and one more thing: ksEditor does not make layouts, thats done via "models.....ini" and ui/folder
edit:
and ksEditor is basically only for Shader/Material/Object settings regarding graphics
i.e. you cannot rename things...
edit2:
hint: use File>"Save Persistence", saves settings in a ....fbx.ini text-file, so that you dont need to set stuff again next timeyou load the fbx
Hello Fughettaboutit, hope you are doing well bro.
I’m running into this error when I try to launch my track in Assetto Corsa: "failed to launch the race: track main layout is damaged"
I’m trying to make a driveable version of a real-life route. My workflow so far:
1. Imported my route shapefile into Blender.
2. Converted it to a mesh, applied a Solidify modifier to give it width.
3. Added a small plane for the pit/spawn area and positioned it at the first vertex of the road mesh.
4. Assigned dummy materials to both the road and the pit.
5. Exported as FBX from Blender.
6. Imported into KS Editor and exported as a KN5.
7. File structure in AC/content/tracks/home_to_rider:
- home_to_rider.kn5
- ai/ (empty)
- data/ with surfaces.ini and track.ini
- ui/ with dummy PNGs and ui_track.json
- Added models.ini referencing the KN5
8. Checked that the first vertex of the road mesh is physically at the same coordinates as the pit plane.
9. Used object names 1ROAD_1 for the road and 1PIT_0 for the pit as you suggested.
Even after all this, the KN5 still gives the “main layout is damaged” error.
I’ve attached:
- The zipped home_to_rider folder containing all files for the track.
- The FBX used to create the KN5.
- The dummy texture PNG (placeholder_mat) used during export.
Any advice on what I might still be missing would be greatly appreciated — I feel like I’ve done everything you suggested but it’s still not working.
Thanks!
https://drive.google.com/drive/folders/17GdW6CPrw5zvFO2yPBoF_Qki-l7tvM_H?usp=sharing