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Chapter 05 · Groups

Group races and traffic sessions.

Put several simulators into one race or one traffic run. Multitap hosts the server, seats the drivers, launches every rig, and captures the results.

Where to find it·Admin panel › Groups

A group session is a race or a traffic run that several of your simulators join at the same time. Multitap starts a private Assetto Corsa server for it, seats each rig with its driver, car and livery, and launches the game on every screen with one click. When you are done, it tears the server down again. Nothing about this needs a keyboard at the rig.

Video: group racing, from 11:01 in the race control walkthroughQuick starts, public races, launching the race and remote drivers in Content Manager.

The page at a glance

The Groups page has four areas. At the top is a single Start New Race button, which opens the Configure Session drawer. Below it are three sections that only appear when they have something to show: Quick Starts, your saved race templates; Saved Lineups, rosters of drivers you have preserved for a repeat visit; and Active Races, one tile per race or traffic session currently running. When nothing is running you see an empty state with a Start a Race button that opens the same drawer.

The Configure Session drawer on the Race tab, with the driver list on the left and the track, cars and session timing on the right, each picker with its region or class filter and search box
Configure Session drawerRace · Traffic
The Group Racing page with the Start New Race button, a strip of Quick Start cards with track outlines, and two Saved Lineups cards, each listing its track, car and the rigs in it with a New race button
Quick Starts and saved lineupsGroup Racing

The page refreshes itself. Active races update every five seconds and their timers tick every second, so you can leave it open on a tablet at the desk and trust what it says.

Starting a race

Press Start New Race. The drawer slides in with two tabs, Race and Traffic. It always opens on Race. The left column lists your simulators; the right column holds the settings for the session type you picked.

Choosing the drivers

Every simulator that is currently connected appears as a row with a checkbox labelled Include followed by the cockpit's name. Tick the ones taking part. A ● Saved badge marks rigs you have saved in Settings. A rig that is already in another group race is dimmed, shows 🏁 IN GROUP, and cannot be ticked until that race ends. Rigs in a solo session can still be added; the group launch simply takes over the screen.

Include all idle ticks every available rig in one go.

A race, traffic or Driver Chooses launch only goes ahead when every ticked rig is logged in, meaning a session is running on it; otherwise Multitap refuses it with a message such as Log in Sim 3 first (Launcher page, or Log in on the race setup).

Next to each checkbox is a Driver Name box. Start typing and Multitap suggests names from your driver database. The name you enter here is sent to the rig straight away, so it appears on the customer's launcher and on the leaderboard from the first lap. Broadcast PCs are not in this list. Multitap sends them to races itself, where they join as a spectator named BROADCAST, and the Broadcast panel on the Launcher page lets you point one at a particular race.

Track

ControlWhat it does
RegionFilters the track list by the region assigned on the Cars & Tracks page. Defaults to All.
TrackEvery track installed at the venue, by display name. Tracks with several layouts list each layout separately. Type in Search tracks to find one by name, layout or folder name; the search ignores capitals and accents, so nurburg finds Nürburgring.

Cars

ControlWhat it does
Car SelectionSame Car for All puts every driver in the car you choose below. Driver Chooses lets each driver pick their own car and livery on the rig before the race starts. See Driver Chooses.
Car ClassFilters the car list by class (GT3, Cup, Street and so on). Hidden when drivers choose their own cars.
CarThe car everyone drives in Same Car mode. Search cars finds a car by name, brand or folder name, ignoring capitals and accents. Each rig is given a different livery where the car has enough of them, so a field of identical Miatas still looks like a field.

Every track and car picker in the admin panel works the same way: tracks come with a region filter (All regions by default) and a search box, cars with a class filter (All classes) and a search box.

Session Timing

ControlDefaultWhat it does
Practice (min)10Length of the practice session. Set 0 to skip practice.
Qualify (min)5Length of qualifying. Set 0 to skip it and start the race from the join order.
Race ModeTimeTime runs the race for a number of minutes. Laps runs it for a number of laps. The label on the next field changes to match.
Race Length10Minutes or laps, depending on Race Mode. Leave it blank for no race session at all, useful for an open practice lobby.

Every session you enable is open to join at any point, so a driver who sits down late can still get into practice or qualifying. The race waits ten seconds after the previous session ends before the lights go out.

Session Settings

ControlWhat it does
ModePro means full fuel use, full damage, tyre wear, and factory assists only. Standard turns off fuel use, damage and tyre wear and forces ABS and traction control on, which is the right choice for first-timers. A third option, Custom, appears if you have enabled a custom mode in Settings, using the name you gave it. The mode is also sent to each rig so the launcher shows the right assist profile, and the Race rules below start from that mode's defaults.
AutogridOn or Off. Passed to the rigs with the launch so the in-game grid helper follows your choice.
ConditionsThe time of day, sky, temperature and wind. See Conditions.

Conditions

Four presets sit in a row: Sunny afternoon, Overcast, Golden hour and Night. Click one and it sets the start time, sky and air temperature together. A line under the presets sums up what you picked, for example Golden hour, 17:52, clear, 22 °C. The same control appears on the Traffic tab and in league race configuration.

Open More conditions to set each part yourself.

ControlWhat it does
Start timeThe time of day when the session starts. The first seven choices follow the sun at the track instead of a fixed clock, and the list shows what each comes to there, for example Golden hour (17:52 here). After them come fixed clock times in half-hour steps.
SkyClear or Overcast.
Sun movementFrozen keeps the sun where it starts. Real time moves it at the normal rate. Fast (6x) moves it six times faster, so a long session runs into the evening.
Air °CAir temperature, from 0 to 36.
WindCalm, Breezy or Windy.

The start times that follow the sun are worked out for the track's location on the day of the race:

Start timeWhen it is
Dawn15 minutes after sunrise
MorningHalfway from sunrise to midday
MiddayWhen the sun is highest
AfternoonA quarter of the way from midday to sunset
Golden hour40 minutes before sunset
Dusk10 minutes after sunset
NightTwo and a half hours after sunset

Once a track is picked, a second line names the time and place, for example Golden hour: 17:52 at this track on 2026-09-29 (country: USA (approximate)). Before you pick a track it explains the rule instead, such as Golden hour follows the sun: 40 min before sunset at the track, on the day of the race.

When the start falls in the dark, the summary adds Headlights are forced on. Rigs and broadcast PCs need Custom Shaders Patch to show night.

Public race

The Public race section with Make public ticked, the cars remote drivers can use, 26 public seats and the seat split, followed by the Race rules section with Auto clutch On, Auto shifter, Stability aid and Tyre blankets Off, and Damage, Tyre wear and Fuel use at 100 percent
Public race and race rulesConfigure Session

Tick Make public to let drivers outside the venue join this race from Content Manager with the link from the race tile. The race is still not listed in the public Assetto Corsa lobby and has no password: anyone with the link can join while there are seats. Two fields appear.

ControlWhat it does
Cars remote drivers can useThe cars a remote driver may pick. It starts with the race car selected, and you can select more. It has the same class filter and search as the other car pickers.
Public seatsHow many remote drivers can join. It is filled in with the free pit boxes: the track's pit boxes minus the rigs you ticked and the spare rows kept for broadcast PCs. You can lower it. A launch asking for more seats than are free is refused with a message saying how many are free.

A hint under the seats shows how they are shared out over the cars in turn, for example 3 seats: 2 × Mazda MX-5 Cup, 1 × Toyota GT86. If there is no room it says No free pit boxes left for public seats., and for a track whose pit count Multitap doesn't know, This track's pit count is unknown, so it can't be made public. A note reminds you that remote drivers need the track and these cars installed.

If a ticked rig has no Steam ID on file yet, a warning names it, for example Rig 3 has no Steam ID yet. A remote driver who picks its car could take its seat. See Public races for why.

Launch Race refuses a public race with no car selected (Choose at least one car for remote drivers) or with fewer than one seat (Public seats must be at least 1).

Race rules

These are fixed when the race starts, because AssettoServer can't change them mid-race. Each one starts from the venue's default for the Mode you picked, set under Settings › Sim Mode Configuration. A line at the top tells you where you stand: Same as the venue's Pro defaults., or 2 rules differ from the venue's Pro defaults. once you change something.

RuleWhat it does
Auto clutchOn or Off. Whether the server allows auto clutch; it is also switched on or off on each rig. On by default in every mode.
Auto shifterOn or Off. Sent to the rigs with the launch, so each car starts in automatic or manual gears. A driver can still switch it in the game.
Stability aidOn or Off. Whether the server allows the stability aid.
Tyre blanketsOn or Off. With blankets on, cars leave the pits on warm tyres.
DamageA percentage from 0 to 200, where 100 is realistic and 0 means no damage.
Tyre wearA percentage from 0 to 200.
Fuel useA percentage from 0 to 200.

A percentage left blank uses the venue default. A rule you change is marked and shows the default under it, for example Venue default: On. A percentage that isn't a whole number from 0 to 200 is marked Whole number from 0 to 200, and the race won't launch or save until you fix it. The rules you change are launched with the race and saved with any Quick Start or preserved lineup you make from it.

Preserve this group

Tick 📌 Preserve this group before launching and Multitap keeps the roster after the race: which rigs, which drivers, and how long they sat. It appears under Saved Lineups, ready to relaunch on their next visit. If the exact set of rigs you have ticked is already preserved, the box is greyed out with a note saying so.

Launch

Press Launch Race. If no rig is ticked you get a reminder and nothing happens. Otherwise the drawer closes and a full-screen progress card appears: Starting your race… Spinning up the server, this usually takes around a minute. Behind it Multitap reserves a server slot and ports, writes the server configuration, starts the Assetto Corsa server, and waits until it answers. Then every ticked rig receives its launch order with driver, car, livery and the server address, and the game starts on each screen.

When the server is up you see Group race started successfully! and the form resets for the next one. If the server fails to start, the message tells you why, using the last line of the server log. If you already have as many servers running as you have simulators, the launch is refused with Server limit reached; end a race first.

Double clicks are safe

Each launch carries its own token. If you press the button twice while the first launch is still working, the second press attaches to the same job instead of starting a second server.

Driver Chooses

Set Car Selection to Driver Chooses and the launch works in two stages. Nothing is started yet. Each rig is shown the car selection screen instead, with a class filter and a livery grid for cars that have skins. The customer picks with the wheel and confirms; the rig then shows a waiting screen until everyone has chosen.

Back in the admin panel a banner appears at the top of the page: ⌛ Waiting for car selections, with a row per driver. A row reads ✔ Sam Selected: ks_mazda_mx5_cup once that driver has picked, or ⌛ Sam Waiting for selection with a 🔄 Resend to Car Select button if the screen needs pushing to that rig again. As soon as the last driver confirms, the server starts with each driver's own car and livery, and the game launches everywhere. The banner clears itself and you get a note that the race server is starting, then Group race started successfully! once it is up. The race appears under Active Races.

If the server fails to start at this stage, you get an error note beginning Group race failed to start: with the reason. The rigs are not left waiting: each one shows RACE SERVER DID NOT START. SEE STAFF and unlocks the car selection screen. Fix the problem and launch again.

Customer group sessions

Customers can also start group sessions themselves. Once the venue turns on Customers can start group sessions from their rig (see Settings), a logged-in customer can host a race, practice or traffic session from their rig with the wheel, and friends on other logged-in rigs join it from theirs. The host presses START and the same group launch staff use runs. What the customer sees is in the rig launcher chapter. Staff stay in control: every customer session shows here, and staff always win.

Each open session appears on the Groups page, and on the kiosk's Groups screen, as a card titled Customer group session · hosted by and the host's name. It shows the mode and track, every driver with their car or Picking car, and a state: Waiting for START, Starting, Racing or Finished, host can race again.

ControlWhat it does
Launch nowAppears once the host has picked a car, while the session is waiting. It starts the session as if the host had pressed START. Drivers who haven't picked a car are left out.
CancelAsks Cancel this group session? The drivers go back to their own session screens. and closes it. Every rig shows GROUP SESSION CANCELLED. SEE STAFF and goes back to its session screen with its time intact. While the session's race is starting (a few seconds), wait and stop the race from its tile instead. Cancelling a session whose race is already running only tells its drivers; stop the race from its tile.

Once started, a customer session is an ordinary running group with the label Customer · Group 3 (with its own number) under Active Races, and every live control works on it as usual.

Rigs sitting in a customer session carry an IN GROUP SESSION tag in the drawer but stay selectable. Staff always win: launching a group, a solo session, a traffic session, a challenge or league send, Move or End takes the rig out of the customer session, and the rig shows STAFF MOVED YOU TO ANOTHER SESSION. If that rig was the host, the session closes for everyone. A staff action is never refused because of a customer session.

Timing works exactly as it always does. Only logged-in rigs can host or join, the clock keeps running, and a rig that runs out of time is out, so nobody gets driving time they didn't pay for.

Quick Starts

A Quick Start is a saved race setup. From the drawer, press Save as Quick Start, give it a name such as Birthday GT3 sprint, and it appears as a card at the top of the page with the track outline, the car, and a summary line like P:10m • Q:5m • R:10m.

Click a card and the drawer opens with the track, car mode, class, car, timing, mode, autogrid, conditions, race rules and public race setup filled in. You still tick the rigs and type the driver names, because those change every time. The small × on a card deletes it after a confirmation. The strip shows your fifteen most recent Quick Starts.

Saved Lineups

A lineup is a roster. It is created when you tick Preserve this group at launch, or press 📌 Preserve group on a running race. The card is named after the track and driver count, for example Brands Hatch — 4 drivers, and lists each driver with their rig and seat time. While the original race is still running the card is badged Live now; afterwards it reads Saved, and the seat time is frozen at the moment the race ended.

ButtonWhat it does
New raceOpens the drawer with the same track, car settings, timing, mode, conditions, race rules and public race setup, ticks the same rigs and fills in the same driver names. Rigs that are not connected right now are skipped. Press Launch Race and the group is back on track. If the lineup was public and asks for more seats than are free today, the launch is refused with a message saying so; lower Public seats and launch again. While the original race is still live this button is replaced by a disabled Already running.
DeleteRemoves the lineup immediately. There is no confirmation step, so click deliberately.

Races launched from a lineup are marked as preserved on the server, which has one more effect: they are never cleaned up automatically for being empty (see Ending a race).

Active Races

Each running race is a tile, and so is each traffic session (see Traffic sessions). Collapsed, it shows a live dot, the group number, a session pill (Practice, Qualifying or Race, read live from the server), the track and mode, a chip per rig with its driver, a 🌐 Public chip if remote drivers can join, and the elapsed time. Click anywhere on the tile to expand it.

Inside the tile

The expanded view starts with the facts: track, current session, time remaining in that session where the server reports it, the race's Duration, the timing plan (P 10m | Q 5m | R 10 min) and the cars in use. Duration is counted from the moment the server started, so it stays right when you reload the page or collapse the tile.

The Server card shows the join address in the form ip:port. Group servers are never listed in the public Assetto Corsa lobby. In a private race each rig's seat is locked to that rig's Steam account once Multitap knows it, so a friend at home can't take a seat with the address alone; to let outside drivers in, make the race public (see Public races). For a public race the card adds the seats, for example Public race: 3 seats: 2 × Mazda MX-5 Cup, 1 × Toyota GT86, and the reminder that remote drivers need the track and these cars installed. Three controls help you hand the address over.

ControlWhat it does
Copy buttonCopies the address to the clipboard.
Quick-join in CMOpens a Content Manager quick-join link. On a PC with Content Manager installed, one click puts the player on the server.
Share inviteOpens the phone's share sheet with a ready-made message including the quick-join link and the raw address. On a desktop browser it copies the message instead.

Actions

ControlWhat it does
End raceStops the server, releases its ports and removes the tile. Seat time is frozen on any linked lineup. Drivers still in the game see the server disappear; the rig itself is not sent back to the launcher, so use the Launcher page if you want to end their sessions too.
📌 Preserve groupSaves the roster as a lineup. Once preserved, the button becomes a Preserved badge.
⏭ NextTells the server to move to the next session, for example from practice to qualifying, without waiting for the clock.
🔄 RestartRestarts the current session from the beginning.
⏹ End sessionEnds the current session early. The server continues with whatever comes next.

Per-rig rows

Under the actions is a row for every rig in the race: a green dot if the rig is connected to Multitap, grey if it is in the entry list but not connected, the cockpit name, the driver, the car, and once the in-game app reports it, the current ABS and traction control levels.

ButtonWhat it does
AssistsOpens the live assists panel for that rig. See below.
RejoinSends the launch order to that rig again. Use it when a rig was off when you launched, or the game crashed and needs to come back into the same race.
StopEnds the game on that rig and removes it from the race. The server keeps running for everyone else.

Live assists

The assists panel has two halves. Live controls reach the driver at once, mid-session: an Ideal line on/off button, Gears with Auto and Manual, and Wheel force with − and + in steps of ten and one-click 50%, 100% and 150% buttons. Send to pits puts the car back in its pit box. Under them, type a line in the Message box and press Send to show it on the driver's screen, or use one of the ready-made lines such as 5 minutes left. A note pops up once the game has confirmed each change. ABS and traction control are left to the driver. The live controls need the current launcher and the MultitapLaps app running in the game on that rig; when either is missing the panel says so.

Queued for next session holds the race rules, which AssettoServer can only change at the start of a race: Auto Clutch, Auto Shifter, Stability, Damage, Tire Wear, Tire Blankets and Fuel Rate. The on/off ones are buttons that step through not queued, true and false. Damage, Tire Wear and Fuel Rate take a percentage from 0 to 200; empty the box to drop the change. A queued change applies to the whole race, not just that rig.

While changes are queued, a banner on the expanded tile lists them, for example 2 rule changes will apply when you relaunch this race (AssettoServer can't change them mid-race): Auto clutch Off, Damage 50%. The Multitap server keeps them for this race only: ending the race drops them, and so does a restart of the Multitap server. To apply them, press Relaunch with these rules and confirm with End & set up relaunch. The race ends and the drawer opens with the same track, cars, timing, conditions, public setup and drivers, and with the race's own rules plus the queued changes filled in. Check the drivers, then press Launch Race. This works for any race, whether or not it came from a lineup.

Public races

Every rig has its own row on the race server, and that row is locked to the Steam account the rig is signed in to. The launcher reports the rig's Steam ID by itself, and Multitap saves it on the rig's entry under Settings › Saved Sims. A rig on an older launcher that doesn't report it yet is locked only if you type its SteamID64 there. In a private race this means nobody outside the venue can take a rig's seat, even with the address.

To open a race to drivers at home, tick Make public when you set it up (see Public race under Starting a race). Multitap adds the public seats you asked for as extra rows, in the cars you allowed. Hand out the address with the Server card on the race tile: the copy button, Quick-join in CM or Share invite. A remote driver joins from Content Manager, picks one of the allowed cars, and takes a free public seat. They need the track and that car installed on their own PC.

Laps driven in public seats are never stored, so remote drivers don't appear on your venue leaderboards. The one exception is a remote driver who takes the row of a rig with no Steam ID on file: that row is not locked, and its laps count as the rig's. That is why the setup warns you about rigs with no Steam ID.

Ending a race

Three things end a group race.

  • End race on its tile, described above.
  • Stop All Servers at the bottom of the drawer. A confirmation lists what will happen. This stops every group server and every traffic session at the venue at once, and closes the game for everyone taking part.
  • The automatic sweep. A race that is not preserved, has been running for at least three minutes, and has had no rig connected for a full minute is cleaned up on its own. That keeps a forgotten server from sitting in the list all night. Preserved races are exempt, so a lineup you want to hold for a group that stepped out for pizza will wait for them.

Traffic sessions

In-game view of a traffic session: a BMW M3 threading through tunnel traffic at speed
Traffic mode on the rigAny car · any traffic map

The Traffic tab sets up a shared road with AI traffic to weave through. Several rigs can join the same server, so friends see each other in the same stream of cars. The scoring app on each rig turns near misses into points and the results go to their own leaderboard.

The Configure Session drawer on the Traffic tab, with the driver list, a traffic-eligible track selector, car selection, and the Traffic settings with the Busy traffic density and Map default traffic speed
The Traffic tabDensity · speed · length

Traffic settings

ControlDefaultWhat it does
TrackThe maps you switched Traffic on for on the Cars & Tracks page. A map whose AI line hasn't reached the server yet is listed greyed out, marked No AI line yet, and can't be picked (see Traffic maps). If you haven't switched Traffic on for any map, the list shows every map your venue has an AI line for. The list has a region filter and a search box.
Car Selection / Car Class / CarSame as a race: one car for everyone with random liveries, or Driver Chooses.
Traffic DensityNormalLight, Normal, Busy or Rush Hour. Busier settings put more AI cars on the road with shorter gaps between them. The default is set on the Traffic card in Settings.
Traffic SpeedMap defaultHow fast the traffic drives: Cruise (60 km/h), City (80 km/h) or Highway (110 km/h). Map default uses the speed set for that map on the Cars & Tracks page, or the venue's default speed from Settings if the map has none.
Session Length (min)30How long the road stays open, from 5 to 999 minutes. The server loops, so it never kicks anyone out mid-run.
ModeProPro or Standard, sent to the rigs for the assist profile. The traffic server itself always runs with ABS and TC available and damage at half strength.
ConditionsSunny afternoonThe same presets and More conditions as a race. See Conditions.
AutogridOnPassed to the rigs.

Press Launch Traffic Session. The progress card reads Spinning up the traffic server. AI cars are warming up, and when it is ready each rig gets its launch order. Driver Chooses works the same way as for a race, with the banner at the top of the page counting 2/4 ready. If the traffic server then fails to start, the error note begins Traffic failed to start: and the rigs show the same SEE STAFF message and unlock.

A running traffic session appears under Active Races as a tile named Traffic 1, Traffic 2 and so on. It shows the track, the rigs and the join address like a race tile, but without the race-only controls: there is no preserve button, no timing plan, no session buttons, and no Assists or Rejoin on the rig rows. Press End session on the tile to stop the traffic server and close the game on every rig in it. Stop All Servers ends traffic sessions too.

A rig that leaves doesn't end the session for anyone else: the road stays open for the rigs still on it, and the traffic server stops once the last rig has left. The AI cars come in a mix of colours. Every rig in a traffic session needs Custom Shaders Patch 0.2.8 or later; a rig on an older version can't join.

How traffic scoring works

The scoring app on the rig shows a live HUD. The rules, so you can explain them at the desk:

  • Nothing scores below 60 km/h.
  • A near miss is passing another car with less than five metres between the bodywork. Closer passes are worth more, and each pass is multiplied by the driver's current speed, their closest pass so far in the run, their combo, and a wrong-way bonus.
  • The combo climbs by one per near miss and starts to decay after four seconds without one. Every five in a row pays a combo bonus.
  • Driving against traffic for ten seconds doubles the multiplier; it fades twice as fast once the driver turns around.
  • A drift that lasts more than a second and includes near misses pays a drift bonus.
  • An overtake pays for closing on a car from behind and getting past within five seconds.
  • Any contact ends the run. The score so far is submitted, then everything resets to zero and the driver goes again.

Scores are recorded per driver and per track, and the traffic leaderboard keeps each driver's best. New personal bests, top ten entries and track records are announced on Discord if you have connected it.

AI lines and traffic cars

Traffic uses only what your venue supplied: the map's AI line files, which your rigs send to the server, and the AI car models you ticked on the Traffic card in Settings. There is no shared fallback. If a map has no AI line yet, or no traffic cars are ticked, the launch is refused with a message instead of starting an empty road. The Traffic maps panel shows where each map stands.