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Εντάξει είσαι, μόλις τελείωσε εμένα, έχει διαφορά οπτική στη λεπτομέρεια το παιχνίδι

Μόλις ανοίξεις το launcher πάτα το γραναζάκι να ρυθμίσεις τα γραφικά και βάλε και στο post effect high ή ultra

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We know it’s been an excruciating wait, even for us. We’ve been bursting with the type of anticipation you get when you’re waiting to give someone a really cool gift. The long road to DX11 and VR that started just a few months back has brought us to this day – with all of the expectations, promises, teasers and general community fervor encompassing this release. Now it’s finally here and ready for you to enjoy. This is the first important milestone in the continued development of rFactor 2. It is a huge update, focused on improving the visual fidelity and creating a foundation to work from.  Importantly, this is an ‘open beta’, meaning we are still working on optimising and improving the fidelity of the engine – your feedback is always welcome. We have much more in the pipeline, and can’t wait to let you all get your hands on the new user interface, content and some pretty cool features. Thanks for staying with us on this journey!

We’ll start these notes with a description on how to activate the open beta, how to configure VR if you want to use that, and then proceed with the release notes, some known issues and a glimpse at the road ahead.

Switching to the DX11 “open beta” (and back)

To try the DX11 open beta, you must first opt-into the DX11 branch – this means essentially you are downloading the DX11 version of rFactor 2 – don’t worry, though!  You don’t have to download everything again, it will be a small download to switch between DX9 and DX11.  So, here’s how you do it:

  • Open Steam and on the right hand side right-click on “rFactor 2” to bring up the menu.
    rightclick.png
  • Click on the “Betas” tab at the top.
  • From the drop down list, locate and select the beta called “v1108-DX11-open-beta”
    betas.png
  • Now at the bottom of your Steam window you will see the download starting.
    donwloading.png

 

If you encounter any problems, make sure you validate your locally installed files.

  • To do this, from your library in Steam, right-click on rFactor 2.
  • Select “Properties”.
  • Go to “Local Files” then click on “Verify Integrity”.
    integrity.png

The game will verify the files (this might take a moment).

If you ever want to revert, follow the same procedure, but instead of selecting a beta version, select “NONE”, which will opt you out of any betas, straight back to the latest DX9 release.

Your first steps in VR

Setting up VR and Post Processing:

  • Open the rFactor 2 Launcher.
  • In the Launcher click on the settings icon wheel.
  • Then click on the ‘Video Settings’ button.
  • In the pop up config window check the box ‘VR’.
  • Set your screen resolution to 1920×1080.
  • Start by setting the Post Effect Level to “None” (see release notes below).

Starting rFactor 2 in VR:

  • Important: First open SteamVR manually before starting single player. (We have a known issue we are working on where you will not get FFB if SteamVR is not started first)
  • Now just click on the single player icon in the Launcher and open rFactor 2.
  • The menus and UI are all in the VR space, but you will need to use mouse and keyboard.
  • There is a known issue with the replay cams, only one eye has an image.

Release Notes

We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):

In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:

  • None
  • Low = Glare Effects
  • Medium = Glare Effects and Depth of Field
  • High = All Effects at High Quality
  • Ultra = All Effects at Ultra Quality

At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.

  • With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
  • Improved Clouds resolution and depth.
  • Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
  • Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.
  • Shadows Normal renders shadows, taking into account the shadow receiver normal map.
  • A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
  • New Car Ambient Shadow, now working for the entire 24h cycle.
  • Fixed some “pixel” artifacts caused by invalid calculations in shaders.
  • Dedicated dynamic exposure simulation for each main camera set.
  • Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
  • Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
  • New Shader for car Dashboards, Rev Meters and Motecs.

Content updates as part of this initial build:

  • The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
  • Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!

Modding:

Known Issues

Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!

Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: http://wiki.rfactor.net/index.php?title=AlbedoMap

There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.

As stated above, we are still optimizing performance of DX11. As confident as we are that most of you will experience a nice boost when comparing the same settings in DX9 and DX11, we are aware that some of the new post effects, especially at higher settings, require a lot of memory on your graphics card. Future builds will bring improvements.

Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.

The Road Ahead

This release version, as we have said, is an open beta. Development is ongoing, and we will quickly move to a full release over the next few months. We will regularly provide you with updates, both in terms of code and content. This release already comes with 5 updated cars and 5 updated tracks, and we have seen some third party modders come out with releases that are DX11 compatible as well. Expect us to do more releases in the upcoming weeks, each with new content, bug fixes and further improvements.

Additionally, the full release will include updates in key areas, such as improving night driving, rain, new shaders for cars and a host of other additions. We know that strong graphics coupled with our best-in-class physics is only part of the package. We are working heavily on new content – both cars and tracks – and of course on providing you all with more functionality – including an innovative competition mechanic. We are really excited about our upcoming UI, which didn’t quite make it into this release, but will be released and improved as part of our series of frequent updates.

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1 hour ago, spyder said:

Εντάξει είσαι, μόλις τελείωσε εμένα, έχει διαφορά οπτική στη λεπτομέρεια το παιχνίδι

Μόλις ανοίξεις το launcher πάτα το γραναζάκι να ρυθμίσεις τα γραφικά και βάλε και στο post effect high ή ultra

Τελείωσε όλη η εγκατάσταση, αλλά μάλλον έχω πρόβλημα.

Έκανα την επαλήθευση των αρχείων από το steam, αλλά μου λέει ότι ένα αρχείο απέτυχε να επικυρωθεί και θα ληφθεί ξανά...

Ξεκινάει ο launcher πατάω να ξεκινήσω σε οφλαιν και με πετάει έξω...

 

καμιά ιδέα τι να κάνω?

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Βγάλε το trackmap αν θες να το τρέξεις σε DX11 τρισάθλιο και άχρηστο σαλιγκάρι της κακιάς ώρας !!!

Har har har 

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7 minutes ago, mad_dog said:

Βγάλε το trackmap αν θες να το τρέξεις σε DX11 τρισάθλιο και άχρηστο σαλιγκάρι της κακιάς ώρας !!!

Har har har 

Και πως θα το βγάλω ρε φίλε?

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Πρέπει να το γυρίσεις σε DX9, πάς steam-rFactor2-δεξί κουμπί properties-betas-NONE θα κατεβάσει 74MB

Πάς στο παιχνίδι απενεργοποιείς τα plugins και ξανακάνεις το απο'πάνω στο steam--rFactor2-δεξί κουμπί properties-betas-v1108-dx11-open-beta 3GB

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* Any plugins that display information on the screen need to either be removed or disabled. ie Trackmap

* Just a reminder to people with crashing issues: delete cbash and shader content, here:
   C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\UserData\Log

Κατά τα άλλα από οτι διαβάζω το DX11 γονάτισε όλα τα μηχανήματα και ο κόσμος ψάχνετε να τα συνεφέρει. 

Τι τα θέλαμε τα λούσα.

Καλά δεν ήμασταν με τα πλαγκινάκια μας και το DX9αρι μας.

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Release Notes

We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):

In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:

  • None
  • Low = Glare Effects
  • Medium = Glare Effects and Depth of Field
  • High = All Effects at High Quality
  • Ultra = All Effects at Ultra Quality

At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.

  • With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
  • Improved Clouds resolution and depth.
  • Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
  • Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.
  • Shadows Normal renders shadows, taking into account the shadow receiver normal map.
  • A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
  • New Car Ambient Shadow, now working for the entire 24h cycle.
  • Fixed some “pixel” artifacts caused by invalid calculations in shaders.
  • Dedicated dynamic exposure simulation for each main camera set.
  • Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
  • Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
  • New Shader for car Dashboards, Rev Meters and Motecs.

Content updates as part of this initial build:

  • The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
  • Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!

Modding:

Known Issues

Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!

Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: http://wiki.rfactor.net/index.php?title=AlbedoMap

There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.

As stated above, we are still optimizing performance of DX11. As confident as we are that most of you will experience a nice boost when comparing the same settings in DX9 and DX11, we are aware that some of the new post effects, especially at higher settings, require a lot of memory on your graphics card. Future builds will bring improvements.

Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.

The Road Ahead

This release version, as we have said, is an open beta. Development is ongoing, and we will quickly move to a full release over the next few months. We will regularly provide you with updates, both in terms of code and content. This release already comes with 5 updated cars and 5 updated tracks, and we have seen some third party modders come out with releases that are DX11 compatible as well. Expect us to do more releases in the upcoming weeks, each with new content, bug fixes and further improvements.

Additionally, the full release will include updates in key areas, such as improving night driving, rain, new shaders for cars and a host of other additions. We know that strong graphics coupled with our best-in-class physics is only part of the package. We are working heavily on new content – both cars and tracks – and of course on providing you all with more functionality – including an innovative competition mechanic. We are really excited about our upcoming UI, which didn’t quite make it into this release, but will be released and improved as part of our series of frequent updates.

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Quite a few people are having issues with the DX-11 update. Graphics and crashing to desktop.
Plugins:

IMPORTANT NOTE: Disable all third party plugins for DX11 and VR
•Open the file CustomPluginVariables.JSON located in rFactor2/UserData/Player
•Add a '0' to all third-party plugin entries, example:
Code:
 },
 "DeltaBest_x64.dll":{
 " Enabled":0
•Remove TrackMap Plugin 'd3d9.DLL' from ...rFactor2/Bin64
•If you have any issues make sure to first clear you Shaders and Cbash. The Two folders are located in rFactor2/UserData/Player/Logs. Only remove the contents of these folders, leave the empty folders.
•You may need to 'verify your game cache' if you are still having issues. 

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Μετα από τς υπομονετικες συμβουλές του@spyder κατάφερα να εγκαταστησω την beta που περιλαμβάνει και το dx11.

Πρώτες εντυπώσεις δεν μπορώ να πω ότι ειναι θετικές, αλλα ελπίζω ότι θα βελτιωθούν σιγά σιγά με την έλευση της επίσημης αναβάθμισης.
Αυτό που μου έκανε κάπως ειναι το πολυ έντονο φως γενικά και η αίσθηση της καρτουνιστικης εικόνας.
Επίσης μεγάλο θέμα στο αγαπημένο μας μοντ, έχουν τα φώτα από το corola, καθώς εάν σε ακολουθεί απλά ΔΕΝ ΜΠΟΡΕΙΣ ΝΑ ΔΕΣ ΤΙΠΟΤΑ γιατί σε στραβώνει από τον καθρέφτη.
Κατα τα αλλα με 3 οθόνες και το μοντ μας στην Thruxton είχα 35-40 FPS σταθερά.
Αλλο ένα θέμα που μπορεί και να ειναι η ιδέα μου, ειναι ότι παρατήρησα μια ελαφριά ασάφεια στο τιμόνι.
Αλλα είπα μπορεί και να ειναι η ιδέα μου και θα το οδηγήσω λίγο ακόμη για να το δω.


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Θα πάρει λίγο καιρό μέχρι να είναι ενετάξει το DX11.

Φυσικά το δοκιμάζουμε ΜΟΝΟ σε αυτοκίνητα της ISI και πίστες αφού οι αλλαγές και όποιες αλλαγές έγιναν εκεί.

Π.χ. USF σε πίστα NOLAN. Οι επιφάνεις έχουν όταν τις χτυπάει ο ήλιος έχουν μια φυσική θαμπάδα, αλλά όπως είπα και πριν με αφήνουν παγερά αδιάφορο...

Εμένα όταν οδηγάω την μπέμπα έχω τέτοια αίσθση στο τιμόνι και στο feeling...

Τα υπόλοιπα είναι για παιδάκια που θέλουνε γραφικούλια και χρωματάκια...

1 hour ago, troffeo said:

Αλλο ένα θέμα που μπορεί και να ειναι η ιδέα μου, ειναι ότι παρατήρησα μια ελαφριά ασάφεια στο τιμόνι.

Η ασάφεια στο κεφάλι σου είναι τρομαρα σου που παρατήρησες κιόλας...αυτοί που νιώθουν είναι σε θέση να παρατηρούν (όπως εγώ ας πούμε), εσύ είσαι για να λαδώνεις καμιά πεταλιέρα...

Har har har 

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Θα πάρει λίγο καιρό μέχρι να είναι ενετάξει το DX11.

Φυσικά το δοκιμάζουμε ΜΟΝΟ σε αυτοκίνητα της ISI και πίστες αφού οι αλλαγές και όποιες αλλαγές έγιναν εκεί.

Π.χ. USF σε πίστα NOLAN. Οι επιφάνεις έχουν όταν τις χτυπάει ο ήλιος έχουν μια φυσική θαμπάδα, αλλά όπως είπα και πριν με αφήνουν παγερά αδιάφορο...



Τα υπόλοιπα είναι για παιδάκια που θέλουνε γραφικούλια και χρωματάκια...

Η ασάφεια στο κεφάλι σου είναι τρομαρα σου που παρατήρησες κιόλας...αυτοί που νιώθουν είναι σε θέση να παρατηρούν (όπως εγώ ας πούμε), εσύ είσαι για να λαδώνεις καμιά πεταλιέρα...

Har har har 


Μάλλον έχεις δίκιο!
Τελικά παρατηρούσα ένα δύστυχο BMW 2002 στα χέρια μιας άσχετης και τρισάθλια χελώνας, να γυρίζει στον αέρα οπως το κοκορέτσι το Πάσχα, μετα από πάτημα πάνω στα κερμπ...

Χα χα χα 🤣


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1 hour ago, troffeo said:

Επίσης μεγάλο θέμα στο αγαπημένο μας μοντ, έχουν τα φώτα από το corola, καθώς εάν σε ακολουθεί απλά ΔΕΝ ΜΠΟΡΕΙΣ ΝΑ ΔΕΣ ΤΙΠΟΤΑ γιατί σε στραβώνει από τον καθρέφτη.

Το παρατήρησα κι εγώ χθές στο toyota και bmw τα φώτα τους θέλουν φτιάξιμο, όπως και τα καντράν του fiat όπως μας είπες χθές(λίγο θολά).

Τα άλλα αμάξια τα είδα εντάξει και καλό είναι να βρούμε τυχόν ατέλειες για να τις διορθώσει ο @John@John

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Πως να έχετε και τις 2 εκδόσεις dx9 και dx11 beta στο pc σας:

Τώρα έχετε το dx9, αντιγράψτε ολόκληρο το φάκελο (μόνο το rFactor 2, όχι όλους τους φακέλους steam πάνω από το rF2) κάπου αλλού.

Στη συνέχεια, πάτε στο steam κατεβάζετε το beta και τρέχοντας rF2 κανονικά μέσω του steam θα σας δώσει το beta.
Κλείνοντας εντελώς το rF2 και στη συνέχεια τρέχοντας το Launcher (rFactor 2\Launcher\Launch rFactor.exe) από τον αντιγραμμένο φάκελο θα εκτελέσει το dx9.

Σημειώστε ότι η αντιγραφή του φακέλου περιλαμβάνει την αντιγραφή του αρχείου Core\data.path, το οποίο μπορεί να οδηγήσει και στους δύο φακέλους χρησιμοποιώντας τους ίδιους φακέλους δεδομένων. Συνήθως αυτό είναι εντάξει, αλλά σημαίνει ότι οι ρυθμίσεις των παικτών θα είναι επίσης κοινές. Μπορείτε να τις αλλάξετε χρησιμοποιώντας το notepad.

Αλλος τρόπος είναι με το SteamCMD https://drive.google.com/file/d/0BxUh52NgN2K6bS0zb2JPVUgxY1E/view

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Latest content updated for DX11:
You will need to subscribe to each item.

Tracks

Cars

***Formula Renault 3.5 Physics changelog:

  • New CPM Tires
  • Minor reduction in tyre load sens.
  • Rears have a slightly wider peak slip at lower loads.
  • Improved AI correlation
  • Minor brakes tweak.
  • Force Feedback is now stronger.
  • Engine smoke emission location improved.
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Roadmap Update May 2017

A lot has happened since our last roadmap update, with the release of the DX11 engine where we entered an “open beta” phase that saw frequent updates and a lot of feedback from our community. First of all, we would like to thank you all for that! We feel we are moving towards a stable release in a few more weeks, after which our focus will shift towards the completion of our new UI. We will also provide you with some updates soon on how to interact with the screen from plugin code in DX11.

On top of the significant code changes, we also decided to give our existing content an update. A lot of cars and tracks have already been released, with a few more still to come. Tiger Moth and the classic Belgium track are being finished as we speak for example. Some tracks are taking a bit longer as we need to fix a few of our older shaders.

Physics Updates

For our cars, we not only want to do updates to the graphics to make them look better under DX11 and DX9, but also update their physics. The biggest updates are related to our Contact Patch Model (CPM) which will give the F2 and Marussia F1 car new rubber. We are also looking at doing the same for the Civic and will probably do a few others.

Cars

In previous updates you’ve already seen some shots of the Radical in-game and we are currently working hard on completing the sound, physics and tyres for the car and get the package in the hands of our testers. Realistically we are looking at a release in June for this car.

In other news, we now go left with the USF2000 oval package upgrade. Recently we got our hands on some good hard data on the oval package run by the USF2000 series – the resulting upgrade package we’ve developed makes for a more challenging open wheel oval experience.  The added adjustments, being in line with the real world data add the proper baseline asymmetry needed, making the car better suited to the sustained wheel-to-wheel and ‘in the draft’ oval action. Additionally, the provided asymmetrical setup is a great starting point for those daunted by having to make an oval setup, it should be well balanced out of the box for a wide range of ovals – so don’t be afraid to just jump in start racing. You should see this update early next week.

Keep an eye out on our social media for a few other announcements on the car front!

Meet us in Zandvoort!

Over the weekend, we will be at the Jumbo Racing Days, driven by Max Verstappen, which is a spectacular event at Circuit Park Zandvoort. In a partnership with Red Bull, Fanatec, PlaySeat and Team Redline we have setup a large tent in the paddock area with a couple of rigs where you can test your skills against some of the Team Redline drivers on-site. We’ve heard that Max Verstappen will drop by himself to set a benchmark lap! He will of course also give a lot of demonstrations with his racing car on the real track throughout the whole weekend.

For us this is a great opportunity to share the first preview of our new Zandvoort track, which will be coming to rFactor 2. We’ve included a few early screenshots which show our progress with the track and we are very pleased that we can also announce that we’ve obtained an official license for it.

20170518213915_1-1920x1080.jpg

20170518222554_1-1920x1080.jpg

20170518215906_1-1920x1080.jpg

20170518221420_1-1920x1080.jpg

20170518225210_1-1920x1080.jpg

On that note we would like to wrap up this update and wish you a great month on behalf of the whole team here at Studio 397 and if you decide to go to Zandvoort we certainly hope to meet you there!

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USF2000 Version 1.5 is now available on Steam workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=804789421

Changlelog

  • Added the oval package, with additional gearbox ratio for the 5 speed gearbox (and its own oval-specific setup).
  • Small adjustments to inertia for various car components.
  • Widened the engine cooling adjustment range, allowing for higher engine temps at 100% tape.

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New Howston Dissenter 1974 in Steam Workshop, make sure to re-subscribe:
https://steamcommunity.com/sharedfiles/filedetails/?id=933357103

New Nissan GTR and Panoz Roadster in Steam Workshop, make sure to re-subscribe:
Nissan GTR:
http://steamcommunity.com/sharedfiles/filedetails/?id=933467320
Panoz Roadster:
http://steamcommunity.com/sharedfiles/filedetails/?id=933467407

Edited by spyder
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