I was mucking around with the guys. Seriously it's not as difficult as everyone is describing here. Sure there are bits that are unavailable but they can be added at a later date. Its very similar to rFactor1 apart from some addons. Getting the car from MAX to rF2 is a matter of opening the max file, changing a few materials and exporting it. The file structure is exactly the same. The tools are developed and the tutorials are far more advanced than rF1 as they were done inhouse and are quite self explanatory. It all depends on how much time they have. The tyre tool may be the hardest to get your head around and the physics will be affected. The deformable tyre is 5 minutes work to the existing tyre structure and is only a material change. The biped max animation for the driver arms, well yes that is a bit of an issue but there is a tutrorial on that and its not that hard.to do if you know max. Tracks are a little harder but knowing how Krunch has done his track structure it will work out quite well, the real road structure is very easy to implement. Anyone that had done the tracks through BTB will have a real issue of course and it will be hard going, but max created tracks easy. We did a conv ersion of a track of ours and a Codemaster/MMM track a few weeks back, the Codies track didn't work correctly because of the way it was created therefore Realroad didn't work. All due to the materials channels. Anyway its all so easy guys. Just got to want to do it, feel like doing it or actually doing it. Cheers guys Jeremy