Project CARS.
+80
RW26 BLAZE
SVR Solar
AdamWatson99
F4H Spartan
TechnologicMau5
Michengigan
JAMIE ANDERS0N
LMP Dragon
Diablo 29x
F4H Xyloto
MaynardMK4
CreamyTastey
skyshadow5
JVanEssen
F4H Button
ATR DAN
paul299
DonatedSatyr227
ShrinkingSteven
TG Wormburner
Freheliaz
BG Wingnut396
LMR Deftone MX
CredibleWizard
henkymetcola
Mrbrown33
Ax4x Chaddy
II AntR II
Zeta0085
Joito04
Turbo Power 77
v Hurricane v
LastNewtStandin
DR PiiHB
LMR Sahara
SVR Yamagura
GLR mar B ond
AMR of the Apex
Texaspotatolord
TLR Scrublord
TheAngryPudding
FSR Groves
CQR Myles
Ax4x Bandit
xVampirAx
SnippetyOggy86
Mr Akina
F4H Bullet
Ax4x Cowboy
LMR Zakspeed
F4H Drake
XPR Roadrunner
CQR NEON
RumbleBee 392
F4H Lotterer
PLOW tubbi
The Posimosh
F4H Carrera
Ax4x Kane
theboomeranga
BG Wumba
Hainesy
Beanz
CQR Jono
Standaman94
Ax4x Mikey J
narboza22
CQR HABURi
Duke of Bruno
LMR DarthMario
Biggsy tv
Stonewall458
HCR generaltso
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JeffH16
nickyf1
ckBrenneke
Matt
CQR Rogue
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84 posters
Page 32 of 40
Page 32 of 40 • 1 ... 17 ... 31, 32, 33 ... 36 ... 40
Re: Project CARS.
Guy said that they got a licence for the 2014 GTR Nismo, hopefully they're talking about the GT3
LMR Sahara- TORA Race Number : 195
Number of posts : 1010
Location : Central California
Registration date : 2012-06-26
Reputation : 19
Re: Project CARS.
Mind the names. But yes, track list!
List of tracks
European Circuits
- Azure Circuit - Monaco
- Besos - Circuit de Catalunya
- Brands Hatch (laser scanned)
- Cadwell Park
- Donington Park
- Florence - Mugello
- Hockenheimring
- Imola
- Loire 24 - Le Mans Circuit de la Sarthe
- Loire National - Le Mans Bugatti Circuit
- Monza
- Moravia - Brno
- Nürburgring Nordschleife (Team Member+ during development)
- Nurburgring GP (Senior+ during development)
- Oschersleben
- Oulton Park (laser scanned)
- Silverstone
- Snetterton (laser scanned)
- Spa Francorchamps
- Zolder
North American Circuits
- California Raceway - Willow Springs
- Lakeville Raceway - Sonoma Raceway
- Monterey - Laguna Seca
- Watkins Glen
- Wisconsin Raceway - Road America
Asian Circuits
- Dubai Autodrome
- Jin Ding - Zhuhai
- Sakitto - Suzuka
Oceania Circuits
- Bathurst - Mount Panorama
Kart Tracks
- Belgian Forest Karting Circuit (Spa-Francorchamps Kart Circuit)
- Chesterfield (fictional)
- Glencairn (fictional)
- Summerton (fictional)
- Dubai Kartdrome
Country Roads
- California Highway (Team Member+ during development)
- Azure Coast (Team Member+ during development)
Planned/Confirmed Tracks
- Ruapuna Speedway
- Macau
Historic Tracks
- Bannochbrae (fictional historic GP track located in the scottish highlands)
- Hockenheim (Pre 2002)
- Rouen Les Essarts
- Historic Milan - Monza (1967. GPL2.)
- Historic Milan Oval
- Silverstone 1975
- Solitude Rennstrecke
- Spa Historic
Oval Tracks
- Concord - Charlotte Motor Speedway **
- Daytona International Speedway ***
- Delaware - Dover
- Henrico - Richmond
- Indianapolis Speedway *
- Memphis - Bristol
Fictional Tracks
- Test Track (just for testing during development, wont be in the final release)
* - Infield not yet confirmed
** - Fictional Infield
*** - Real Infield
For more info on the game visit: http://www.wmdportal.com
I have many ideas for future one night events. Also classic Hockenheim.
Zeta0085-
Number of posts : 1637
Location : Tucson, Arizona
Registration date : 2012-06-12
Reputation : 23
Re: Project CARS.
VERY pleased to see the Daytona road course in there.
A track that I think FM6 MUST have
A track that I think FM6 MUST have
LMR DarthMario-
Number of posts : 8184
Location : Janitorial Closet on the Death Star
Registration date : 2009-04-29
Reputation : 99
Re: Project CARS.
i can almost see how the TASCAR Season 5 schedule might shape up.
LMR DarthMario-
Number of posts : 8184
Location : Janitorial Closet on the Death Star
Registration date : 2009-04-29
Reputation : 99
Re: Project CARS.
but i heard they also have the Gen-6 Ford Fusion.
LMR DarthMario-
Number of posts : 8184
Location : Janitorial Closet on the Death Star
Registration date : 2009-04-29
Reputation : 99
Re: Project CARS.
Not all tracks will be available day 1, to my knowledge most of the Historic tracks and the oval content will be future expansions
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
It's amazing what 2 years of development can do! As shown in this video of the BAC Mono at California Highway.
ATR DAN- TORA Race Number : 7
Number of posts : 4872
Location : Some boring place in England
Registration date : 2008-09-15
Reputation : 48
Re: Project CARS.
Some will be announced tomorrow, have no idea what it is through
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
My money is on the release date
II AntR II- TORA Race Number : 870
Number of posts : 246
Location : Portugal
Registration date : 2013-05-17
Reputation : 10
Re: Project CARS.
ATR DAN wrote:It's amazing what 2 years of development can do! As shown in this video of the BAC Mono at California Highway.
His driving also improved in two years.
Ax4x Bandit-
Number of posts : 4104
Location : New Jersey
Registration date : 2012-07-15
Reputation : 71
Re: Project CARS.
They just announced the Limited Edition game for pre-order from various outlets. But the links they provided for Amazon US, the standard versions are only listed for the time being.
The LE comes with a few noteworthy vehicles and a car pack. Ford GT mk IV, McLaren F1, sauber C9, BMW M1 Procar, Mercedes C class coupe DTM among those listed
Edit: all the US provided links only have the standard version listed
The LE comes with a few noteworthy vehicles and a car pack. Ford GT mk IV, McLaren F1, sauber C9, BMW M1 Procar, Mercedes C class coupe DTM among those listed
Edit: all the US provided links only have the standard version listed
LMR DarthMario-
Number of posts : 8184
Location : Janitorial Closet on the Death Star
Registration date : 2009-04-29
Reputation : 99
Re: Project CARS.
A new car licence is about to be announced, all I'm going to say is that it is going to make some people here very, very happy
Also included build notes for the past week for you to look though and see whats going on
Also included build notes for the past week for you to look though and see whats going on
- Latest Build notes:
- Build 785 (11/08/14, Team Member+)
Next-Gen:
* XB1: Video playback corruption partially fixed.
* XB1: Fixed hang during start-up if no controller is connected.
Render:
* Aniso clamp on shadows.
* Rain now has spot a directional lighing scalers.
* Code so ripple are mapped based on a pixels world space.
* Fix for reflections not working with mt rendering.. i.e dx11mt
* Fixes for planer reflections not rendering on dx9 or multithreaded.
* DX11: A few more cpu optimisations (texture setting + release build perf fix)
* Car Showcase: Improved lightmaps which contain bump info, less gsi and light is actually cast correctly onto floor from the strip lights now, improved lighting for FE scene
Multiplayer/Online:
* Enable pre-race session options in MP again.
GUI:
* WIP Results screen in Career Dashboard
* You can now view info and take a photo of your car directly from the My Garage screen
* Converted 5 in-game screen lists into a (new type) scrollable lists: Race results driver & team lists, Standings screen, Simulate screen, Session overview screen
Controllers:
* Gamepad input: Added clamping to final steering value. Tidied and commented code. Removed unused variable
Characters:
* Driver liveries textures: Updated custom player liveries textures
* Driver custom opponent texture source update for a better one withouth wireframe
* Driver Male: Updated Classic driver with custom player/oponnent materials and added to composer export
Animations:
* Updated - airjack mechanic RWAJ
AI/Pitstops:
* Adjusted brake wear for AI based on feedback
* Tweaks to tyre choice for AI during live racing
* Fix a bug that was making the AI pit in the last laps
* Adjusted wetness thresholds for chosing wet over dry tyre options
* Tyre choices will now never require pitting in the last 3 laps as that would be unrealistic
Career:
* Trying date advance on any calendar access from dashboard
* Standings screen updates: Split up screen into a 2 stage screen, stage1 shows new points accumulated for player & team, stage2 shows total points for player & team
Physics:
* New DTM tires
* Adjusted Pilon Spork wet grip
* Formula B: Fuel consumption, heat & wear model, FB CR2 tire tweak
* Mercedes C Coupe DTM: DRS feature added, complete physics overhaul, new collision export
Vehicles:
* Intermediate tire tread #1 DDS files
* Ford Escort RS1600: Heat & wear model
* Vehicles: Added new paint colours to various cars
* McLaren MP4-12C GT3: Updated AO, added cockpit animations
* McLaren P1: Updated AO, added damage and cockpit animations
* LMP2 Marek RP 219D: Chassis textures and UV mapping updates.
* RUF CTR3 SMSR: Added some rear chassis details, split rollbars into int\ext (NOT IN-GAME)
* RUF RGT-8 GT3: Added rim colour variations, fixed damage and wheels alignment
Tracks:
* Zolder: New textures, texture updates
* Snetterton: Treesculpture added to the pool
* Le Mans: Floodlights placement around the common bugatti/lemans area
* Monterey: Updated xml files (fix position for some assets, trees, crowds) + add some new, added txt for distant warehouse and ao map for first aid building
Build 786 (12/08/14, Team Member+)
Next-Gen:
* XB1: Fix for bootup black screen
Audio:
* Updated various console soundbank settings to recommended compressed formats
Render:
* Godrays: Code to allow us to grab various objects from around the scene and render them in the god ray light mask, i.e alpha objects..
Weather:
* Wtc edits, resolving fog blending issues between certain conditions. withheld rainy changes as file contains multiple other rainfall tweaks still being tested.
Replay/Ghosts:
* Fixed crash on load of ghost player
Multiplayer/Online:
* Speed up JIP loading by allowing players to load asynchronously
GUI:
* Improved result screen. Championships filtered and selectable
* New End Of Series Results screen and associated Motorsport Trophies icons
* Change to the weather ui to allow user to select start time when using realtime weather.
* Updated End Of Session Results screen (navigation between left and right now fixed and Exit menu item now in correct order). Plus, new EndOfWeekend screen added
* Not ending a qualification after time-out until a 'real' timed lap is completed. Also added warning notification to signal that this will be your last qualification lap.
* Dynamically updating the standings screen name depending on phaseFixed a bug which prevented the qualification from continuing when an AI opponent finished their qualifying session too
Characters:
* Driver Male L: Updated GT_liveries export, Reset SMS calls for all meshes. All exporting and working good
AI/Pitstops:
* Added a debug screen for pitting explanations
* Exclude cars from hazards when on different branches
* Add pitting information to know what is going on when cars are stuck in the pits
Career:
* Career Contracts: LMP1 contracts updated with new vehicle livery names.
* Round/Session and session index handling split to avoid issues that kept cropping up, fixed up all calling code
* Fixed bug where scoring wasn't being updated after non-race sessions (due to post-race screen reorganisation), leading to grid position failing in the following sessions
Physics:
* Ford Mustang Trans-Am: Set fuel consumption, heat & wear model, finished aero model, setup tweaks
Vehicles:
* Ford Sierra RS500: UV fixes
* McLaren P1: Cockpit animation file
* Pagani Huayra: Added more paint colours
* Ford Mustang Cobra: Added custom liveries (DDS)
* Mercedes A45 AMG: Added real manufacturer paint colours
* Marek LMP: Added winning members liveries, added liveries names, added black wheel textures variation
Tracks:
* Wisconsin: New textures
* Snetterton: Tree sculpture added
* Oschersleben: Small adjustments in tirewall in tires position
* Zolder: New textures, updated textures, changed to RL track name
* Monterey: Added latest new assets - fixed terrain - fix levitate assets
* Oulton Park: New autograss meshes and material files added, added new style autograss, added export area folder location to the TRDs, new rules files, new material files.
Build 787 (13/08/14, Team Member+)
Audio:
* Adding second batch of pit to car call outs
Render:
* Rain: Fix for dir lighting scaler
* SetCurrentWorldMatrix optimised using SSE (saves around 1.3% cpu!) + renderthread management made lock-free
* DX11: Only use non dynamic usage lightweight prims on XB1 - on PC, dynamic usage is much faster on AMD cards than instanced vertex data.
Controllers:
* Added gamepad presets accessible through F1 Gamepad menu with presets from SteveD (0), Jerry (1) and Bruno (2)
GUI:
* Updates to the EndOfWeekend screen
* Oschersleben "C" Circuit: GUI files
* Preliminary hookup of Kers and DRS hud gadgets
* Not showing up pit strategy screen if session is over.
Gameplay:
* Change pit and garage assignment, so we don't share pits if not necessary.
* Removing RollingStartPlayerControlOnGreen overrides
AI/Pitstops:
* Attempt to make hazard multi line exclusion crash safe
* Removed a few lines of obsolete code that were causing last lap pitting
* Fix throttling bug that could cause AI to throttle even more if over the speed limit in an acceleration zone
* Added safety check for mIsInPit lane to solve issues with cars improperly driving through pits and not setting the speedlimiters correctly
Career:
* Improvements to Career Results table
* Team standings now handle per-class scoring
* Career Contracts: GT3 contracts updated to match new vehicle livery names.
Physics:
* BMW M3 E30 Gr.A: AI tire model tuning
* Mercedes 190E DTM: AI tire model tuning
* Caterham SP300R: Fixed minor typo in rear damper setup
* Ford Sierra RS500: Aero model tweaks. AI tire and setup tuning
Vehicles:
* RUF RGT-8 GT3: Added custom liveries
* Audi R8 V10 plus: Collision model update
* RUF RGT-8 and CTR3: Added manufacturer paint colours
* RUF CTR3 SMSR: Cpit improvements, rounded top of steering wheel for better motec visibility, improved cpit mirrors. (NOT IN-GAME)
Tracks:
* Monterey: Added txt for firestop buildings + some missing nmp for woodwall
* California Raceway: Added temp outside coll/fixed assets coll errors/added vt temp barriers/updated sel sets
* Eifelwald: Updated ground cover files to work with the new meshes, checked in new autograss files and updated TRD
* Oschersleben "C" Circuit: AIW; grass Exclusion; Ground cover, several files (Raceline, trd, instances, static, etc) (NOT IN-GAME)
* Oulton Park: Microgaps fixed, lake area tweaked, triggers fixed, fixed lod popups of caravans , optimized instance dressing count, replced render heavy tree with more optimized one, changed viewer spot lights adapting the changes on the viewer changes
Build 788 (14/08/14, Team Member+)
Audio:
* Added latest batch of pit to car radio files to FMOD project
* Renault Clio Cup 14 racecar version of incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect. Tweaks to the Race1 tranny whine, it now tails out at low diff speeds without pitchyness.
Render:
* Seperate lighting scalers for rain.
* Fix for low res issues and fix for camera juttering.
* Revised concatenation method to assist with shader compilation errors
* Maths - Invert4x4 and Matrix 4x4 transpose both optimised using SSE (2.5x faster)
* DX11: Runtime optimised bonestack handling for skinned geometry. Bones are direct map written to the CB, avoiding 2 intermediate copies. Also has the benefit on aligning PC more closely to how XB1 is handling these.
* DX11: Bone Constant Buffer moved to index 5 and world/lighting/scene/frame constant buffers moved down a slot. This allows a single call for material/world constant buffer setting now that the runtime manages Bone CB's directly
* Rainfall changes to use omni directional lighting, fixing issues we were having with transmissive. The effect has had particle specific multipliers set up for headlight and direct light so it will should now be balanced better visually. The effect has also been optimised by reducing the density and area, the omni lighting is also an optimsation. I have also added headlight multipliers for gravel specs, grass and gravel dust so they shouldn't glow like crazy now when caught in direct beams.
Cameras:
* Near and Far plane Z settings are now carried on the FOV Z and Y coordinates
GUI:
* Unread messages indicator
* CareerEvent Icons & Posters updated with WMD stuff
* Career Events icons & posters - fixed and missing icons
* "New career" menu option disabled when no more save slots are available
* Sorting monitor screen driver list correctly. Qualification is by timing, races are by position.
* Custom Seasons menu option changed to just disabled rather than invisible (design request, as it's now tagged as coming soon)
Career:
* Range checks to avoid issues when testing with incompatible save data
Characters:
* Driver male ART: Added F1 classic variations + composer exports, Added new materials and removed old ones, Added Driver medium set up + composer + ready for export
Animations:
* Initial helmet tearoff strip animation
* GT Pistops: Airjack mechanic animations updates.
* Driver animations/setup: Tweaked camera for RWD P30 LMP1 (fix for WMD-543 )
AI/Pitstops:
* Adjusted fuel variance for AI
* Exclude hazards that are not on the driver's current branch
* Removing obsolete Strength code as the AI skill / modifiers are prefered
* If in pitlane and pit is busy, cars will drive through the lane. If wanting to enter pit lane but pit is busy, cars will stay on main
* AI tweaks: Fuel strategy tweaked when stopping, Increased fuel load for final session to ensure the car is able to drive back to the pits, Scaled all AI into pit decisions to reduce frequency, More accurate fuel use calculations for AI, Tweaked initial strategy for pitting for fuel
Physics:
* Kart CR2 Slick tire added
* GT3 Cars: Tire preheat to 90C
* 250cc Superkart: Physics overhaul
* Caterham R500: AI tire tuned in wet weather
* Added GetAIAbilityAdjustedScale back to calculations for split times
* 125cc shifter kart: Physics update and fixed a bug causing the car to CTD
Vehicles:
* Mercedes C-Coupe DTM: UV fixes
* Oreca 03: LOD tweaks to reduce popping
* RUF RGT-8 GT3: Changed interior material, LODs cut further
* Renault Clio Cup14: Added AO, added damage and cockpit animations
* LMP2 Marek RP219D: Interior DDS texture. Initial check in. Steering wheel DDS texture. Replaces placeholder one. Cockpit DDS texture. Replaces placeholder one.
Environment:
* 3D tree bhlow008 LODB vertex issue fix
Tracks:
* Anhalt "C" Circuit: Trd change, added Anhalt C Circuit to Anhalt group
* Oulton Park: Updated TRDs to include the tree override folders, and updated tree placement XML to a) randomise the tree type more , b) use all of the override tree types in reasonable amounts , and c) to rotate all trees so they're not end-on to the camera from the typical racing direction.
* Le Mans: Added latest from Jan, added gate for Bugatti circuit, ongoing fixes and optimisations on outer terrain
* Brands Hatch: Skyring draworder issue fixed, loft updates/corrections as for Indy layout, microgaps fixed, skyring draworder issue fixed, godray occluder flagged
Build 789 (15/08/14, Team Member+)
Audio:
* Lotus 98 Turbo incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. An even NEWER distant based reverb/echo effec - check it out! Plus a slight update to the turbo logic for turbo 7.
Render:
* DX11: Fix for PC gamma issue
* DX11: Fix for missing tyres/driver on XB1
* Fix for in game editing of static emap postions.
* DX11: Enable Instance ID style shader instancing
* DX11: Runtime support for Vertex Instance ID style mesh instancing.
* Fix for dynamic renderable objects being placed in the static emap.
* Fix for potential occasional random crash when going from front end to game (crash was in odd places due to re-use of deleted memory).
Effects:
* Added code to calculate the bias for drying of puddles on the racing line. Basically the effect now ramps up over time and there is an effect of being overwhelmed by current rain, so in a storm the line is only a bit dryer, but as rain vanishes the line can dry almost completely.
GUI:
* Added new standings screen titles
* Added quick guide, button & screen
* Fix for player always appearing in non player series result lists
* Removed player index from monitor names, and added spectate title
* New video voice overs and career tutorials, first pass complete. Removed obsolete track description entries.
* Updating monitor screen title text depending on whether the session is timing based, or lap based. Also corrected the time format of the best lap times next to each drivers name on that list.
Characters:
* Crowds: Created and placed sitting crowds for Outlon
* Driver male: Updated materials - removed alcantara from visors and composition on M version
Controllers:
* Tweaked gamepad preset 2 movement high speed to 1.2
Career:
* Fixed up career DB file
* Career Championships: Formula Rookie series updated to correct participant count.
Physics:
* Quick pass over Formula A for AI stability
* Fixed player and AI vehicle metrics pose disparity.
* Tires: Lotus 49 setup symmetry fix. FB R6 tire. FB CR2 lo tire. FC setup range fix. FC R21 tire. FFB default base drag fix
Vehicles:
* Vehicles: Rain tire #5 tread texture set.
* Added three "thingies" to vehicle list.
Tracks:
* Oulton: Manager Ad Panels (static assets)
* Eifelwald: Added the new tree override textures specific to this track
* Oulton Park Foster: Removed intersecting trees and replaced with 3d in places
* Silverstone: Grid markings added, pitmarks added, gridskids added, more trunkonly collisions added
* Monterey: Added new building on the lake island, add latest assets, udpated xml files (add some trees around the lake and cars, truck), update xml files - delete some tent on the lake and add some car, trees, truck, add txt for lake building and other small assets
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
any word on how or if there will customization with liveries?
RumbleBee 392-
Number of posts : 3126
Location : Gulfport
Registration date : 2012-04-18
Reputation : 40
Re: Project CARS.
No ideaXPR Soundwave wrote:any word on how or if there will customization with liveries?
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
Re: Project CARS.
MYLES PR0WER wrote:A new car licence is about to be announced, all I'm going to say is that it is going to make some people here very, very happy
Tell me its more touring cars.
Re: Project CARS.
Nissan Nismo GTR-GT3
CreamyTastey- TORA Race Number : 8
Number of posts : 1276
Location : Swadlincote, Derbyshire, UK
Registration date : 2012-06-29
Reputation : 35
Re: Project CARS.
Porka?!
LMR DarthMario-
Number of posts : 8184
Location : Janitorial Closet on the Death Star
Registration date : 2009-04-29
Reputation : 99
LMR DarthMario-
Number of posts : 8184
Location : Janitorial Closet on the Death Star
Registration date : 2009-04-29
Reputation : 99
Re: Project CARS.
1st decent interview
CQR Myles- TORA Race Number : 226
Number of posts : 1274
Location : Bern Switzerland/ Redditch England
Registration date : 2013-02-06
Reputation : 21
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