IndyCar's 2013 Baltimore Street Circuit Layout Debuts In Assetto Corsa

First Corner.jpg
Tight-twisting streets force you to run millimetres from the walls; this is the Baltimore Grand Prix circuit for Assetto Corsa.

The 2013 Grand Prix of Baltimore, the third running of the race, was held on September 1, 2013. The streets of Baltimore, Maryland hosted the sixteenth round of the 2013 IndyCar series and would be the final time the championship would visit this amazing street circuit.

Race highlights of the 2013 Grand Prix of Baltimore

The last running of this great event was interrupted by six cautions, five of which took place between laps 41 and 65. Simon Pagenaud was able to take the lead towards the end of the race and hold off Josef Newgarden to win with a four-second advantage, that being only the second victory of the year for the Frenchman.

Baltimore debuts in Assetto Corsa​

This version of Baltimore has certainly done the rounds within the community. The original scan was created for rFactor Leschwaab, then it was ported to GTR 2 by saschalolxd and finally, it has been brought to Assetto Corsa by damone13x. Eventually, IndyCar circuit guru Rainmaker_87 finished this fantastic circuit.

Baltimore 2013 Features​

- Competitive AI
- Fully compatible track map
- Support for Hotlap mode
- All replay cameras by DaBaeda
- Support for Time Attack mode
- 26 pit boxes with accurate working pit lane
- CSP support: RainFX, GrassFX
- Full night light setup
- 2 layouts: one historic correct start and the original rFactor start position
- Option for bumpy and smooth road meshes in extras folder, standard is bumpy

Aerial Shot.jpg

Baltimore's famous hairpin bend

The circuit works flawlessly in both Hotlap and Time Attack modes. However, the real challenge is in the AI Races. The AI are competitive in qualifying, as mentioned in the features section, however, they are still only as good as Assetto Corsa AI can be when racing wheel to wheel which is unfortunately mediocre. This is no fault of Rainmaker_87.

The bumpy layout that is set as default provides an unexpected level of challenge. There are lots of design features and additions that are similar to Rainmaker_87's previous circuit, the 1998 version of the Houston street circuit, but one aspect that really stands out is the kerbs on the chicane.

High Kerb.jpg

The steep kerbs launch your car into the air if you are too greedy.

The quality of the Baltimore circuit is as you come to expect with Rainmaker's work. The track is difficult to learn but once you start to link the sectors together, it is some of the most fun you can have in Assetto Corsa. Make sure to download the circuit here on OverTake.gg.

Which historic Indycar circuit would you like to see next in Assetto Corsa? Let us know in the comments below!
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Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

As an open wheeler series that is easier to get to know than any other with it's amount of power...

Indycar is sadly under represented in sim racing... Great to see this track come alive in the genre...
 
As an open wheeler series that is easier to get to know than any other with it's amount of power...

Indycar is sadly under represented in sim racing... Great to see this track come alive in the genre...
Thankfully in AC we have A LOT of indycar mods. we have CART mods from 1988,1990,1995, 1998,1999, 2008 and fantastic indycar mods from 2005, 2012,2018 and current. Also there are a lot of great indy/cart tracks including ovals and road courses and street courses. There are also some vintage 1930s to 1970s mods around if you look hard enough.
 
It would just be nice to have a render without the front straight chicane, to see what that actually could have been like.

Thankfully, they did make the back straight longer by moving that chicane down toward the pit end for the 2012-13 iteration.

I know it's already a lot keeping up with the actual events, but it would be great if we could get a few proposals and/or idealizations made up for one or more of the sims.

In terms of an "idealization", I'm most thinking of the 2013-14 Baku street circuit FIA GT used. Take the best of either/both layouts, and nix a few things, like the Turn 1-4 chicane.

As for proposals, Boston 2016 looks interesting, as does Nashville 2024. And now, we have Dallas (Arlington) 2026 in the mix.

But yeah, first things first, if they aren't already out there, Long Beach 1999 and Vancouver 1996 or so really would be good.
 
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Very nice to get it here — afaik the mod was on Patreon for a while.

However, am I the only one getting weird straight lines going forward from the car, whichever way it's pointing? Doesn't happen on the starting straight for some reason, but occurs almost everywhere else. I mentioned this on the track's talk page. Haven't seen it with any other tracks.

CSP 0.1.76, almost all extra features are disabled. Basically, of visual effects only colorful shadowing and particles fx are turned on.
 

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Very nice to get it here — afaik the mod was on Patreon for a while.

However, am I the only one getting weird straight lines going forward from the car, whichever way it's pointing? Doesn't happen on the starting straight for some reason, but occurs almost everywhere else. I mentioned this on the track's talk page. Haven't seen it with any other tracks.

CSP 0.1.76, almost all extra features are disabled. Basically, of visual effects only colorful shadowing and particles fx are turned on.
Maybe the track's texture reacting to the active PPF, have you tried change the PPF or simply try in different time of day to see if it's anything to do with it or the track itself like you mentioned?
 
Maybe the track's texture reacting to the active PPF, have you tried change the PPF or simply try in different time of day to see if it's anything to do with it or the track itself like you mentioned?
I'm a pretty vanilla guy apparently, and been just running the default PPF. Clicked through the ones available out of the box (with CSP at least) — not much change to this oddity, other than the color. Except, the lines close to the car gotten very thin, while abruptly switching to thick like before further forward — this stays in effect when resetting back to the default PPF.

Changing the time of day moves the lines to different places: the ones hit by the sun have prominent lines, even on the starting straight. However, the glitch might simply not be noticeable in shadows, but still present.

It's a bit odd that different textures on the track all get to show these lines: the bright concrete or whatever, and the dark asphalt too. Also, I noticed in my screenshot that to the left and right, the lines go in a different direction and are curved — which is closer to a typical moire effect.
 
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I'm a pretty vanilla guy apparently, and been just running the default PPF. Clicked through the ones available out of the box (with CSP at least) — not much change to this oddity, other than the color. Except, the lines close to the car gotten very thin, while abruptly switching to thick like before further forward — this stays in effect when resetting back to the default PPF.

Changing the time of day moves the lines to different places: the ones hit by the sun have prominent lines, even on the starting straight. However, the glitch might simply not be noticeable in shadows, but still present.

It's a bit odd that different textures on the track all get to show these lines: the bright concrete or whatever, and the dark asphalt too. Also, I noticed in my screenshot that to the left and right, the lines go in a different direction and are curved — which is closer to a typical moire effect.
In that case, try another weather like overcast, it eliminates alot of shadows since the cloud is covering the sky. I'm using Pure and didn't see any issue like in the screenshot, it's the same when I switch to SOL. I'm just using a med pc though.
 
Premium
Just a friendly suggestion to the OT team. In these articles, the title should read something along the lines of "debuts FOR Assetto" rather than "debuts IN Assetto". I know the actual article is all about that very thing but still.

It feels like advertising vanilla content when it should highlight that a modder brought this to the game. Even thought most of us know better, it just feels like a respect thing.

-Or maybe im just nuts. Feel free to ignore if so.;)
 
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Just a friendly suggestion to the OT team. In these articles, the title should read something along the lines of "debuts FOR Assetto" rather than "debuts IN Assetto". I know the actual article is all about that very thing but still.

This is actually not a debut in any way, since the mod was on Patreon for months. So the title is just misleading.
 
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Moderator
Premium
Just a friendly suggestion to the OT team. In these articles, the title should read something along the lines of "debuts FOR Assetto" rather than "debuts IN Assetto"
Or maybe even try highlighting some of the amazing mods and creators of other games like rF2 or the advances made in/for older games like Race 07, GTR2, Automobilista etc.
 
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