So You Want to Run Racing Life For Ams2
I've been running this mod for a few years now across multiple playthroughs. It changes how racing events work in American Truck Simulator by adding dedicated circuit races, time trials, and sometimes endurance setups that the base game doesn't really offer. The short version: it's solid, but it has a few quirks that will bite you if you don't know about them. The mod adds race tracks and a scoring system on top of ATS's normal driving mode. Instead of just hauling freight point-to-point, you get to do laps on designed circuits with lap times, position tracking, and usually a results board at the end. Some versions also integrate with the in-game economy so you can earn money from wins. That second part isn't always reliable depending on which patch of ATS you're running. The mod itself loads as a .scs file and sits alongside other content mods. It needs to be loaded in the right order relative to any framework mods it depends on. Most versions require a dependency like the AMS Framework or a similar extension mod that provides the underlying race event hooks into the game's scripting system.
Installation
Grab the latest release from the original forum thread or the modding community host. The link is almost always in the first post. Download the .scs file and drop it into your Documents/Euro Truck Simulator 2/mod/ or equivalent ATS folder. Then open the game launcher, go to the mod manager, and make sure it's checked. If there's a dependency, that needs to be loaded first. I run it as the second or third item in the load order, right after the core framework mod and before any map or truck mods. The exact order matters because some race track assets reference scripts that load early in the chain.
A Real Problem I Hit
About six months ago I installed a new version and my race results weren't saving. I'd finish a lap, the timing screen would show my time, and then after the race ended the stats would reset to zero. No money earned, no ranking recorded. This was happening on ATS version 1.53, which introduced some changes to how custom event scripts persist data. The fix wasn't obvious. I had to downgrade the mod by one version and also make sure the framework dependency was the matching patch. Once I aligned those two, everything started writing to the save file correctly. If you run into this, check that your framework version matches the race mod version. The authors usually note compatibility in the release notes, but it's easy to miss if you're just grabbing the latest.
Get the Full Details

Common Pitfalls
Load order issues are the most frequent problem. If race events don't appear in the job menu or the tracks look wrong, move the mod higher in the load order. If you get script errors on startup, move it lower. There's a narrow band where it works, and that band shifts slightly with each ATS update. Save file corruption is rare but real. I've seen one case where running the mod alongside certain route addons caused the game to refuse loading a save. The workaround is to start a new game or use a fresh profile if this happens. Don't keep backing up the same corrupted save. Multiplayer incompatibility. If you're using this on a server mod or multiplayer build, it likely won't work. The race event system relies on local script execution that most MP frameworks don't replicate. Don't bother trying to force it.
Performance Notes
The mod itself is lightweight. The tracks it adds are mostly reuses of existing road assets with custom geometry overlays, so you won't see a meaningful FPS drop. The only time I notice any hiccup is on longer endurance races with many AI opponents, where the game's pathfinding for race cars seems to hit the same bottleneck as the normal truck AI. It's not a dealbreaker, just something to be aware of if you push race duration past about twenty minutes. If you want better performance, turning down the AI count in the settings helps more than anything else. The mod usually gives you a slider for that, and dropping it from the default twelve to around eight makes the race feel just as competitive without the CPU stutters near the end.
Is It Worth It
It depends on what you're after. If you want a different way to engage with the game beyond standard freight routes, it does what it promises. The races are fun when they work, and the variety of tracks keeps it from getting stale after a weekend. But the fragility around updates means you should expect some downtime whenever SCS pushes a new patch. If you're not okay with that kind of maintenance, stick to the vanilla route system or try a different racing framework mod instead. My recommendation is to try it on a fresh save first before committing to an existing one. That way you can test compatibility with your other mods without risking your progress.
