
# BeamSetto

> High-quality real circuits for BeamNG.drive. BeamSetto converts Assetto Corsa EVO's laser-scanned tracks into BeamNG maps, 1:1, from your own copy of the game.

<landing-hero beamng="0.40.5" caption="The Nürburgring in BeamNG.drive, built by BeamSetto from the game's own data." evo="0.9.1" image="/screenshots/nurburgring-gp-paddock.webp" image-alt="The Nürburgring's Grand Prix circuit in BeamNG.drive, seen from above its pits and paddock">
<template v-slot:title="">

High-quality real circuits for BeamNG.drive

</template>

<template v-slot:description="">

BeamSetto converts the laser-scanned circuits of Assetto Corsa EVO into BeamNG.drive maps, 1:1, from your own copy of the game: every layout, with its terrain, grass and trees, its grid and pit boxes, and races against BeamNG's AI on EVO's own grid.

</template>

<template v-slot:links="">
<u-button size="xl" to="https://beamsetto.plerion.net/docs/getting-started/quick-start" icon="i-lucide-flag">

Build your first circuit

</u-button>

<u-button size="xl" to="#how-it-works" color="neutral" variant="outline">

See how it works

</u-button>
</template>

<template v-slot:notice="">
<warning>

**BeamSetto  is a beta, still under heavy work.** Expect bugs, and maps that don't look their best yet: they get better with every version.

</warning>
</template>

<template v-slot:note="">

Free and open source. You need your own copy of both games.

</template>
</landing-hero>

<u-page-section title="Laser-scanned, and kept that way" description="Kunos builds Assetto Corsa EVO's circuits from laser scans of the real tracks, the Nürburgring included. BeamSetto keeps EVO's track meshes as they are, placed to the millimetre, so in BeamNG you drive the laser-scanned surface itself, with its bumps, cambers and kerbs where they are on the real circuit.">
<screenshot-gallery :images="[{"src":"/screenshots/nordschleife-camping.webp","alt":"The Nordschleife from above, running through the woods past a camp of caravans and tents","caption":"The Nordschleife in its 24h layout, with the caravans and tents EVO places beside the track."},{"src":"/screenshots/nordschleife-hairpin.webp","alt":"A hairpin of the Nordschleife with its concrete kerb and spectators on the infield","caption":"A Nordschleife hairpin: EVO's asphalt and concrete kerb, and spectators on the infield."},{"src":"/screenshots/nordschleife-spectators.webp","alt":"Spectators along the fence of the Nordschleife, one waving a flag","caption":"Spectators along the fence, where EVO puts them."},{"src":"/screenshots/nordschleife-tents.webp","alt":"A car on the Nordschleife passing tents and a spectator stand","caption":"Tents and stands along the Nordschleife, with a BeamNG traffic car."},{"src":"/screenshots/nordschleife-traffic.webp","alt":"BeamNG traffic cars on a wooded stretch of the Nordschleife","caption":"BeamNG's traffic through the Nordschleife's woods."}]">



</screenshot-gallery>
</u-page-section>

<u-page-section title="Every circuit in the game" description="Assetto Corsa EVO 0.9.1 ships 18 circuits and 39 layouts, and BeamSetto converts them all. Nothing in the tool is written for one circuit in particular: each is read from the game's own data, the same way. Every circuit becomes a BeamNG mod, and every layout a level of its own.">
<circuit-board :circuits="[{"name":"Brands Hatch","country":"United Kingdom","layouts":["GP","Indy"]},{"name":"Circuit of the Americas","country":"United States","layouts":["Club","GP","National"]},{"name":"Donington Park","country":"United Kingdom","layouts":["GP","National"]},{"name":"Fuji Speedway","country":"Japan","layouts":["GP","GP Short"]},{"name":"Imola","country":"Italy","layouts":["GP"]},{"name":"Kyalami","country":"South Africa","layouts":["GP"]},{"name":"Laguna Seca","country":"United States","layouts":["GP"]},{"name":"Monza","country":"Italy","layouts":["GP"]},{"name":"Mount Panorama","country":"Australia","layouts":["GP"]},{"name":"Nürburgring","country":"Germany","layouts":["24h","GP-Strecke","Müllenbachschleife","Nordschleife","Oldtimer","Sprint","Touristenfahrten"]},{"name":"Oulton Park","country":"United Kingdom","layouts":["Fosters","International"]},{"name":"Paul Ricard","country":"France","layouts":["1A-V2","1C-V2","3A","3C"]},{"name":"Red Bull Ring","country":"Austria","layouts":["GP","National"]},{"name":"Road Atlanta","country":"United States","layouts":["GP"]},{"name":"Sebring","country":"United States","layouts":["GP"]},{"name":"Spa-Francorchamps","country":"Belgium","layouts":["GP"]},{"name":"Suzuka","country":"Japan","layouts":["East","GP","West"]},{"name":"Watkins Glen","country":"United States","layouts":["GP","GP Inner Loop","Short","Short Inner Loop"]}]">



</circuit-board>
</u-page-section>

<u-page-section title="What comes across" description="Not a rough copy of the circuit's shape. The level is built from everything EVO draws and drives on." :features="[{"icon":"i-lucide-route","title":"The track, exactly","description":"Every driving surface is EVO's own mesh, with the grip of its surface, asphalt, kerb, grass or sand. The rubbered-in racing line, painted lines and tyre marks come too."},{"icon":"i-lucide-mountain","title":"The landscape around it","description":"A BeamNG terrain matching EVO's ground to within a centimetre or two, EVO's grass swaying in its wind, and every tree, crowd and prop where EVO puts it."},{"icon":"i-lucide-flag","title":"Ready to race","description":"A spawn point at every garage, pit box and grid slot. A quick race and time trial on EVO's timing lines, and AI races on EVO's grid where you choose the laps, the opponents and their cars."},{"icon":"i-lucide-sun","title":"Light and time","description":"The sun shines where and when EVO's race session runs, at the circuit's real coordinates and time zone. EVO's lights come on after dark, and its TV cameras are there to watch from."}]" :ui="{"features":"sm:grid-cols-2 lg:grid-cols-4"}">
<screenshot-gallery :images="[{"src":"/screenshots/laguna-seca-aerial.webp","alt":"Laguna Seca in BeamNG.drive, seen from above","caption":"Laguna Seca from above."},{"src":"/screenshots/laguna-seca-hillside.webp","alt":"Laguna Seca from a hillside, with the track, its run-offs and the infield","caption":"From a hillside: the track, its run-offs and the infield, on a BeamNG terrain shaped like EVO's ground."},{"src":"/screenshots/laguna-seca-grandstands.webp","alt":"A straight at Laguna Seca lined with full grandstands","caption":"A straight lined with grandstands, full of EVO's crowds."},{"src":"/screenshots/laguna-seca-pit-lane.webp","alt":"The pit lane at Laguna Seca, with garages, tents and the pit wall","caption":"The pit lane, with its garages, tents and pit wall. Every pit box is a spawn point."},{"src":"/screenshots/laguna-seca-paddock.webp","alt":"The paddock at Laguna Seca, with trucks, crowds and a Ferris wheel","caption":"The paddock: trucks, crowds and the Ferris wheel, where EVO places them."},{"src":"/screenshots/laguna-seca-traffic.webp","alt":"BeamNG traffic cars driving a corner of Laguna Seca","caption":"BeamNG's traffic on the circuit, following the AI road laid along EVO's track."},{"src":"/screenshots/laguna-seca-kerb.webp","alt":"A kerb at Laguna Seca seen up close, with a car ahead under a bridge","caption":"EVO's asphalt and kerbs up close."},{"src":"/screenshots/beamng-level-list.webp","alt":"BeamNG.drive's level list with the converted layouts","caption":"BeamNG's level list: Laguna Seca and the Nürburgring's seven layouts, each a level of its own with EVO's picture and map."}]">



</screenshot-gallery>
</u-page-section>

<u-page-section title="Made from the game, not made up" description="BeamSetto reads what EVO itself reads, and tells you when BeamNG can't do the same." :features="[{"icon":"i-lucide-database","title":"The game's own data","description":"Nothing is re-modelled or traced by hand. Every position, texture and setting comes from EVO's files, with no per-circuit tweaks."},{"icon":"i-lucide-hard-drive","title":"Your copy stays yours","description":"The tool reads the game files on your disk and writes the levels next to them. No game data is downloaded, uploaded or included in the project."},{"icon":"i-lucide-clipboard-list","title":"Every compromise reported","description":"Where BeamNG can't do exactly what EVO does, the build says so. Each approximation is counted and listed, never hidden."},{"icon":"i-lucide-refresh-cw","title":"Keeps up with the game","description":"After an EVO update, reading the circuits again only rewrites the assets that changed, and a rebuild only what changed."},{"icon":"i-lucide-terminal","title":"One command per step","description":"A single command-line tool, installed with uv or run with Docker. Each step can run alone and pick up where it stopped."},{"icon":"i-lucide-scale","title":"Free and open source","description":"Released under the GNU AGPL v3. Read the code, report a problem, or help with what isn't converted yet."}]">



</u-page-section>

<u-page-section title="Two commands, then drive" description="BeamSetto needs the game's content.kspkg extracted into a folder of yours: it doesn't do that part. From there, the conversion takes two commands, each writing the files the next one reads, and you drive." id="how-it-works">
<sector-steps>
<sector-step sector="1" title="Read" to="https://beamsetto.plerion.net/docs/guide/read-tracks">

Read a circuit part by part, in EVO's own terms: meshes, materials, textures, splines, start positions, lights.

```bash
beamsetto evo export game/ laguna_seca --exe AssettoCorsaEVO.exe
```

</sector-step>

<sector-step sector="2" title="Build" to="https://beamsetto.plerion.net/docs/guide/build-levels">

Build one BeamNG mod per circuit with one level per layout, and link it into BeamNG.

```bash
beamsetto beamng build laguna_seca --install
```

</sector-step>

<sector-step sector="3" title="Drive" to="https://beamsetto.plerion.net/docs/guide/drive">

Open Freeroam in BeamNG.drive and pick the layout. Every garage, pit box and grid slot is a spawn point, with a time trial and an AI race on EVO's grid.

</sector-step>
</sector-steps>

<warning>

**The first load is long, and that's normal.** The very first time you load a level, BeamNG prepares its models and textures and keeps them in its cache. Only that first load is slow: from then on, the level loads much faster.

</warning>
</u-page-section>

<u-page-section title="Questions">
<accordion>
<accordion-item icon="i-lucide-circle-help" label="What is BeamSetto?">

A free converter that brings Assetto Corsa EVO's tracks to BeamNG.drive. It reads the circuits of your own copy of EVO and converts each one into a BeamNG mod, with a map (a level) for every layout: the laser-scanned track and its kerbs, the terrain around it, grass, trees, buildings and crowds, a spawn point at every garage, pit box and grid slot, a time trial and an AI race. The conversion runs on your computer: nothing is downloaded, and no game data is shared.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="Is it finished?">

Not yet. BeamSetto <tool-version>



</tool-version>

 is a beta, under heavy work: expect bugs, and maps that don't look their best yet. Every version brings them closer to EVO. [What isn't converted yet](https://beamsetto.plerion.net/docs/how-it-works/not-yet) lists what's missing, and the [changelog](https://beamsetto.plerion.net/docs/reference/changelog) what each version adds.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="Do I need to own Assetto Corsa EVO?">

Yes, and it's worth it. Assetto Corsa EVO is a superb simulator, and the team at Kunos Simulazioni deserve your support: [get it on Steam](https://store.steampowered.com/app/3058630/Assetto_Corsa_EVO/). BeamSetto only works with your own copy: it converts the files of your own installation, and reads its `AssettoCorsaEVO.exe`. It includes nothing from the game, and the levels it builds are for your own use.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="How do I get the game's files out of content.kspkg?">

BeamSetto doesn't do it, and the project can't help with it: no code, no instructions, no links. The law forbids providing a way around the technical measures that protect copyrighted content, and the project doesn't take that risk. [The game's files](https://beamsetto.plerion.net/docs/getting-started/game-files) explains why. Getting them out of your own copy is up to you, by your own means, and your responsibility.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="Does it cost anything?">

No. BeamSetto is free software under the GNU AGPL v3. You only need the two games.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="Which circuits work?">

All of them: the 18 circuits and 39 layouts of Assetto Corsa EVO 0.9.1. BeamSetto has nothing written for a particular circuit. It reads every one from the game's own data, the same way.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="What do I need on my computer?">

[uv](https://docs.astral.sh/uv/), which installs Python for you, or Docker. The game's `content.kspkg` extracted into a folder (about 70 GB; BeamSetto doesn't do that part), and disk space for what the tool writes (a few gigabytes per circuit). And BeamNG.drive to play: version 0.40.5 is tested. The tool is developed on Linux, and finds BeamNG's user folder on Linux and Windows.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="Why does a level take so long to load the first time?">

The very first time you load a level, BeamNG prepares its models and textures and keeps them in its cache. That's normal, and it only happens once: from then on, the level loads much faster.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="Can I race against the AI?">

Yes. Every layout with a starting grid gets an AI race in BeamNG. Before the start you choose the number of laps, how many opponents line up on EVO's grid, and which BeamNG cars they drive.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="Can I share the levels I build?">

No. The levels are made of the game's own models and textures, so they are for your own use only. Anyone else who owns the game can build them with BeamSetto.

</accordion-item>

<accordion-item icon="i-lucide-circle-help" label="Is this an official tool?">

No. BeamSetto is an independent project, not affiliated with Kunos Simulazioni, the makers of Assetto Corsa EVO, or with BeamNG GmbH.

</accordion-item>
</accordion>
</u-page-section>

<u-page-c-t-a :links="[{"label":"Read the quick start","to":"/docs/getting-started/quick-start","icon":"i-lucide-flag","size":"xl"},{"label":"Source code on GitLab","to":"https://gitlab.com/beamsetto/beamsetto","target":"_blank","color":"neutral","variant":"outline","icon":"i-simple-icons-gitlab","size":"xl"}]" description="The quick start takes you from the game's files to a lap of the Corkscrew in BeamNG.drive." title="Start with Laguna Seca">



</u-page-c-t-a>

## Resources for Agents

- [API catalog: every service document this site publishes](https://beamsetto.plerion.net/.well-known/api-catalog)
- [Sitemap (XML)](https://beamsetto.plerion.net/sitemap.xml)
- [Sitemap (Markdown): every page on the site](https://beamsetto.plerion.net/sitemap.md)
- [llms.txt: index of the documentation for LLMs](https://beamsetto.plerion.net/llms.txt)
- [llms-full.txt: the full documentation as a single file](https://beamsetto.plerion.net/llms-full.txt)
- [OpenAPI document: every route this site serves to agents](https://beamsetto.plerion.net/openapi.json)


## Sitemap

See the full [sitemap](https://beamsetto.plerion.net/sitemap.md) for all pages.
