rFactor 2 – Build 101 Available

Image Space Incorporated has released a new buid of their rFactor 2 simulation that is in open beta stage.

Build 101 adds lots of improvements as listed below, it does not come with any new content. Right now, the new version is only available as torrent download, coming either as full install for first-time users or update for existing users.

More mirrors and download via auto-update will be available later.

Changelog

GRAPHICS:
—————————
Fixed issue where suspension gets distorted wildly when a wheel breaks off.
Sun occlusion processing now properly restored after lost device.
Correct a problem where sometimes the visual tire contact equation wouldn’t be properly updated.
smooth out visual contact patch plane equation over time so tire doesn’t instantly deform
Fixed problem where skins would get applied inappropriately (to the windshield, for example).
Fix a bug with FXAA and multiview
Correct alignment of horizon haze.
tweaked pit director position so he’s less likely to be standing inside your vehicle
Added an HDR parameter
fixed HDR lum histogram from over-accumulation during pauses.
Ref mapper optimization
Fix occasional brightness pulsing in HDR mode.
Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod.
Fixed alt-tab bug in MP mode.

GAMEPLAY:
—————————-
Added fix for safety car conflicts
unsportsmanlike conduct penalty should be working again
attempt to fix issue where drivers wouldn’t get appropriately blue-flagged if exiting the pits right in front of somebody
fixed the fallback case for determining the vehicle class

PHYSICS:
—————————-
New engine model can be damaged now, and can’t be run with the crankshaft rotating the wrong way!
Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight.
‘Simple’ garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.

AI:
—————————-
fixed AI cars slowing down near garage locations of remote vehicles in multiplayer.
fixed AI slowing down for cars in pits for some tracks (brianza)
fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests.
fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties
fixed ai slow downs when only ai on a client (ie, when you’re connected to multiplayer game and turn control over to ai)
fixed ai drivers pulling out of pits and immediately slamming into the wall
improved ai handling of front-wheel drive cars

UI / HUD:
—————————-
added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner
made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop)
made vehicle picking one gizmo instead of two.
removed all code for old vehicle selection gizmo and a team selection scroll box that wasn’t being used.
tried to autojoin the server after downloading and installing it’s mod.
tried to center loading bars.
building team list from veh parameter ‘category’ (fullteam tree path) rather than just team, since cars in wildly different series can share the team… thus some would be culled from the tree display.
decoupled options and HUD widescreen variable.
options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3.
also removed WidescreenUI variable getting set to true when in a 4:3 res.
Now allow HUDs to be in resolutions other than 1280X960.
New support for options in resolutions other than 1280X960
mouselessscrollbox text scaling fix
Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.

BUG FIXES:
—————————-
a few memory leaks and some other cleanup
fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems)
Some changes made to speed up selecting a different mod (hopefully this doesn’t break anything).
fixed possible thread-safety issue

MULTIPLAYER:
—————————-
changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer.
Fixed “Available Opponents” listing on dedicated server, so now multiplayer vehicle filters work.
fixed multiplayer vehicle filter for list box selector
fixed multiplayer vehicle filter for scrolling select
Some multiplayer.ini housecleaning.
encode name & password
increased mp download limit.
added password verification for downloadable mods
check *all* client nodes for timeout, including pending drivers, other spectators, and those with non-scored vehicles

CONTROLLER/FFB:
—————————-
setup FFB “effects driver” only once, and also stopped needlessly re-initialized the controllers
untested attempt to make LEDs work on modified Logitech DFP

REPLAYS:
—————————-
simplified and improved correction of wheel orientation in replays/multiplayer
improved replays of parts falling off vehicles
Replay format has changed slightly for various improvements, sorry it’s not backwards-compatible!
Current tread surface properties now recorded in replay and transmitted in multiplayer.
Recording tire carcass movement for player now.
Mostly fixed terrain feedback in replays.
Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps.
A bit more precision for special effects in multiplayer/replays.
Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry).
Improved replays of parts falling off vehicles.
Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren’t uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation.
fixed jerking trackside cameras when rewinding in replay
fixed a couple things regarding wheel orientation in replay.

MODDING
—————————-
Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide.
Several bug fixes in Modmgr.

RFACTOR.NET
—————————-
Begun infrastructure for Web portals. http://rfactor.net/rf2mm.php

To get access to the the beta, a full retail purchase of rFactor 2 is required. rFactor 2 sells for $43.99, including 18 months of online account membership instead of the 12 months buyers of the final version will receive.

GTOmegaRacing.com

  • Anonymous

    Why the hell they can’t ever make this easy! I don’t like Torrent’s!

    • http://racingrenders.com/ F1Racer

      But downloading a torrent is one of the easiest things you can do.

      • Anonymous

        Yeah, to you guys who have great unlimited connections, you always forget some of us have only one choice and that is Satellite, limited and expensive!

      • http://twitter.com/luke_wj Luke Ridgway

        Surely the update is 38.4MB, regardless of which method you use to download it?

      • Anonymous

        I found it on there site, THANKS… However; still a mess! I’m at Build 90 and I D/L the update from 90 – 101…. placed file in Updates folder under rF2 in my Documents. Now game does not see the update and says game is up to date. So how do I update from 90 – 101???

        So I got it, you have to add Mods to the package folder undere My Documents… and you add the updates in the root game folder under updates; not in the Update folder under My Documents!!! That’s simple enough!

      • Kendra Jacobs

        you can set limits in torrent programs like max limit of uploading, so after lets say 10 mb it wont upload anymore and stuff like that, very simple, also the fastest and quickest way to download something, just one click, give it a minute or so to speed up the download rate and it will most likely be flying.

  • Matt Orr

    I like how they add in the auto updater, but I’ve yet to use it for actually automatically updating anything. lol

    • Anonymous

      Yeah awesome they added it, does it work… NO! I can not get it to see my 90-101 update!

      So I got it, you have to add Mods to the package folder undere My Documents… and you add the updates in the root game folder under updates; not in the Update folder under My Documents!!! That’s simple enough!

  • furiousgibbon

    I love rFactor. Raced it for years, still do. I -want- to love rF2. I have a lifetime membership. There are hints of brilliance in there, but overall it’s just awful, a real shame. There has been no meaningful progress since the first release, it looks ghastly, the performance is dire, the sound in this build (for me at least) has issues, and the whole thing reeks of a badly spruced rF1 engine that is being told to do things it doesn’t want to do. I am really losing hope for this one. It’s not the cost of the game I care about, it’s the potential of that sublime physics engine that is being wasted by the crud sitting on top of it. I would think ‘it just needs time’, but it seems like there are too few people working on it, not enough talent in the areas that now need it, and too few dollars available to accelerate progress. They need a cash injection to bring in some talent to help fix what is broken/unfinished before people get tempted by other shiny things that are on the horizon. I really hope I’m wrong about all this, I’d love to see them churn out a winner, but it’s not looking great at this point in time.

    • http://www.facebook.com/profile.php?id=1711429307 Chris Wright

      A very frank post, containing some views that I find myself increasingly thinking. Views, I might add, that I’m almost ashamed to think, because there’s no doubting the sincerity and very hard work of the good folks at ISI. Perhaps we are being spoiled by the way that PCars is rolling out, but there’s something so disjointed and erratic about rF2’s progress. I totally agree that there are flashes of absolute brilliance in there, but for every positive, there’s a big negative too. Having said all that, there is a danger that we all forget we are involved in a beta program, which is going to mean there are performance issues, graphical nasties, imperfect physics, tyre model, etc., etc. Nonetheless, I don’t seem to be alone in feeling less and less confident about the direction it’s going in. I will not, however, be looking for a refund and will stick with it to the very end. The potential is arguably still the biggest in the crop of new sims that are currently being cultivated.

      • Mark

        Spoiled by what? cloud and texture updates?

      • furiousgibbon

        a well rounded experience that’s continuously built upon with fixes and new content? I can see real progress with pCars, and driving the Caterham Seven feels bloody great to me. It’s not perfect, but it’s not crap.

        rF2 FFB still tries to rip my G27 apart if I run off the track. I
        can’t race it if the woman is asleep or it’ll wake her up, it rattles that bloody loudly. I keep expecting a fix, but I’ve waited so long I presume they think there’s nothing wrong with it. The rain drops come through the car. As does tyre smoke, just like rF1. I’m no game dev but this is surely basic stuff.

        The pastel candy colours and blown out highlights look so bad I have to turn off HDR. The performance is shocking, 10 cars on the screen, turn the corner and suddenly it’s 5fps for no apparent reason. In comparison pCars runs in near full detail without a framerate drop. In build 101, it flips out when too many sounds are running at once and the whole sound spectrum seems to compress into a few distorted Hz. I still can’t view a replay on my Eyefinity setup because it compacts the whole view it into a single screen. I won’t start on the UI, but you couldn’t call it intuitive.

        However, in rF2 i really do feel like I’m driving a car. Much more so than pCars. When I drive in pCars, I still feel like I’m driving a game. So there is promise. I just haven’t really seen a great deal of change since I excitedly launched the initial beta build many months ago.

        I’m sorry for bagging it out, I sound like an asshole but I’m not a troll or a fanboy. I agree with Chris, the guys at ISI seem like
        geniunely good people with an intention to bring us the best they can and I really hope they succeed. I’ve supported them over the years by buying multiple copies of rFactor for myself and friends as gifts. For a friend’s birthday recently I wanted to buy him rF2, but I bought pCars for him instead and told him I’m waiting until I can see rF2 is actually worth paying for.

        I just don’t see the progress happening where it’s needed. Sure, there are a lot of changes listed for 101. One of them is ‘tried to center loading bars’. What? Yes ok, I picked out a silly one.

        It’s great that we got a beta, and noone can expect perfection, but it’s progressing so slowly that you have to wonder what year it will be complete. But if there wasn’t a beta, and all we were getting were screenshots such as the ones of the Lola released today with its pea soup textures, what do you think people would be saying? They couldn’t even defend the game based on the driving model. It feels like ISI’s hand was forced by the emerging competition, but they’re defending their turf with too few people.

        I need to type less.

      • Mark

        No worries, I read all your points carefully.

      • furiousgibbon

        just in before anyone calls up my mistake that the Lola preview shots were an ISI model, they’re not! But still, I find the textures in general on the ISI cars to be very poor resolution for 2012.

      • Anonymous

        I agree with the driving a game or car statement. And for me as a simracer first of everything that’s what makes me prefer rF2 above pCars.

      • Ricoo

        On my rig E7200 @ 3.6 GHz and GTX 275 rFactor 2 runs two times faster than pCARS with all options maxed out.

        Driving feel (FFB) is so much better in rF2 there is no possible comparison.

        Every one praises pCARS graphics but I prefer the level of details of rFactor 2 tracks.

        If I had to choose one sim at current finish level I would pick rFactor2 without a doubt.

      • http://pulse.yahoo.com/_ZKGBDFFXZ2H7S37S3A3BJ3WFKM teleprompter

        Your system is slow so I understand your preference. If you have the horsepower there is no contest Pcars wins

      • Ricoo

        Well in fact graphics are not the reason of my preference, it’s the driving feel.

        My system is fast enough to play most games at almost highest options, it’s the only reason I don’t upgrade.

      • Kendra Jacobs

        Your right, project cars is way better graphics, but we are supposed to be sim racers because we have a passion for this sport and cant do it in real life, so we have to do the next closest thing, behind the computer. So in the end, why would you get someone to purchase a vastly inferior product over a VASTLY superior product, just because it has better graphics? When the whole entire point of this game (and the sim genre) is to replicate real life racing automobiles and the vehiicle dynamics/physics that go along with that, to the most technically realistic way possible.

        I mean go drive, get sucked into the world of motorsports, finding the limits of grip, getting the last third of the braking phase just right as you rotate into the apex, getting that initial hint of oversteer to almost microscopically transition to a smooth natural balance with a hint of the slightest ever understeer as your on the post braking but pre mid corner phase, etc etc, it should be that stuff that fills your thoughts, not some stupid textures on a cars paint job.

        If you want a game that feels pretty real and is considered a “sim”, because Granturismo and Forza just arent cutting it enough for you in the realism department, then sure look into Race 07, Project Cars, GTR 2.

        BUT, im sorry but if you love racing vehicles, and want to do it in real life but cant so you have to do it behind a computer instead, and therefore want the most realistic “emulation” of racing vehicles and driving them, if thats you, well, there really EASILY should only be 2 options for you, rFactor 2 and Netkar Pro.

      • furiousgibbon

        I get that, and believe me I’ve raced just about every sim since the original Grand Prix. In my more ‘serious’ years of sim racing I always went back to rFactor even though as an ‘experience’ GTR/GTR2 etc were more complete. I haven’t written rF2 off yet, I’m just concerned/disappointed about its progress and ISI’s ability to refine what they have and stay competitive. This is becoming a crowded genre!

        I started with pCars with build 74 when it was rough as guts, where the car would just launch into the air for no reason, it was so bad it was funny. I thought I’d wasted my money, but it’s come -so- far. I can’t race Monterey stockcars on Badenring and then tell you with a straight face that the physics are bad and that there is no feel. It’s just not true. It doesn’t have the feel or feedback that rF2 does, but it’s still excellent in my opinion.

        However, I’ve put many hours into rF2 build 101 today, in the Clio, and I’ve really enjoyed it. The framerate is not there, maybe it’s a Radeon thing, but at least I can now seem to turn on level 1 AA with negligible impact which helps the visuals. I own two FWD hot hatches and occasionally track one of them and I’m really impressed by the communication of the FWD chassis through this game. It’s actually brilliant. So I haven’t given up hope.

      • http://racingrenders.com/ F1Racer

        That sound issue you mention, I had that before build 101. From the previous update I think.

      • Anonymous

        SMS makes a new build for every tiny thing they change. Sometimes I can’t even notice without reading te log. pCars basic flaws in their Physics engine are still there. rF2 is way ahead on that department. Did you even tested this nee build? Alot of improvement will be noticed without reading the Log.

      • http://racingrenders.com/ F1Racer

        Well your first statement isn’t quite true because that’s not how it works. A new build is created at the end of each working day regardless of how many or how few things are changed that day.

      • Big Ron

        You didn´t understand the meaning of weekly builds. They are not made to annoy you but for the WMD-communiy to test changes and find bugs quickly to speed up development. Yeah, SMS could do it like ISI and release updates every three month. But I think that wouldn´t fit the basics of WMD.

        One way or another, I can´t understand how you get uptight by the number of released builds of PCARS. Why does it interest you? You can test new builds whenever you want or even just skip builds (like I do when I am not interested in playing atm)

      • Anonymous

        rF2 physics are great if you live in antarctica

    • Anonymous

      I could not agree more; finally someone being HONEST about rF2. I am also a Lifetime Member (so you folks that wanna say crap about my comment go ahead, but my money has been provided for support) Tim W. can verify this if he wants.

      Some Mods load, some do not, some cars feel great, some do not! Also, the UI/Mod Manager/Game is also a pain in the A$$! You can not just select a car, select a track and run it!

      This rF2 beta is not “Light Years” ahead of pCARS… in Physics either! However it is years ahead in “Build Time”; i.e 3 years to 1 year! I think rF2 started like 3/4 yrs ago! Disappointing to say the least IMHO. I’m still waiting/hoping for some kind of consistency with this Beta…. not Alpha…. rF2 is in Beta Phase folks!

      Oh, and yes, I want this game to be successful and I support both! But the fact is its not developing as it should be for a Beta in 3/4 years development, not IMHO!

      • Anonymous

        But the fact is its not developing as it should be for a Beta?

        It’s developing at the pace the developers want it to develop, as is Pcars, wouldnt it be boring if all developers developed their products the same way, and yes i will be purchasing both rf2 & pcars.

      • Anonymous

        Remember SMS has probably atleast 100 guys working. ISI is only with 15 i believe. And SMS has way more money also. So comparing the development time isnt really accurate. 🙂

      • Joeri Blootacker

        that’s not an excuse, they charge the same amount as anyone else is. if they wanted to use that as an excuse, they should have charged us 15/100’s of sms.

        don’t take this the wrong way, i also want rf2 to succeed ! and i do enjoy racing some of the cars, but the graphics are so poor it is a major let down for me. expected more from them. it still looks terribly wrong.

      • Anonymous

        Bit of a weird comparison. You have less employees so you need to charge less. ISI content is never been very good. Same was with rF1. Their strength lays in making the sim moddable and implenting new features. The content came from the community. And that looks awesome. Just look at Croft and Sebring.

      • Ricoo

        rFactor 2 has nice ISI tracks with lots of realistic details and a good immersion factor and cars are interesting too.

      • Joeri Blootacker

        Hey Hybrid,

        i just wanted to point out that they can’t use the limited resources as excuse. if you charge 40€ for a game, which is identical to a game like fifa or any other big name title, developed by 200+ programmers, then they can’t use that kind of excuse.

        not even sure if SMS has way more money.
        how many licenses did rF1 and rF2 sold by now ? they only have to share it between 15 people rather than 100+ as well 🙂

      • Anonymous

        Were do they use it as a excuse then?
        You are saying that the whole time.

      • Joeri Blootacker

        i’m not saying ISI use’s it as excuse. i was replying to your post.
        LOL, didn’t want to start such a huge reply war with my post… 🙂

        rF community uses this excuse sometimes (like your post which i was replying too initially) to make the excuse about the low number of people working on rF2. that was all i was referring too, that i can’t see that as a valid excuse 😉 i do respect your opinion of course.

        as mentioned before, i also want rF2 to succeed, as the simracing scene definately needs a good new sim. i don’t care from who or which company it comes from, all we need is a good new sim 😉

        about rF2, the racing is fun no argue about that ! lets just hope they can get the graphics departement right.

      • Ricoo

        The sales number are not the same between a full sim and a greater audience game. :/

      • Ricoo

        I don’t understand how it’s possible to say ”so poor”. Ok there’s problems with shadows and cars don’t look shiny, but come on, ”so poor”! I even find them great to be honest.

      • Joeri Blootacker

        Hi Ricoo, sorry : that’s just how i feel about it. i wish i wasn’t as i always enjoyed the racing in rf1, and even now in rf2 i enjoy the racing, but the graphics for me are a let down.

      • Anonymous

        It just means that there is a lot of talented people out there ISI could use to get this thing finished. Time is not your friend in game development. This thing will be way outdated by the time it is finished

      • Anonymous

        Same thing was said about rF1. 😉

      • Ricoo

        SMS has less than 40 people

      • Anonymous

        Better check linkedin again.

      • Ricoo

        This info come’s for Ian himself

      • Anonymous

        Yeah right.

      • Anonymous

        I have no idea what “yeah right” means but your number is wrong.

      • Anonymous

        I trust linkedin more then “some personal info”

      • Anonymous

        I have no idea how LinkedIn works or what numbers they have but I tell you it’s wrong. Are you saying I’m lying to you?

      • Anonymous

        I am saying i trust more what a company itself have put on Linkedln.

      • Ricoo

        51 to 200 isn’t very precise. Less than 40 is closer of 51 than 200 of 51 lol.

      • Anonymous

        Doesnt say 40 still.

      • Ricoo

        Doesn’t mean it’s true

      • Anonymous

        Still i come with prove you still saying “Personal info”

      • Ricoo

        I don’t understand what you mean?

      • Anonymous

        Forget it. Its to much focus again on Pcars.
        Lets talk about rF2 as its still a rF2 article. 🙂

      • Ricoo

        If you don’t know how to select a track and a car and running them it tells a lot on how deep you tested rFactor 2… Try all car and track’s in mod selection.

        I agree the UI could and will probably improve but that’s not the most important in a racing sim.

        I don’t mind how many years each game has been under development, all I know is that I have much more fun now with rFactor 2 than with pCARS: better physics and FFB, better AI a lot less Kamikaze and brainless, multiplayer,…

      • Anonymous

        Haha… I know about rF2 developing…! Also the All Cars and All Tracks Mod is not an official Mod by rF2 developers, its and F1 Elite’s Mod! Which I’ve added and works for the most part, but not with every car and every track!
        I still stand by my original comment! rF2 adding mods and overall development is weak at best for a beta! Also, many Mod’s won’t load which is the fault of the modder I understand, but its because its so difficult!
        I also do not credit/consider tracks released by Virtua_LM (i.e Mid Ohio, Sebring) and others a part of rF2/Tim’s Developing Team progress! See there main D/L page for rF2 mods only!

      • Ricoo

        Single player all tracks and cars is done by ISI.

        I prefer few addon from ISI but quality one’s like Brianza and Clio.

      • Richard Hessels

        All cars and tracks is such bull*.
        I have to select it in order to run some cars on certain tracks.
        But than i have to browse trough 40 or more cars, in a way that you would on a friggin console.
        Hello ISI.. we’re on PC’s.
        Pulldown menu would work great!!!
        I dont’t want to see all those static images till i finally find the car i want to drive.
        Imagine you have some more mods installed, and end up with more than a 100 cars.
        Should the makers than make extra mods for all classes?
        Just so we can more easily select the track/car combo we want to drive?
        Looking forward to the next update, hopefully with a better performance update.
        As it still runs very slow for the quality of images it put’s out.

      • http://twitter.com/_Jagdstaffel11_ ___ ɥqp ___

        There a list option at the top of the screen for the tracks and the cars instead of having to flick through the spinner

      • Anonymous

        It’s just like rF1 the mod community had to come to it’s rescue. Don’t get me wrong ISI has made some great games on all accounts but had to have outside influences. The EA ISI titles were great all around. rF1 has great elements but does suffer in some areas and rF2 just continues the downward spiral since NT2004(one of the best stockcar sims of all time IMO). I will probably love rF2 once the modders have come to it’s rescue as well but I still see areas where it will lack and nothing to do about it except start fresh with rF3. Maybe by then they will get it right on their own.

    • Anonymous

      I feel pretty much the same way I just cannot enjoy rF2 in it’s current state. It’s almost like ISI is shooting themselves in the foot.

    • http://display.vracing.pl Gniewko Ostrowski

      thumbs up for the post. this is exactly what I am thinking.

    • Ricoo

      All that is shiny isn’t gold, I prefer rough diamond. 🙂

  • http://twitter.com/feels3 feels3

    A lot of changes are implemented that aren’t in change log.

    Cars are more stable, especially rear is very stable now, and also FFB is better.
    Lot of work under hood.

    • jswarthoff

      why dont they put that in the changelog then?

      • Kendra Jacobs

        Unlike some other companies who use there change log almost as another form of marketing lol, ISI doesnt go tell us every line of game engine coding they have altered lol

      • Anonymous

        Sounds like iRacing, too. Huge effect on the cars feeling planted without a word on an update which may have caused it.

      • Big Ron

        Oh please. What’s that for an ass-kissing? Oh yeah, ISI is god-like that they don´t even need to post change-logs…..people will find out themself. Did you ever heard of placebo-effect?

      • Anonymous

        i think alot of the guys on here have been playing sims long enough to know if a car feels different or not..

    • Anonymous

      They surely could stand to hire some people to help out in some areas with this project. It’s pretty sad that you have an analog tach for an F1 car that only goes up to 8000 rpm. They surely need help because they are just too small anymore.

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    *comparing rf2 n pcars changelog* yaoming.jpg

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