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Project CARS | OT | Made by 80.000 slightly mad developers

commedieu

Banned
can I make PCars control like DriveClub?

Can I put the steering on the D-Pad? (like I have driveclub set up because my fingers hurt after a while with that stick)

I will purchase this if I can get some of these

I know it is a sim but I was hoping you can mess with the settings

It's so fun with a wheel. Using old df pro
 

danowat

Banned
can I make PCars control like DriveClub?

Can I put the steering on the D-Pad? (like I have driveclub set up because my fingers hurt after a while with that stick)

I will purchase this if I can get some of these

I know it is a sim but I was hoping you can mess with the settings

I reckon "digital" steering would be quite tough in a game like PCars.

edit : was watching the Porsche supercup at Monaco at the weekend, decided to replicate it in PCars, at least using the RUF GT3, was a surprisingly fun combo, and the times weren't too far away from what they were doing IRL.

edit 2: Ian Bell now says they are checking the "clock bug" again........

http://forum.projectcarsgame.com/sh...-my-XBone-for-a-PS4-and-i-m-lovin-it!!!/page2
 

MGR

Member
Ian Bell said:
Whatever then.
Ian Bell said:
They don't. We've fully investigated it and it's not happening on any of our kits. It was a large waste of time though.
Ian Bell said:
I'd rather not as the initial post was so 'certain' and it's spread to so many sites stating things like 'my God! how can they call themselves a sim' that we want to be sure it's not a retail only issue we can't find.
As I say though, most likely a huge waste of our time.
Ian Bell said:
OK thanks guys. I think we've investigated with normal grids on the tracks concerned. We'll max it out and see how it goes.

Whatever.
Thanks for wasting our time.
This whole thing is probably just a huge waste of time.
Urrr ok. we're having another look...
 

The Cowboy

Member
That 3rd Ian Bell quote is just WOW when taken in context.

This is the context of it.
It was a question?, there are reports, on the Xbox one, that when the frame rate heads south the timers also follows suit, so the players laptimes reduce (complex physics), while the AI laptimes stay the same (simple physics). I've tried to see if the PS4 version suffers the same, and can't come to a definitive conclusion.
Ian Bell:
They don't. We've fully investigated it and it's not happening on any of our kits. It was a large waste of time though.
Interesting, may I respectfully suggest that you post that finding in the thread about it?, a definitive answer is always better than silence.
Ian Bell:
I'd rather not as the initial post was so 'certain' and it's spread to so many sites stating things like 'my God! how can they call themselves a sim' that we want to be sure it's not a retail only issue we can't find.

As I say though, most likely a huge waste of our time.
That's fantastic PR, someone posts a possible bug and explains it all in detail, they investigate it and call it a waste of their time and then they won't post the result of the investigation in the actual bug report thread because the person was so "certain" of the bug and that it spread to other sites.
 

Watto

Neo Member
It's good Ian Bell is interacting with the community but I wish he had less of an attitude about him, is just unnecessary.
 

Seanspeed

Banned
Whatever.
Thanks for wasting our time.
This whole thing is probably just a huge waste of time.
Urrr ok. we're having another look...
The dismissive attitude is definitely very unprofessional.

I remember F12013 suffered from this same problem, where laptimes were heavily influenced by framerate.
 

danowat

Banned
They are very defensive about issues, it's quite a hostile place in all honesty, you've either got to be a tub thumping evangelist who see's no wrong, or a screaming troll who thinks its the worst game in the world, not really much place for the middle ground.
 

fresquito

Member
That's fantastic PR, someone posts a possible bug and explains it all in detail, they investigate it and call it a waste of their time and then they won't post the result of the investigation in the actual bug report thread because the person was so "certain" of the bug and that it spread to other sites.
That's Ian Bell for you.

He's the boss of a well stablished studio that takes part in their forums, which is something i wish more devs and bosses did. On the other hand, he seems totally unaware of how unconvenient his talking is.

As a WMD member, I always found very irritating when he and Andy Garton talked in this tone, then when members used similar tones, they got upset because that was a working enviroment and such tone wasn't allowed (they seemingly forgets way too easily that they're boss only to SMS staff).
 

LilJoka

Member
I can't get to grips with the FFB, I'm driving the P1, no matter what lock I put through the wheel, the amount of force is the exact same, there is no indication that you have gone over the optimum slip angle. The FFB seems overall dull compared to Assetto Corsa. There is no variation.

If somebody has some decent settings for a G27 please share.

Also now getting infinite loading screen bug. The game should be in alpha really, there's so many FFB settings and FFB settings per car it's telling me the devs didn't bother actually setting the cars up themselves to mimic their real life counter parts. Assetto Corsa has 6 settings and each car feels different akin to its real life version without messing about since the devs already have set it up properly.
 

fresquito

Member
I can't get to grips with the FFB, I'm driving the P1, no matter what lock I put through the wheel, the amount of force is the exact same, there is no indication that you have gone over the optimum slip angle. The FFB seems overall dull compared to Assetto Corsa. There is no variation.

If somebody has some decent settings for a G27 please share.

Also now getting infinite loading screen bug. The game should be in alpha really, there's so many FFB settings and FFB settings per car it's telling me the devs didn't bother actually setting the cars up themselves to mimic their real life counter parts. Assetto Corsa has 6 settings and each car feels different akin to its real life version without messing about since the devs already have set it up properly.
AC is the better game, don't bother with Project CARS.
 

chrislowe

Member
That's Ian Bell for you.

He's the boss of a well stablished studio that takes part in their forums, which is something i wish more devs and bosses did. On the other hand, he seems totally unaware of how unconvenient his talking is.

As a WMD member, I always found very irritating when he and Andy Garton talked in this tone, then when members used similar tones, they got upset because that was a working enviroment and such tone wasn't allowed (they seemingly forgets way too easily that they're boss only to SMS staff).

Is it the same Ian Bell as in the game Elite??.

I was gonna buy this game, but after reading comments here and watching loads of bug-videos on Youtube I think I will wait until its really cheap.
 
Regarding the whole 'game slows down with more AI', I had a few career sessions last night and recorded my experience in a qualifying session (XB1).

http://xboxclips.com/Azzawon/f92600ae-5375-42de-a370-25bcf9940860

If you watch it closely you'll even see the game slowing down and speeding up while I'm driving, and it's extremely off-putting. Most noticeable in the braking zone for T1 at Monza.
I'm not sure what I'm supposed to be seeing...
 

Azzawon

Member
I'm not sure what I'm supposed to be seeing...

The game itself is slowing down and speeding up while I'm playing. Watch as I navigate the first chicane. It's hard to notice because the framerate and sounds are consistent, but when actually driving it's clear as day to spot. I understand it might be difficult to see from your perspective.
 
The game itself is slowing down and speeding up while I'm playing. Watch as I navigate the first chicane. It's hard to notice because the framerate and sounds are consistent, but when actually driving it's clear as day to spot. I understand it might be difficult to see from your perspective.
Yeah I think we'd need to see your pedal inputs to get some feel for what is happening there. It just looks like you're 'bogging down' a bit, due to a miss-shift/slow shift, or maybe braking too much.
 

fresquito

Member
Is it the same Ian Bell as in the game Elite??.

I was gonna buy this game, but after reading comments here and watching loads of bug-videos on Youtube I think I will wait until its really cheap.
650+ hours in, I can tell you that Ian Bell hasn't taken me away from enjoying the game one bit.
 

_machine

Member
Yay, finally getting a proper wheel (G25 for less than 100 euros), can't wait to dig-in properly after spending much more than 100 hours in the game with a 360 pad (and occasionally the crappy MOMO) :)
 

Mascot

Member
Yay, finally getting a proper wheel (G25 for less than 100 euros), can't wait to dig-in properly after spending much more than 100 hours in the game with a 360 pad (and occasionally the crappy MOMO) :)

I think you are about to be very pleasantly surprised.
 

_machine

Member
I think you are about to be very pleasantly surprised.
Oh I know, I had one for loan nearly 1.5 years ago and I could barely stop playing pCARS, AC and GT5 back then. Now I have full pCARS, AC, GT6 and Dirt Rally to play and probably even less time since hitting the final stages of development of our game, yet I'm giddy as hell (even though it'll take a few days to get said wheel) :)

PS4/XBO support sucks, but it's not like I have money nor time for either console and Wii U is still higher on my to-buy list.
 

kie25

Member
Here is my pole from the top tier gtplanet race last night, race didn't go to plan as lap 14 got power down on kerb had to pit for damage managed to recover 4th. https://youtu.be/MbKd2kMUBC0


On a side note i can hit this lap time nearly every go so I'd like to know why when I put 44 cars on I was struggling to hit 2.10s. The only other thing that I think may be happening is the game is putting wet tyres on even when selecting soft slicks, may explain the strange speed.
 

_machine

Member
Yeah would've been really nice to have, especially for longevity and since it doesn't look like the career is supporting some of the DLC cars. I'd be okay if we'd get improved car class selections for race weekend though, just for example an ability to pick 9/10 competing car models and the game then assigning those to the AI. Right now the career really is the meat of the SP for me, though luckily it also is million ways better for me than any other game offers for career.

Really looking forward to trying the game out with the H-Shifter, Zakspeed Capri and California Highway, it's for sure the combo I'm gonna go with the moment I get my new wheel (I'm getting increasingly more excited by the minute...).
 

_machine

Member
Thanks. Yes, I'm using the DS and even though there're no options beyond those of P2P, the change is significant in my experience.
Yeah I haven't been able to test the multi that much so far, but I might want to see if I could get the dedi running nicely on MS Azure, since I should have some credits left for there. Might be nice to try to host a GAF race too. Too bad the options don't seem that extensive, but I also remember reading about some scripting support which could potentially be a good thing, but I have no idea about it.
 

Seanspeed

Banned
AC is the better game, don't bother with Project CARS.
I *love* Assetto Corsa, but ya know what? At this point, I don't agree with you. Assetto Corsa is the best driving simulator out there. But I think Project Cars is a better actual game and racing simulator.
 
Whatever.
Thanks for wasting our time.
This whole thing is probably just a huge waste of time.
Urrr ok. we're having another look...

It's just amazing how he went from "we've fully investigated" to "I think we've investigated with normal grids".

Every report about it states pretty clearly that the issue is only noticeable with full grids.
 
Is there a way of skipping this minimum 3 hour le mons race in career? I haven't got the patience for that.

If it is a invitational, you can just skip it with no harm done. If it is a round on your current championship, you could jump to the next round, but with no points gained, off course.
 

brentech

Member
https://www.youtube.com/watch?v=rChKj713QPg

Took to the Nürburgring again, but with 30 cars on the track this time. Used current weather at location which is rain.
Tested out this Adobe Premiere Elements I just got to add in the picture in picture replay view box.

Driving a 2012 BMW M3 GT3 against like class cars. Probably the best I've ever done in the rain there. Usually I have a big fuck up somewhere. Only a minor grass cut during this run. Cars really seem to shake and bounce in that last 3/4.

HollowCoarseAlbatross.gif


Just happy to make it off the carousel, in the rain, in once piece tbh.Thought for sure I was going to be doing a 360
 

Mascot

Member
New bug last night for me (PS4). I was forced (and locked) into the low-ass bumper cam in every MP lobby I joined, even if the host hadn't set it. A hardware restart seemed to clear it.

I think I'm only going to form my own lobbies from now on unless I'm racing with friends. Too many random hosts make very odd decisions when setting up their lobbies (eg last night someone had a 30-minute warm-up and a 4-lap race). When I set up my own lobbies with sensible options and appropriate car/track combos with good variety in conditions and ToD, people seem to stay. I've had some great online racing with randoms recently.

I've recently fallen head-over-heels in love with the Sierra Cosworth. What a great car for close controllable racing..!
 

danowat

Banned
I've recently fallen head-over-heels in love with the Sierra Cosworth. What a great car for close controllable racing..!

I'll be honest, my favourite car shifts quite a lot, just seems to be the car I am driving at the moment!, I don't think there is a car I've driven that I haven't liked, maybe the MP4 GT3?, it's a bit vanilla compared to the rest.
 

kie25

Member
New bug last night for me (PS4). I was forced (and locked) into the low-ass bumper cam in every MP lobby I joined, even if the host hadn't set it. A hardware restart seemed to clear it.

I think I'm only going to form my own lobbies from now on unless I'm racing with friends. Too many random hosts make very odd decisions when setting up their lobbies (eg last night someone had a 30-minute warm-up and a 4-lap race). When I set up my own lobbies with sensible options and appropriate car/track combos with good variety in conditions and ToD, people seem to stay. I've had some great online racing with randoms recently.

I've recently fallen head-over-heels in love with the Sierra Cosworth. What a great car for close controllable racing..!

Yes same with me my mate was hosting a practice lobby for Laguna for next league race, I joined and was stuck in the floor cam, I backed out and re joined and was fine. this has happened 3 times now, also happened in public lobby other day. I'm also getting set up changes not saving no matter how many times I try mainly the bump stop on the z4 Gt3 so I have to always write it down so I don't forget it as every time I turn game on it resets, tried to replicate the bug on road America last night also, was not as bad but still 3 seconds plus difference with no traffic in front of me really strange.

With regards to the lobby settings they are probably practicing a track we often do 90 min practice 30 Q then just 5-10 laps, remember this game is big for league racers so there are loads people practicing tracks and just open up public lobbies.
 

Mascot

Member
With regards to the lobby settings they are probably practicing a track we often do 90 min practice 30 Q then just 5-10 laps, remember this game is big for league racers so there are loads people practicing tracks and just open up public lobbies.

Ah, good point. Gotta say though, the 30 min practice was still a ton of fun.
 

martynzs

Neo Member
Does anyone know if Slightly Mad ever paid out profit share to those people who heavily backed Project Cars?

Unlikely yet, would image it won't be until end of the trading year?

Could be wrong though!

Still having great fun with this on XB1, living through the bugs, still very much the most authentic racing experience available.
 

_machine

Member
Does anyone know if Slightly Mad ever paid out profit share to those people who heavily backed Project Cars?
They are, sometime 3 months after the release as they won't have the money before that either. Most royalties are paid quarterly by platform holders and publishers.
 

xrnzaaas

Member
It's funny that the first endurance race in the career I encountered forced me to drive a McLaren F1. :) Thankfully it wasn't raining so controlling the car wasn't a total bitch.
 

_machine

Member
Patch Notes for the next one:
http://forum.projectcarsgame.com/showthread.php?32776-Project-CARS-All-Platforms-Upcoming-Patch-2-0-Release-notes&p=1012539#post1012539 said:
Hi all,

Below are the current list of issues that are addressed in patch 2.0.

PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

We want to get this posted up so that you all are aware of the fixes being addressed in this patch. We are investigating and fixing all reported issues, so if there is an issue that you don't see in this list, please don't post "Where is the fix for this issue?" style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.

Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.


Project CARS – Patch 2.0 – Release Notes

Performance Improvements
* PC – up to 5% frame rate improvement when using Ultra settings
* XB1 – up to 17% frame rate improvement in extreme conditions

Online & Community Events
* Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
* Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
* Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
* Xbox One - fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
* Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it.
* PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used.

Controls – All platforms
* Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
* Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
* Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
* Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
* Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value.

Controls – PS4
* Thrustmaster T100 Force Feedback improvements.
* Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
* Added a Motion Sensor controller profile.
* Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
* Enable support for USB keyboards to be used for in-game controls.

Controls – Xbox One
* Built in protection to prevent unsupported controller devices from crashing the game.
* Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game.
* Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration.
* Madcatz wheel - fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning.

Physics & AI
* Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
* Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
* Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
* Adjusted the heating of slicks and rain tyres to more realistic levels.
* Adjusted tyre temperature sensitivity on several cars.
* Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
* Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
* Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
* Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
* Fixed an issue where the AI would set impossible lap times during races with pit stops.
* The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
* Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
* Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
* Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
* Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
* Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
* Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.

Pitting, tuning, setups
* Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
* Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
* Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
* Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
* Reworked the brake bias display information so that changing the values is more intuitive.

Tracks
* Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
* Track cutting tolerances reduced on all tracks where it was too forgiving.
* Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
* Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
* Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
* Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
* Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
* Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
* Laguna Seca – improved the AI performance as they were running too slow in some sections.
* Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
* Bathurst - fixed a render issue with shimmering edges in parts of the track.

Career
* Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
* Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
* Fixed an issue where skipping the session during a race caused the player to move up in the session results.

Vehicles
* Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
* Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
* Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
* Lotus 98T – tweaked turbo to improve AI estimation of top speed.
* McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
* McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound.
* Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
* All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.

General
* Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
* Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
* Fixed an issue that could cause the game to crash while watching a saved replay.
* Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
* PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use.
* Audio – rebalanced the volume of skid sounds to make them a bit more audible.
* PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
* PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
* Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well.
* Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
* GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.
Just a few more hours of work before I pick up my new wheel and I finally get to do some proper driving after 4 years of driving mostly with the 360 pad (and a crappy MOMO).
 

_machine

Member
Yeah, the SDK update should be pretty massive, or at least so I've heard from SMS and other developers that have implemented it. I should probably get a loaner DK2 for the weekend and try it out, even with my measly 280X.

Timeline for the patch is that with cert it might take a couple of weeks again and PC will naturally arrive earlier as it's passed all the QA (their own, BN and external QA vendors).

EDIT: Well I guest the changelog will get buried on the last page, should I repost it here even though it's pretty massive?
 
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