Canada's New Rocky Mountain Motorsports Circuit Debuts In Assetto Corsa

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Rocky Mountain Motorsports Circuit within Assetto Corsa
Located just outside of Calgary, Alberta in Canada, Rocky Mountain Motorsports is a new circuit for local championships and track days. Mod creator @Xerkaw has brought the circuit to Assetto Corsa for free.

The History Of Rocky Mountain Motorsports​

Designed by renowned track design specialists, TILKE Gmbh & Company from Germany, Rocky Mountain Motorsports joins a long list of circuits under the TILKE banner. Some examples of their work are COTA (Circuit Of The Americas) and Yas Marina in Abu Dhabi - and countless others that F1 fans occasionally refer to as 'Tilkedromes'.

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Porsche GT4 at the final corner

However, like Bilster Berg, RMM is not one of these. Officially open in 2022, the Rocky Mountain Motorsports circuit has had a successful first few years. Whilst there are no major racing championships visiting the track yet, they might make the journey at some point in the circuit's future. The facility is based around providing driving enthusiasts with a technical, premium experience that is very hard to find in Western Canada.

The 3.5km circuit is designed as a multi-configurational layout. This allows cars and bikes to have a slightly different layout with an optional chicane on the front straight, slowing bikes down on track days. With over 36 metres of unique elevation changes and 16 corners, this new player in the Canadian motorsport world is a real driver's circuit.

Xerkaw's Rocky Mountain Motorsports Circuit​

To begin with, the circuit has some graphical issues and texture problems. The grass for example is not stable and often disappears depending on what angle you are looking at it from. The textures outside of the immediate circuit are also very low resolution. This is a good point for those playing on lower-end hardware.

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The track and kerbs far outshine the vegetation surrounding the circuit

This is where the negatives end for the Rocky Mountain Motorsports mod. The circuit's surface and layout are very well made and the final product is an excellent replica of one of Canada's newest Motorsport venues. With those texture and graphical issues sorted, this would be a must-have mod for any North American racing fan. It is free to download right here on OverTake.gg!

The circuit's design is perfect for touring cars, small GTs and national-level championships like Radicals and Caterhams. A track day style class with road cars is also perfectly at home with that being the circuit's main priority in reality. Surprisingly, a multiclass setup with GT4 cars and LMP3s worked well. The AI had one notable crash, but outside of that, they raced cleanly and competitively.

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GT4 cars are perfectly suited to the narrow and twisty layout

The narrow nature of Rocky Mountain Motorsports certainly has elements of track design that could remind you of circuits like Cadwell Park and the new French circuit, Croix-en-Ternois. There is little to no runoff area and slippery grass edges are ready to end your race at the slightest lapse of concentration.


Circuit Features​

Whether you are into hotlapping, racing the AI or drifting; this track could be suited to you. The narrow and twisty style of Rocky Mountain Motorsports makes drifting a real challenge especially. With the lack of floodlights at the circuit, drifting or racing the AI at night with just the headlights is a serious challenge.

Night Shot.jpg

Night racing without any floodlights is difficult and a great challenge on such a twisty circuit

The circuit has 30 pit boxes, which is a lot considering the size of the track. If the hardware you are racing on can handle that many cars, it is pure chaos doing a last-to-first challenge; regardless of which car class you choose.

The pitlane is not modelled fantastically well, but there are a handful of elements that are nice to see and that often get ignored with a lot of other Assetto Corsa circuit mods. A handful of the pitlane buildings are well-modelled as well as the two signs reminding drivers to return equipment and the exit sign make the circuit a lot more realistic.

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A nice touch. Modelled buildings and signs

What do you think about Canada's new Rocky Mountain Motorsports circuit? Is it the style of race track you enjoy driving? Let us know in the comments down below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

This looks like a lot of fun, it's going on my sim racing to-do list. It reminds me of a kart track: they packed a lot of racetrack into that space. That's not a bad thing by any means though.
 
Thank you @Connor Minniss for this article.
As a Canadian and AC enthusiast this is very good news. Before the article I did not realized that a new track had been built in western Canada. Where else, other that in AC, will we be able to have the opportunity to visit and experience virtually this new offering?
Some people enjoy fictional tracks, good for them, I do not. Being able, this afternoon, after reading the article, to discover this new track, virtually driving the Porsche 911 964 AWD by Singer modded by the legend @Ben O'Bro , in VR, is as close as I will ever be to do it for real. This moments are what make me love this hobby. Thank you @Xerkaw for creating and sharing this beauty and to everyone else making AC such a unique and rich simulation software.
20241113162909_1.jpg
 
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In my opinion it is absolutely sad, completely devoid of structures, trees, anything.
There are better tracks to review.
I hate the grade 1 tracks with clashing color sponsors and ugly runoff patterns (wish we could get the prerelease doublezero tracks that only have the base layout and barriers)

More facility-less tracks are really needed!!!
 
"Located just outside of Alberta in Canada"
Just a small correction for the article. The track is located just outside of the city of Calgary which is in the province of Alberta, in Canada. If its was located just outside of Alberta it'd be in BC or Saskatchewan lol.

I remember hearing about this track being built a while back, didn't realize it has been completed for almost 2 years already. I'm only about an 8 hour drive away, might be worth going to check out at some point!
 
Premium
I hate the grade 1 tracks with clashing color sponsors and ugly runoff patterns (wish we could get the prerelease doublezero tracks that only have the base layout and barriers)

More facility-less tracks are really needed!!!
I also don't like modern tracks too much, I prefer historical ones, but a minimum of realism is needed for the immersion in the race.
Here there is only a building and some containers, in reality it is very different.
 
Thanks for the review @Connor Minniss! It's pretty much goes over what I spent most of my time on. The track itself. What I thought would take me 40-80 hours at most. Turned out to be several hundred hours over several months... (Turns out workflows for VFX studios is much different for games, and I was learning as I go.)

Since this was a local track to me. And seemed like nobody was dipping there hands into creating this, outside of some speculative posts. I decided to take a stab at it.

There was little data to work off of for this track. No up to date elevation data in GIS DEM sources. And Restricted drone rules meant I could not fly a drone to create a 3D scan from.

All I had was google maps to start with. And the dozens and dozens of track day videos that had been upload since opening day. I scrutinized every aspect of those videos, while scraping as much info I can get along the way, so I could build an accurate representation of RMM. This is where most of the 300 hours went.

I did attend a passenger ride along for a few laps, near the end of the project. And was elated all that hard work paid off, and felt just like what I had be building for AC.

Trackside visuals did suffer abit I won't deny. I was just wanted to close off this project, and not starve to death at the end of it, heh! And yes the track is pretty devoid of any trackside features irl @Lupo grigio. The track itself is still very much a wip on the facility side of thing. As there are no permanent structures built yet.

Fun Fact. The 30 pits is what the theoretical "noise limit" the track could allow, given the area, and how the hills are built in and around the track area to mitigate noise.

@Cote Dazur You'd be surprised not many locals know about this track either, when I'm walking around car meets.
 
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this videos shows no trees or buildings!!
Great video, thank you. For what I see in the video, my impression is that the mod track does a great work at interpreting both the layout and the feeling of that venue. I now feel even more like I have (almost) been there.
Reading how much work and time, hundreds of hours, can be consume in such a project, I consider myself even more lucky that I can enjoy such a unique offering. The work of sweat and passion from community members like @Xerkow is what we need more off, not just for AC but for any title. We will never be enough tanksful,
They deserve all the support and respect we can have for them.
 
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It's a great little track, deserves to be recognized here, and definitely worth checking out if you enjoy challenging and technical tracks imo.

Thank you for highlighting it so others who might've missed it get an extra chance to see it, and thank you @Xerkaw for creating and sharing it!
 
OverTake
Premium
Thanks for the review @Connor Minniss! It's pretty much goes over what I spent most of my time on. The track itself. What I thought would take me 40-80 hours at most. Turned out to be several hundred hours over several months... (Turns out workflows for VFX studios is much different for games, and I was learning as I go.)

Since this was a local track to me. And seemed like nobody was dipping there hands into creating this, outside of some speculative posts. I decided to take a stab at it.

There was little data to work off of for this track. No up to date elevation data in GIS DEM sources. And Restricted drone rules meant I could not fly a drone to create a 3D scan from.

All I had was google maps to start with. And the dozens and dozens of track day videos that had been upload since opening day. I scrutinized every aspect of those videos, while scraping as much info I can get along the way, so I could build an accurate representation of RMM. This is where most of the 300 hours went.

I did attend a passenger ride along for a few laps, near the end of the project. And was elated all that hard work paid off, and felt just like what I had be building for AC.

Trackside visuals did suffer abit I won't deny. I was just wanted to close off this project, and not starve to death at the end of it, heh! And yes the track is pretty devoid of any trackside features irl @Lupo grigio. The track itself is still very much a wip on the facility side of thing. As there are no permanent structures built yet.

Fun Fact. The 30 pits is what the theoretical "noise limit" the track could allow, given the area, and how the hills are built in and around the track area to mitigate noise.

@Cote Dazur You'd be surprised not many locals know about this track either, when I'm walking around car meets.
Thank you for your hard work :)
 
Oh my geesus, someone has to kill this sim , never ends of getting new great content.
It will survive his sons and grandsons!

I dont really know if ACE will surpass this masterpiece, each time i see a picture of AC it seems it has its graphics revamped!
 
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Barely any straights? Turns with complex curves? Looks like Tilke's firm is losing it.
 
I also don't like modern tracks too much, I prefer historical ones, but a minimum of realism is needed for the immersion in the race.
Here there is only a building and some containers, in reality it is very different.
This is exactly what it looks like on YT.
 

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