"Nukedrop" on RENNSPORT Track Mods: "You End With A Way Better Finished Product"

RENNSPORT Spa-Francorchamps.png
Image credit: RENNSPORT

Content is coming: Thus far, RENNSPORT does not offer much variety when it comes to cars and tracks, despite revealing new additions at its Munich Summit just ahead of the start of the closed beta. The event also gave the first bits of insight into track modding, the specialty of Tyrone Hesbrook, who has been working with RENNSPORT in this regard. For RaceDepartment, he gives exciting insight into the processes involved and talks about the potential of mods in the simulation.

Known for his Assetto Corsa track mods, @Tyrone - Nukedrop Mods was contacted by RENNSPORT developers on RaceDepartment. "They wanted to involve me early on", remembers the author of circuits like Sebring 1966 or Toronto Exhibition Place 2021. As a result, he had the opportunity to look behind the scenes and has also gotten a first impression of the mod tools the RENNSPORT team is developing. "I have seen parts of them but not worked with them, it was very much a hands-off, demo. It looks like they may be a separate app or a plugin for the Unreal Editor."

"Unreal does a lot of stuff better"​

Unlike Assetto Corsa, which uses a proprietary engine by developer Kunos Simulazioni, RENNSPORT is built on Unreal Engine 5, which uses more hardware resources, but also opens up more possibilities – which is also true for modders. "Unreal does a lot of stuff better than the KS editor. We can use physically based rendering, and PBR materials within the editor, also for trees Unreal has premade foliage systems that work with weather and wind", Tyrone explains.

While the mod tools should make life easier for modders, but "you still need to work your way around Unreal and know a few things about 3D modeling", says the modder. Compared to working on AC tracks, "you could say it is the same amount of work, but you end with a way better finished product."

RENNSPORT Summit Nukedrop Tyrone Hesbrook OMEGA .png

Tyrone "Nukedrop" Hesbrook (left) and @omegas.tracklab at the RENNSPORT Summit in Munich. Image credit: omegas.tracklab

Even more detail should be possible via the inclusion of Nanite: The system automatically calculates LODs – simplified versions of objects that are displayed as they move further away from the player's point of view – "but more like a sliding scale", says Tyrone. This means there should be no visible steps in simpler versions of an object being displayed when moving away from it. On the other hand, near-unlimited detail is possible when moving very close – essentially, objects can be as detailed as they need to be at any given distance without eating up more hardware resources than they have to.

Track-Specific Code​

Access to the enormous library of Unreal assets that use this feature could be a way to ensure a certain quality of mods without having to have a quality control team in place. "Modding is going to be super important for RENNSPORT", says Tyrone. "And quickly being able to use the same assets as top tier game studio, means a basic project will look a lot better, even early on in development” WIP circuits or beta versions should get a more complete look already as a result.

Cathedral Rock Assetto Corsa Nukedrop.jpgCathedral Rock RENNSPORT Nukedrop.png
Tyrone's Cathedral Rock circuit in Assetto Corsa (left) and in RENNSPORT. Image credit: Nukedrop/RENNSPORT
Note: This in-development screenshot of RENNSPORT and Track Mod is illustrative only. It may not reflect the final product's quality or appearance. There might be significant changes and improvements made to the final product.


This can be added to with further details via track-specific code: Not only does this make it possible to include different lighting and shaders in certain spots of a specific circuit, it also allows events to be added in. Tyrone gives an example: "You could drive up to another car, honk your horn and challenge them to a street race that way." Possibilities like this should open the door to open-world maps and track-specific effects in certain places, allowing for more functionality baked into tracks, but also more authentic visuals.

AC Conversions Are Possible​

Upgrading existing Assetto Corsa tracks is also going to be possible – and quite easily, too. "You can take an AC track, finish some of the necessary steps in the Unreal Editor, and then one or two clicks on a tree are enough to replace it with a higher-quality version", explains Tyrone. "That means it is completely possible to complete an AC track and then take it to RENNSPORT. However, it would not be as good a finished product compared to a circuit that was built for RENNSPORT from the ground up."

What is going to be possible regarding car mods, on the other hand, remains to be seen. "I do not really know too much yet about RENNSPORT car physics", Tyrone admits. "At the moment, RENNSPORT mostly has GT3s, but it is not their end goal, clearly they want to expand to other racing categories and street cars. It might be a good starting point to get their physics right in GT3 and extrapolate from there for other cars." With the Praga R1, a prototype vehicle has also been revealed at the Summit in Munich – a potential sign of things to come.

While the closed beta may be underway, the simulation is not yet available to many sim racers. Once this changes, modding might pick up some pace rather quickly, though – especially if RENNSPORT keeps aiming to make the process for creators as easy as possible.

Your Thoughts​

What do you think about Tyrone's insights into track mods for RENNSPORT? What potential does it open up in your opinion? And which track would you like to see in the sim? Let us know in the comments below - and make sure to check out Tyrone's work on RD if you have not done so already!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Modding is such a wild can of worms in sim racing.

A huge part of the hobby is fuelled by completely unrestricted modding - including use of IP's without permission, ripped content from other games, or mods converted from one game to another without the original creator's permission.

Game developers can't support this. Kunos closed down the modding section on their forum years ago, for this reason. It was a legal nightmare.

If a dev tries to support modding in a legal/ethical way, via content trading platforms and such (whether they build their own or use Steam workshop), now it's not really the "unlimited modding platform" that was promised anymore, its a convoluted hodgepodge of rules/checks/balances, and people are just going to get fed-up with that and stick with the platform that allows for unlimited freedom, no questions asked.

Or, they're going to circumvent the platform you made.

So now you've spent a ton of time developing something, that isn't of any use to people.
 
I am really curious to see what will they do to prevent mods from basically being ripped, even if they are supposedly pay mods, and how will they get away from potential lawsuits from the IP owners.
Whatever platform they use, they'll be required to have a comprehensive report feature, OR mandate that you cannot use real names without permission. Interlagos will have to be called Sao Paulo, NASCAR will have to be called "American Stock Car", no real F1 liveries will be allowed, etc

This will just annoy the absolute **** out of people, and they'll avoid using the mod hub altogether, instead downloading and extracting mods the old fashioned way.

At this point it makes you wonder why they've built a mod hub at all since 50% of users are circumventing it.
 
Last edited:
a) making a modding platform on a newer engine before another game comes out (that haven't said anything about their mod support) is just good business sense. Why should they wait for Kunos to decide what they're doing with AC2?

b) obviously everyone has differing views about what passes their ethical code and where on the very grey spectrum of different content they sit, but you can hardly claim all AC content is ethically sourced; it wouldn't take long to find conversions from AMS, PCARS, rFactor 1 and 2 as well as plenty of others.
Grid, Gran Turismo, Forza, Shift 2... you name it.
 
Boy did these Rennsport guys changed their tune. Before it was all in esports! Esports is the future!

Now it seems they are hellbent on getting the AC userbase over to their game, doing a totally 180 and showing even ROAMING mods!

I am really curious to see what will they do to prevent mods from basically being ripped, even if they are supposedly pay mods, and how will they get away from potential lawsuits from the IP owners.

I have been saying for decades we need a official body.
Modders and Painters Co-op supported by dues from entire community.
We have no charter it's a shambles.

All hobbies have official bodies, even knitting.
We need to be able to divide content into 2 piles.
With content officially approved you can weed out all the rest.

Then content becomes 2 tiers and the modders excluded will want to be included
and many will change their methods to be accepted.

We a Charter of Ethics and paid up YEARLY dues from everyone wants Co-Op approved content.
Just like any other club in the world.

You would have huge budget ( millions of members)
Imagine the good all that money could be put to.
Co-Op gets licenses for members.

A official body would be embraced by the studios.

As is we no better then rabble.

P.S. We have the power to change everything.
 
Last edited:
"Upgrading existing Assetto Corsa tracks is also going to be possible"
Thats not upgrading but stealing
This is the oxymoron of mods though. So you draw the line at this, but not the undeniable copyright issues regarding putting a track mod in game. Take a modded Indianapolis for example: Did they have Robert Penske's permission to make it? Did they have every wall, stand, etc. sponsors'? What about every other trademark there? If the answer to any of these was no, it's also stealing. But we're fine with that. To add, I'm not saying modding is wrong or bad. But the arbitrary line crossing at THIS stealing doesn't really hold water when modding itself is often stealing in one form or another (generally copyright infringement).
 
This is the oxymoron of mods though. So you draw the line at this, but not the undeniable copyright issues regarding putting a track mod in game. Take a modded Indianapolis for example: Did they have Robert Penske's permission to make it? Did they have every wall, stand, etc. sponsors'? What about every other trademark there? If the answer to any of these was no, it's also stealing. But we're fine with that. To add, I'm not saying modding is wrong or bad. But the arbitrary line crossing at THIS stealing doesn't really hold water when modding itself is often stealing in one form or another (generally copyright infringement).
It’s not as black and white as people seem to think. Some countries do provide a few exceptions under “fair use” or “fair dealings” rights.

Also legal teams don’t tend to pursue free game modifications if it’s not damaging their brand in any way
 
It’s not as black and white as people seem to think. Some countries do provide a few exceptions under “fair use” or “fair dealings” rights.

Also legal teams don’t tend to pursue free game modifications if it’s not damaging their brand in any way
I agree, that's why I'm not lampooning mods or anything. They're great. What I'm saying is drawing the "theft" line arbitrarily is silly when modding itself could be considered a form of stealing in some ways.
 
Modding is such a wild can of worms in sim racing.

A huge part of the hobby is fuelled by completely unrestricted modding - including use of IP's without permission, ripped content from other games, or mods converted from one game to another without the original creator's permission.

Game developers can't support this. Kunos closed down the modding section on their forum years ago, for this reason. It was a legal nightmare.

If a dev tries to support modding in a legal/ethical way, via content trading platforms and such (whether they build their own or use Steam workshop), now it's not really the "unlimited modding platform" that was promised anymore, its a convoluted hodgepodge of rules/checks/balances, and people are just going to get fed-up with that and stick with the platform that allows for unlimited freedom, no questions asked.

Or, they're going to circumvent the platform you made.

So now you've spent a ton of time developing something, that isn't of any use to people.
To me there's 3 tiers of mod hosting, and none of them fully replace the others. First is the workshop which prohibits all unlicensed ip use. Then there's places like here which allow scratch-made content with looser ip restrictions. And finally unrestricted modding, which usually revolves around forums and discords with no sponsorship or industry ties.

They all have their pros and cons. Curated or workshop content would be more standardized and popular for public server use due to closer integration with stock content. Places like here are useful for quality fan-made content being more easily findable, and it also serves as an "independent" community hub. And lastly the unrestricted modding scene produces its own gems, but generally its a quantity over quality mix, scattered across multiple sources.
 
Is there way that Rennsport could control this what can be approved?

Like where you submit track to them and prove that its your work and they compile pak for unreal.

If Rennsport just gives modding tools to community.

You can bet every single ac/rf2 etc track will be converted in no time.
 
It's simply a respect thing. All that is usually required is a quick "Hey can I convert your track to (insert sim)?"

And I say "sure keep me posted on your progress and feel free to include my donate button"

Instead it gets taken without anybody asking and with their own donate button and zero mention of the original author. BeamNG was the latest to have most of our tracks converted without asking and this will be no different...

BTW nothing is more funny than seeing someone trying to convert your track and complain about how hard it is and how much time (days) they spent on the conversion....
 
Do your mods have a licence from the IP owners (tracks or cars)? If not, your "licence" is worth ****.
Are you lazy or are you lazy?
Your comment isn't particularly normal/friendly, reflect on that please.

Click my profile.
I develop software.
 
Last edited:
Is there way that Rennsport could control this what can be approved?

Like where you submit track to them and prove that its your work and they compile pak for unreal.

If Rennsport just gives modding tools to community.

You can bet every single ac/rf2 etc track will be converted in no time.
I suspect this is exactly what they will do. An in-sim store that you can only access with a subscription, then pay some nominal fee for a mod DLC from that store. They control what's in the store, increase their content offerings and generate revenue at the same time.
 
Premium
I have been saying for decades we need a official body.
Modders and Painters Co-op supported by dues from entire community.
We have no charter it's a shambles.

All hobbies have official bodies, even knitting.
We need to be able to divide content into 2 piles.
With content officially approved you can weed out all the rest.

Then content becomes 2 tiers and the modders excluded will want to be included
and many will change their methods to be accepted.

We a Charter of Ethics and paid up YEARLY dues from everyone wants Co-Op approved content.
Just like any other club in the world.

You would have huge budget ( millions of members)
Imagine the good all that money could be put to.
Co-Op gets licenses for members.

A official body would be embraced by the studios.

As is we no better then rabble.

P.S. We have the power to change everything.
Sounds good , but what ever happens 10% from each mod has to go to the Big Guy.
 
I suspect this is exactly what they will do. An in-sim store that you can only access with a subscription, then pay some nominal fee for a mod DLC from that store. They control what's in the store, increase their content offerings and generate revenue at the same time.
The issue with this is that they need to hold the lisences for the mods that they sell on their hub. If they don't allow for free modding I see no point in such a platform. Don't get me wrong, I own payware mods aswell and modders deserve more than a few beers, but the point of modding is to offer free choice - fo creators and users alike.
 
Last edited:
I suspect this is exactly what they will do. An in-sim store that you can only access with a subscription, then pay some nominal fee for a mod DLC from that store. They control what's in the store, increase their content offerings and generate revenue at the same time.
Yeah I think this is what will happen as well. But its hard to rhyme that with these "grey" tracks. Can you sell a paid "mod" in the official Rennsport "store", Rennsport maybe collect 30%, if you dont have a proper license from the track? Have modders like Tyrone been told what the commercial formula is?
 
Premium
Yeah I think this is what will happen as well. But its hard to rhyme that with these "grey" tracks. Can you sell a paid "mod" in the official Rennsport "store", Rennsport maybe collect 30%, if you dont have a proper license from the track? Have modders like Tyrone been told what the commercial formula is?
We currently have no idea whatsoever about the commercial side of modding in Rennsport.
 

Latest News

Article information

Author
Yannik Haustein
Article read time
4 min read
Views
9,066
Comments
71
Last update

What does easier access mean to you?

  • Free access

    Votes: 48 67.6%
  • Better structured events

    Votes: 19 26.8%
  • Better structured forum

    Votes: 17 23.9%
  • Standard game content

    Votes: 16 22.5%
  • No 3pa registration pages

    Votes: 16 22.5%
  • To casual

    Votes: 7 9.9%
  • Other, please post

    Votes: 4 5.6%
Back
Top