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GTO Race Pack

https://forum.sector3studios.com/index.php?threads/gto-car-pack.5049/

GTO Classics - Store - RaceRoom Racing Experience



RaceRoom Racing | Ford Mustang IMSA GTO @ Mid-Ohio Sports Car Course

 
699 das Pack, 299 die jeweiligen Autos. Da du ja den Audi auch schon hast kostet das Pack noch 562, das habe ich auch bezahlt ;) Hat man wenigstens auch gleiuch alle Lackierungen für den Audi mit dazu.
 
kein Plan , glaub den Audi hab ich nicht , definitiv aber zuviel da ich nicht weiß was ich nun alles hab , weiß nur das ich den Audi haben muss :fresse2:

Muss die tage mal schauen , im Augenblick zock ich wieder mal was anderes : (


Edit : ich hab ihn : )
Aber ich muss mal nach skins schauen...

Den HB Skin eingesackt und fertich , war ja günstig diesmal für mich !?!
 
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den blickwinkel (kopf/helm) kann man nicht zufällig ändern oder?
EDIT: zweite frage, beim shifter die neutral stellung wird nichts erkannt.
also wenn ich den fanatec clubsport benutze kann ich nie auf neutral schalten.
wie erkläre ich dem spiel das da was ist was es nicht erkennen kann/will?
 
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Kann dir bei beiden Fragen leider nicht helfen :(
Zu den beiden neuen Autos kann ich sagen, dass der Mustang eigentlich nen must have ist. Fährt sich toll mit ner guten Physik, tolles FFB und er brüllt als gäbe es kein morgen. Den Nissan muss man jetzt nicht unbedingt holen wenn man schon den Audi oder den Nissan aus der Gruppe 5 hat. Aber was erzähl ich, kann man ja jederzeit Probe fahren xD
 
hab dann trackIR angeschaltet da geht es dann automatisch...
und das mit dem shifter geht nur wenn er aktiviert ist aber dann geht nur der H-Shifter und nix anderes mehr (?)...
 
Changelog for Update 26-04-2016

https://forum.sector3studios.com/index.php?threads/26-04-2016-raceroom-has-been-updated.5138/


Note 1:
We understand that some of our players are experiencing crashes when loading into or during game session in Nordschleife. While we have made some optimizations it is still possible that you may experience crashes due to memory allocation failure. If this occurs, you can try the following to reduce the overall memory usage.

Disable replay recording. This is done by adding -disableReplay to Steam Launch Options.

Turn Opponent cockpit off in Video Settings.

Reduce Track and Car Texture Quality in Video Settings.

Reduce Shader and Car Reflection Quality in Video Settings.
Note 2:
Some users have reported that loading a car with a custom car setup after a physics update was deployed would sometimes result in a broken car behavior. We recommend to Reset your car setup to the new default values to prevent any such issue.


Update Highlights:

Fixed the join lag in multiplayer

Unlocked bigger grids for everyone in dedicated servers

Chat messages in MP are now yellow and allow 156 characters

Group 5 class physics update

Ford Mustang GT3 moved to GTR3 class


Game:

Fixed an issue with game finding wrong camera in pitlane.

Fixed so game gets properly paused in singleplayer race monitor if the user opens the steam overlay.

Fixed a crash that could occur during loading.

Reduced memory usage when loading into a level.

Fixed an issue in Garage menu where FFB remained active

Fixed an exploit that allowed players to use lower fuel quantities in Leaderboard Challenges and Competitions.
Due to this exploit we will soon remove entries that were created since the exploit was introduced.
Fixed an issue in pitstops where it would take extra 3-4 seconds after confirming 0L fuel or if the pit stop preset had no fuel needed. The game now it checks if fuel will be added, if not it cancels that action. If it was the only action, whole pitstop is cancelled.

Fixed cars full throttling at pitstops.

Fixed an issue where players were getting cut track penalties at pit entry.

Added missing fallback pages for DTM 2015 that was causing infinite black screen at launch for players when they failed to get the online loading screen.

Fixed issue with compact data display being positioned incorrectly on different aspect ratios.

Added default profiles and wheel ranges for Thrustmaster 150 and TMX wheels.

Added proper filtering to car setup load/save system.

Restyled the car setup a little.

Fixed an issue that was causing a crash at launch if the player had an older version of graphics.xml

Fixed header formatting for certain system backend requests that might reduce certain timeouts.


Multiplayer:

Fixed the severe freeze that occurred in MP when another player joins.

Added Bigger grids to player dedicated servers.
Please note the max opponent allowed depends on your track rotation. E.g. If you have a track that only has 24 slots in your rotation, that will be your max opponent allowed overall, despite having a track that goes up to 100. This is to ensure no one gets kicked out/disconnects when they choose to continue to next track. If you want 100 cars you have to make sure not to include a track with less grid slots available.

Please also note that the game becomes quite laggy after 40. While we will look into optimizing things, you should avoid setting a track with more than 35-40 opponents.

Fixed so the player is put on the Garage menu after pressing and holding ESC instead of having to press and hold ESC twice

Increased chat message max length to 156.

Changed message area/box text color to yellow so it’s more readable if background is white.


Sounds, Cameras, Physics & AI:

Group 5 class : Physics update, sounds adjusted. Due to the physics update the leaderboards of these cars are wiped.

WTCC 2015 class : BOP adjustment in preparation of TCOne, AI tweaks

Ford Mustang GT3 : Moved to GTR3 class, physics & sound update

GTO Classics Class : AI tweaks, improved fuel estimates

Audi 90Q : Fixed cases where the car would fail to park into the pit spot.

Audi R18 P1 : Removed the flame on backfires (Diesel…) and fixed a case where the suspension arms would break on front wheels when applying a high amount of steering

Mistral 530 and DMD P20 : Fixed suspension arms breaking under high steering

P4/5 Competizione : Added Downshift Prevention beep

Hockenheim : Camera sets added

Suzuka : Fixed incorrect spawn positions when using high amount of opponents

Nordschleife - 24H layout : AI tweaks

Shanghai : Fixed AI going too fast into the hairpin

Art:

Bentley Continental GT3 : Approvals tweaks

Group 5 class: Fixed holes in shadows

Chevrolet Dekon Monza : Fixed some cockpit gauges

Nissan Skyline 2000RS : Fixed tacho dial

Ford GT GT3 : Fixed some blurps of pixels on the side mirrors

Ford Mustang GT3 : Improved some old looking textures on the tail lights

BMW M3 E30 : Wheels were not perfectly round, causing weird FFB signals

Brands Hatch : Fixed a hole in the ground

Hockenheim : Fixed a hole in the ground on the inside of Sachskurve

Norisring : Fixed some normals on pitbuilding, tuned IGA banners for a better visual fit, tweaks to generics and props

Salzburgring : Reduced grip, Moved tyre stacks a bit further away from the apex

Zandvoort : Upped the maximum opponents to 32

Portal:

Fixed an issue where players would get different total price depending on the order of packs in cart. Portal now always ensures player gets the highest discount regardless of order.
 
Neuer Patch :

03-05-2016
Hotfix Patch

Game:
- Fixed a typo in the DTM 2015 loading screen fallback folder.


Sounds, Cameras, Physics & AI:

- Fixed an issue where the player car would park for its pitstop but no pitstop action would take place.
- Bentley Continental GT3: Fixed chase camera
- Brands Hatch: Maximum opponent increased to 34 vehicles
- Hockenheim: New TV cameras
- Nuerburgring Short layout: Maximum opponent increased to 40 vehicles
- Oschersleben: Fixed a wrong fuel consumption that resulted in AI pitting around the last lap of a race
- Salzburgring: Maximum opponent increased to 32 vehicles
- Suzuka West layout: Maximum opponent increased to 34 vehicles


Art:

- Brands Hatch: Fixed a hole in the ground
- Hockenheim: Fixed various holes in alternative layouts
- Salzburgring: Reduced grip, moved tyre stacks a bit further away from apex (TCOne)
- Zolder: Fixed some bumps

- Formula RaceRoom 2: Fixed shiny tyres when viewed from a distance
- Formula RaceRoom Junior: Improved shadows
 
24-05-2016

Hotfix Patch



Game:

Added a default profile for the Logitech G920. This requires G920 users to update the firmware and drivers from Logitech.

Sounds, Cameras, Physics & AI:

New TV Cameras for Nurburgring GP
Increased grid size for Suzuka East to 46 vehicles.
Increased grid size for Hockenheim National and Short to 32 vehicles
Increased grid size for Hungaroring to 48 vehicles
Increased grid size for Slovakiaring to 44 vehicles
Fixed a case where player was given a cut track warning when entering the pitlane at Bathurst
Fixed a couple of garage spots at Salzburgring that were outside of the pitlane limit
Fixed a congestion issue when all AI’s would pit in simultaneously on Nordschleife layout.
Increased fuel use estimations for most of the track layouts to a safer level, adressing all issues where AI’s wouldn’t embark enough fuel to complete a 15 minutes race session
Fixed handbrake pressure being null on cars with recently updated physics

Art:

New liveries for the Ford Mustang GT3 in GTR3 class
New liveries for the P4/5 Competizione in GTR3 class
RaceRoom Raceway: updated the tarmac, mapped the groove better, and various small fixes
Tatuus F4: made brake disks visually bigger to better match the real car
 
wo fahrt ihr immer ? habt ihr nen TS wo abends paar von euch anzutreffen sind ? DTM 1992 GT3 und NOS hab ich imo ;)
 
4,1GB Update :

30-06-2016 Raceroom has been updated

Community Announcements - [Sector3] Sonat Ozturk
Highlights:
- Added garage phase to Multiplayer. This is a 60 second phase before race to allow players to change their car setup and fuel.

- Changed login flow and integrated with Steam Web API. New players will no longer have to register an account with e-mail. The game will create accounts with the Steam ID and existing users will automatically authenticate with Steam details.


Game
- Added support for Fanatec pedal vibration. Players who have a Fanatec pedalset with vibration can tweak these via the controller file.
FFB pedal throttle vibe zero magnitude = 0.01 // Throttle pedal vibration at 0rpm (reference point) can be set between 0 and 1.0
FFB pedal throttle vibe slope = 0.15 // can be set between -99999999.0, 99999999.0
FFB pedal throttle slip vibe= 1.0 // Throttle pedal vibration on tire slip. can be set between 0 and 1.0
FFB pedal brake slip vibe= 1.0 //Brake pedal vibration on front tire slip. can be set between 0 and 1.0
FFB pedal brake vibe slope= 5.0 // Slope for brake pedal vibration based on speed and braking %. can be set between -99999999.0, 99999999.0
- Fixed an issue where the game could crash while loading a replay.
- Fixed an issue where game was adding fuel in liters instead gallons while refueling during pitstop.
- Increased controller axis movement threshold used when detecting input (so that the player has to press the axis 90% down before it gets bound in options).
- Removed the now obsolete manual login screen, modified error screen and added retry button so the player can retry login instead of having to exit the game completely to retry.
- Added potential fixes for freezes that were occurring when game was trying to save replays.
- Removed fuel multipliers from DTM 2015 as they were causing issues in Championship.
- Fixed an issue where cars started without brakes if player skips the first race session in a 2 race format race.
- Fixed speed of background music changing after watching a replay.


Multiplayer
- Added garage phase to Multiplayer. This is a 60 second phase before race to allow players to change their car setup and fuel. The garage phase ends either at 60 seconds or when all players have readied up by pressing Race.
- Added a new setting to dedicated server called “Non Ready Pitlane Start Delay”. If set to 0, players that failed to press race before garage phase ends, gets put on the grid as normal. If set to any other value, the player starts from the pits as penalty and cannot drive until that value in seconds has passed.
- Fixed an issue related to slow responses from/to servers that fixes cars continually remaining at ping 0.
Added potential fixes for connection issues that were causing some players to get disconnected.
- Fixed issue with session timer being off by 10-16 seconds sometimes, and not counting laps done within that time.
- Fixed an issue with drivetrain oscillation calculation that was causing inaccurate torque values in Multiplayer, causing cars to flip and float around unnaturally when elapsed time was reset to synchronize time.
- Fixed issue with being unable to change gear after walkthrough phase in Multiplayer.
- Fixed issue with "Waiting for Server Response" popup sometimes showing up and remaining on screen, after joining a multiplayer server.


Sounds, Cameras, Physics & AI:
- Fixed handbrake pressure being null on cars with recently updated physics.
- Fixed Honda Civic rear view camera.
- Added new TV Cameras for Nurburgring, Mid Ohio, Zandvoort, Sonoma Raceway.
- Fixed a case where player was given a cut track warning when entering the pitlane at Bathurst.
- Fixed a couple of garage spots at Salzburgring that were outside of the pitlane limit.
- Fixed a congestion issue when all AI’s would pit in simultaneously at some of the Nordschleife layouts.
- Increased fuel use estimations for most of the track layouts to a safer level, addressing all issues where AI’s wouldn’t embark enough fuel to complete a 15 minutes race session.
- Nurburgring: Merged cut rules between difficulty levels.
- Monza: Fixed issue with AI not pitting.
- Laguna Seca: Fixed issue with AI not pitting.
- Zolder - Fixed AI hitting pit exit sign when leaving pits in practice and qualifying sessions,
- Mid Ohio Turn 1 - Made the cut track rule less strict.
- Added bigger grids for Suzuka, Hockenheim, Hungaroring, Slovakiaring, Monza, Laguna Seca, Norisring, Nurburgring, Oschersleben, Lausitzring and Raceroom Raceway, Mid Ohio, Moscow Raceway, Shanghai, Zolder.


Art:
- RaceRoom Raceway: updated the tarmac, mapped the groove better, and various small fixes
- Tatuus F4: made brake disks visually bigger to better match the real car.
- Brands Hatch - Various art fixes and visual improvements.
- Chang - Various art fixes and visual improvements.
- Hockenheim - Fixed DTM pit stall being behind wall.
- Indianapolis - Fixed missing collisions on some road surfaces, improved collision walls placement so they match concrete walls properly, closed some gaps between fences, added some tirewalls.
- Monza - Fixed trees clipping through sign and the flickering Hyflex banner after 1st chicane
- Nurburgring - Fixed an issue with some of the curbs.


Portal & Backend:
- Changed login flow and integrated with Steam API. New players will no longer have to register an account with e-mail. The game will create accounts with the Steam ID and existing users will automatically authenticate with Steam details.
- Removed Switch Accounts option from Account Settings.
- Removed Password change section in account settings as it’s no longer relevant.
- Removed change email button. Email can be changed on the field itself and will be highlighted if it’s not verified.
- Added email validation to competition launch. We no longer require e-mail for a player account but a valid e-mail is required for competitions.
- Fixed an issue where hidden content used for a competition was appearing in regular car selection menu.
- Added a check on login for owned DLC’s so the refunded DLC’s will no longer remain owned.
- Fixed an issue where an error would appear after purchasing a track through the Multiplayer browser.
- Fixed so the purple server entry in Multiplayer browser refreshes immediately after purchasing the needed item, instead of player having to back out and re-enter the browser to refresh.


 
Justrace Alpha is now Online: https://forum.sector3studios.com/index.php?threads/justrace-alpha-is-now-online.6004/


Mercedes-AMG GT3 licensed:https://forum.sector3studios.com/index.php?threads/mercedes-amg-gt3-licensed.6040/


RaceRoom Racing | Singleplayer | Audi Sport TT Cup @ Hungaroring

 
Gestern war Bruno Spengler wieder am Feedback geben und ausserdem kam das dabei raus:



In summary:
-Every aspect of the car has been improved compared to the 2015 version
-The final version will have better traction and more high speed corner grip
-New data displays are coming
-Flag system is currently being worked on
-Work on VR support has started
-Patch is coming in November
-DTM 2016 cars will be released shortly after the patch
 
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Has started heißt aber, dass das noch n halbes Jahr dauert bei Sector 3. Seit Ende April kam glaube gar nichts groß Nennbares, oder? Ist irgendwie schade, da ich R3E immer noch am liebsten von allen Sims fahre. Hoffen wir mal, dass sie bald wieder bessere Zeiten erleben.
 
11-15-2016

Game:

Added new content for upcoming releases and competitions.

Unified Experiences and moved some of the experience specific settings to R3E.

Added “Depth of Field” visual effect. Active in TV cameras, Hood camera, Action cameras and Free Camera. CTRL-M enables a simple UI to adjust the blurring effects and focus position.

Shared Memory API overhaul, added various additional data and potential for backward compatibility starting this patch.

Added support for SimXperience Accuforce steering wheel.

Extended freedom of movement for the freecam and added two modes for it: “Attached to the car position and its rotation” and “Attached to the car position only”. Pressing the key bound to free cam will cycle through the three modes.

When under a slow-down penalty, collisions with the car are disabled.

When under a slow-down penalty, the amount of speed the player is still allowed to carry has been increased, but keep in mind you will be giving back any time gained at a slower rate by driving faster.

Fixed an issue where the ghost car was producing audio while waiting for the player’s car at the S/F line.

Fixed so compact data display shows fuel in gallons if mph/imperial units are selected.

Fixed replays missing the first 60 seconds of a race by pausing replay recording during garage phase.

Re-enabled hud during garage phase while waiting on the grid.

Changed position bar so it doesn’t display information during garage phase.

Fixed the issue where you would get disqualified immediately after the lights in hillclimb tracks.

Fixed using arrow keys for increase/decrease in pit menu going through settings very fast.

Fixed a crash that was occurring when leaving a Hillclimb session after finishing a run.

Fixed rear lights flashing when pressing the headlights button

Ensured that certain reset commands are sent to DirectInput devices when effects are disabled.

Changed “off” steerForceVibe period to be 2000000.

Increased maximum execution time for all communications from 30 seconds to a minute or higher.

Disabled FFB when reaching the spring based lock if it's active.

Cleaned up the ffb code a bit while fixing the above issue. Removed mimic code and made sure all ffb effects are turned off during AI control.

Fixed game crashing while navigating in the portal while in a competition session.

Fixed an issue with damage when downshifting without clutch.

Disabled foreground window lock when playing fullscreen.

Disabled game minimizing when losing focus.

Fixed game crashing/freezing when pressing pit request button while no audio device is connected.

Changed throttle pedal zero magnitude and vibe slope default values to 0.


Multiplayer:

Added 2 race format and reversed grids.

The netcode is now IPv6 compatible.

Removed some unused functions from netcode that were somehow triggering crashes for some players.

Potentially fixed an issue where cars not within Peer to Peer range would become invisible.

We now allow duplicate server names to avoid admins not being able to access their settings if a condition such as their IP changes. (Also means we no longer have to remove their names from the associated server list manually).

Added so the associated server list clears names that have been inactive for 30 days.

Removed the gridwalk camera phase since it’s irrelevant with the introduction of garage phase.

Fixed issue with xinput controllers ending up in an unusable state after disconnect/reconnect/usb port switch etc.

Fixed issue with opponent cars briefly disappearing during starting light phase.


Sounds, Cameras, Physics, AI:

Significant AI logic improvements.

Added punctures to the tire model. Past the lowest possible wear value, tires have a chance to puncture.

It is now impossible to disable autoclutch aid on sequential gearbox’d cars.

DRS effects on the aerodynamics of the car have been reworked

DRS allowance is now 3 activations per lap with a gap detection of 1 second at the S/F line.

Push 2 Pass is now disabled in qualifying and competitions to comply with the changes made in 2016 to the Audi Sport TT Cup official rules and regulations.

Downshifting without clutch on a H-Pattern gearbox now properly damages the gearbox.

BMW 635 : Interior cockpit texture update

BMW M1 Procar : Better standing starts for AI, made AI less easily roll up on curbs.

DTM : DRS adjustment to previous seasons so they also benefit from DRS aerodynamics improvements.

DTM 1992 : Removed Traction Control ranges

Ford Mustang GTO : Coast revs sounds adjustments in cockpit.

Formula cars : New internal gearshifts sounds (except the Junior which is H-pattern)

Silhouette class cars now have new action cameras

WTCC 2015 : AI optimizations for new code

Hockenheim : AI optimizations for new code

Indianapolis : New sets of TV cameras (reminder : use End key to cycle through them)

Laguna Seca : New sets of TV cameras

Lausitzring : New sets of TV cameras

Macau : AI optimization for new code. Hairpin is a no-overtake zone (for AI only for now, until we have a flag system for players)

Monza : New sets of TV cameras

Moscow : AI Optimizations for new code on the FIM layout

Norisring : New sets of TV cameras, AI optimizations for new code

Paul Ricard : AI optimizations for new code, tweaks to cut corridors

Portimao : New sets of TV cameras, AI optimizations for new code

Slovakiaring : Sector gates are now matching the real track

Sonoma Raceway : AI Optimizations for new code

Spa-Francorchamps : Runoff tarmac areas now properly have lowered grip, fixed faulty cut rules near the pit exit on Combined and Classic layouts

Zandvoort : AI optimizations for new code

Art:

LOD system improvements on many cars

Adjustment of distances for the fog effects for smoother transitions on zoomed cameras

DTM tracks have received their 2016 season advertisement dressing as well as various bug fixes

Audi TT cup : adjustment to the invisible collision box of the car, size adjustment of the drop shadow area under the car.

BMW 635 : Fixed a hole in the engine bay when the front of the car is damaged

Chevrolet Camaro GT3 : Fixed a slight blurb of paint on the trunk of livery #16

Mercedes SLS GT3 : Fixed an issue with the visual damage on the hood, fixed a few issues on various liveries

Volvo 240T : Interior textures update

Hockenheim : Updates of the 3D curbs, various bug fixes

Hungaroring : Updates of the 3D curbs, various bug fixes

Oschersleben : Updates of the 3D curbs, slight tweaks to camber and elevation in certain areas, reduced some nasty bumps on the track surface.

Macau : Resurfaced the track to be less bumpy, various bug fixes

Monza : Visual tweaks

Nuerburgring : Distance markers for the chicane are now visible, various bug fixes.

Spa-Francorchamps : Fixed various bugs, added one advertisement location at La Source.

Zandvoort : Made the exit curb at turn 4 (Hugenholtzbocht) 20 meters longer.

Portal & Backend

Revamped Portal Store with new theme and new structure.

Fixed some issues with certain special characters causing issues in initial username on new accounts.

Implemented Essential Packs and Car Class Packs.
 
So, ich misch mich hier auch mal ein. Ich hab mir jetzt vor kurzem auch mal RaceRoom runtergeladen, Nordschleife und die DTM 1992er Serie gekauft. Nur hab ich irgendwie das Verlangen mich zu beschweren.

1. Muss ich wirklich immer, wenn ich zwischen einem Auto mit H-Schaltung und Schaltwippen wechsle, in den Optionen die H-Schaltung ausschalten? Weiß das Game nicht selber welches Auto wie zu fahren ist?

2. Aus irgendeinem Grund bekomme ich bei den DTM-Autos nach nichtmal einer Runde Nordschleife die Kupplung so dermaßen kaputt, dass sie unbenutzbar wird. Selbst wenn ich im Schneckentempo über die Schleife fahre und wirklich hintereinander auskupple, schalte, langsam einkupple, also wie ein alter Herr, ist das Ding spätestens bei der Hohen Acht hinüber. Schon von Fahrtbeginn an kann ich nicht sofort nach dem einkuppeln aufs Gas gehen, sonst geht's in den Begrenzer. Ich muss ca 200-300 Millisekunden warten bevor ich mit dem E30 wieder ans Gas gehen kann. Das wird über die Fahrt immer schlimmer. Irgendwann sind wir bei 2 Sekunden. An der Config habe ich nichts verstellt. Habe das Preset vom T500 RS genommen, Gas und Bremse getauscht, H-Shifter konfiguriert. Ist das vielleicht irgendeine fehlerhafte Einstellung mit der Kupplung oder bin ich echt so unfähig?

3. Ab und zu hab ich nach dem Auswählen eines Menüpunktes im Hauptmenü locker mal 30 Sekunden Wartezeit, selten sogar mehr. Einmal ist nach gut 3 Minuten gar nichts passiert, da habe ich mich um Alt + F4 bemüht. Bekannter Fehler?
 
Etwas ist gut , wollte nur kurz in Store und die 2016er DTM holen , hat ewig gedauert . Aber auch in den Wettbewerben dauerts ewig bis man was sieht , hoffe mal das wird bald gepatcht .
 
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