This guide covers the configuration options available for your Assetto Corsa EVO dedicated server. Whether you're hosting through LOW.MS or running your own box, the settings work the same way – the difference is just how you access them.
If you're on LOW.MS hosting, you'll find most of these settings under Configuration Files in the LOW.MS Control Panel at control.low.ms. Self-hosters will edit the JSON config files directly in the server's cfg directory.
If you haven't set up your server yet, start with our Getting Started guide first.
Note: This guide is based on Assetto Corsa Competizione's server architecture, which Kunos has confirmed as the template for ACE. Exact config file names and key names may differ slightly once v0.6 ships – we'll update this guide as soon as the server tool is live.
Configuration File Structure
ACE's dedicated server uses JSON configuration files, following the same approach Kunos established with Assetto Corsa Competizione. The main files you'll work with:
settings.json– Server name, passwords, network settings, player slotsevent.json– Session structure, track, weather, time of dayeventRules.json– Race rules, pit requirements, penaltiesentrylist.json– Pre-registered drivers, car assignments, ballast/restrictorconfiguration.json– Network tuning, LAN visibility, registration
Each file lives in the cfg folder within your server directory. On LOW.MS, these are accessible through the Configuration Files section in your control panel.
One important note borrowed from ACC: these JSON files should use UTF-16 LE encoding. UTF-8 might appear to work but can cause silent parsing errors with certain characters. Most modern text editors handle this fine, but it's worth knowing if you're debugging a config that looks correct but isn't behaving.
Server Identity and Access
The basics in settings.json:
{
"serverName": "My ACE Server",
"password": "",
"adminPassword": "your-admin-password",
"maxConnections": 24,
"lanDiscovery": 1
}
serverName is what appears in the server browser. Keep it descriptive – include your league name, region, or session type so people can find you.
password left empty makes it a public server. Set one for private league sessions or practice groups.
maxConnections determines your grid size. 16-24 is comfortable for most setups. Going above 30 puts real demand on CPU and network bandwidth, so test before committing to a 40-car grid for your league finale.
adminPassword grants in-game admin commands. Pick something strong and don't share it outside your admin team.
Session Configuration
The event.json file controls what players experience when they join:
{
"sessions": [
{
"sessionType": "practice",
"sessionDurationMinutes": 20
},
{
"sessionType": "qualifying",
"sessionDurationMinutes": 15
},
{
"sessionType": "race",
"sessionDurationMinutes": 0,
"laps": 25
}
]
}
Practice – Open session, no grid positions. Good for warmup or leaving running 24/7 as a community hotlap server.
Qualifying – Timed session that determines grid order.
Race – Can be defined by lap count, time duration, or both. A 60-minute endurance race with a 30-lap maximum would finish at whichever condition hits first.
You can run a single session type if that's all you need. A practice-only server is perfectly valid for communities that just want to drive together.
Track Selection
Track configuration sits in event.json. You reference tracks by their internal folder names. As of v0.6, ACE includes 18 laser-scanned tracks:
Imola, Brands Hatch, Spa Francorchamps, Circuit of the Americas, Donington Park, Fuji Speedway, Laguna Seca, Mount Panorama (Bathurst), Red Bull Ring, Suzuka, Nurburgring Nordschleife (24H and Touristenfahrten layouts), Nurburgring Grand Prix, Oulton Park (International and Foster layouts), Road Atlanta, Monza, Watkins Glen, Paul Ricard, and Sebring (new in v0.6).
Several tracks have multiple layouts. When a track supports multiple layouts, you specify which one in trackLayout.
Car Selection and Entry List
There are two approaches:
Open car list – Specify allowed car classes or individual models. Anyone joining picks from what's available. Good for public servers.
Fixed entry list – Use entrylist.json to pre-assign specific cars to drivers by Steam ID. Essential for organised league racing. The entry list supports per-car ballast (kg) and restrictor (%) adjustments for balance of performance.
The v0.6 car roster spans GT3, GT4, road cars, and historic machines. You can mix classes on the same server – multiclass racing is absolutely an option.
Weather and Time of Day
ACE features a dynamic weather system. Server-side control through weather presets:
{
"weather": {
"preset": "clear",
"ambientTemp": 26,
"trackTemp": 32,
"dynamicWeather": true,
"timeMultiplier": 1
}
}
With dynamicWeather enabled, conditions transition naturally – clouds roll in, rain starts, then clears. This creates interesting strategic decisions around tyre choice and pit timing.
ambientTemp and trackTemp affect tyre behaviour and grip levels. Higher track temps accelerate degradation.
timeMultiplier controls how fast in-game time passes. Useful for endurance events where you want sunset without actually racing for 8 hours.
AI Configuration
The v0.6 AI overhaul produces more aggressive, more realistic computer-controlled drivers:
{
"ai": {
"enabled": true,
"count": 12,
"difficulty": 95,
"aggression": 70
}
}
difficulty scales the AI's pace. I'd start around 85-90 and adjust from there.
aggression controls how assertively AI cars race. Mid-range values (60-75) tend to produce the best racing.
Note that the v0.6 AI uses an entirely new track modelling system. Any community-made AI adjustments from earlier versions won't be compatible.
Race Rules
The eventRules.json file handles:
- Mandatory pit stops – require one or more stops, or a tyre compound change
- Tyre compounds – control availability and mandatory usage
- Fuel consumption – adjustable multiplier, or disable entirely
- Damage model – full mechanical, cosmetic only, or off
- Track limits and penalties – v0.6 includes updated penalty logic
- Formation lap – enable or disable
Performance Tuning
If your server is struggling under load:
Reduce maxConnections first. Fewer players means less network traffic and physics computation per tick.
AI cars consume roughly the same CPU as human players. If you're running 16 players with 16 AI, that's 32 cars to simulate.
Dynamic weather adds overhead. Lock to a static preset for maximum performance.
On LOW.MS, your server runs on dedicated hardware with NVMe storage and enterprise CPUs, so you're unlikely to hit these limits at normal slot counts.
For connection issues, check our Troubleshooting guide.