S1 Autocross Editor Instruction Manual
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The autocross editor is accessed by pressing SHIFT-U inside the game.
In there you can save, load and edit layouts, if you turn on the
"place objects" button.

All the editor keys are listed on that screen. The autocross system
works over the internet as well, the host can edit / load a layout
while guests are connected.

To make an autocross layout, you place objects and checkpoints and a
start point.  If you don't place a start point, then it will use the
default start grid and will behave like a normal race track.  In that
case there will be no time penalties but you will need to place check
points so that laps are timed.

Placing objects : select an object type and place an object by
pressing O. you can adjust the direction (heading) of the object by
using the < and > keys. If you press M with an object selected, it
will move that object to the mouse position, and update it with the
heading that you have set.

Placing checkpoints : you need one finish line and at least one
checkpoint, in effect this defines the circuit, and also gives you
split times at those points. Pressing F or 1, 2, 3 gives you a finish
line or a checkpoint. You can adjust their direction and width in the
same way as you do for objects. Checkpoints are invisible when driving
- it is up to the person who edits the track to make sure the user
drives through them, by using cones or other objects. The W and E keys
can be used to change the width of a checkpoint.

NOTE : direction is important with checkpoints, you must drive over it
in the correct direction or no split time or lap will be recorded.

A checkpoint looks like a square bracket, and you must drive FROM the
side with the "ends" of the square bracket and over TO the "flat side"
of the square bracket.

View control - the keys are listed on screen.
Press V to toggle between high and low view.
Viewing the track - press SPACE to turn on or off all the editor
buttons so you can see the track clearly.