Euro Truck Simulator 2
American
Truck Simulator

# Smart Gates, Parking and Safety Buffers (SGSB)
### v4.1.4 (Midnight Train) β "The House That Code Built"
---
## A Note from the Developer
This project is dedicated to the glory of God. Every mile driven and every line of code written is an expression of gratitude for the journey. May this mod bring a little more order, peace, and grace to the virtual highways we all travel.
This is our first mod ever, so please extend us some grace!
β Built by a driver, for drivers.
**Full Release Log:** https://github.com/insanity35/Smart-Gates-Parking-and-Safety-Buffers
---
## The Problem: "Gate Lag" & Empty Highways
After years of long-haul trucking in American Truck Simulator, we know that immersion is everything. Nothing kills the flow of a delivery faster than "gate lag"βthat frustrating moment when you are at the yard threshold, waiting for a barrier to crawl open while your multi-ton rig is already stalled out. We also hated pulling into completely abandoned truck stops or getting pulled into 6 out of 10 weigh stations on a cross-country run.
## The Solution: SGSB
SGSB is the definitive logic overhaul for world infrastructure. We have stripped away the inconsistent, immersion-breaking triggers of the base game and replaced them with a standardized, high-performance logic set for gates, parking, and scale houses.
### π¦ Smart Gate Overhaul
* **Extended Trigger Ranges:** Increased activation distances (125m for panoramas, custom distances for industrial yards) so gates open smoothly as you roll up, protecting your momentum.
* **Collider Fixes:** Repointed broken base-game geometry files to proper colliders so multi-axle setups and heavy loads pass through without clipping.
* **Seamless Tolls & Checkpoints:** Optimized spatial triggers for cash tolls, security checkpoints, and borders across all map DLCs.
### π Native Dynamic Parking System (New in v4.1)
* **Built From Scratch:** A standalone parking framework engineered to eliminate legacy mod conflicts, utilizing custom-isolated namespaces to manage rest area snapping and high-precision loading bays.
* **7% Global Density Bump:** Subtly populates empty background lots, depots, and scenic turnouts without model spam.
* **Broadened Time Windows:** Completely eliminates the "mass-extinction" pop-in effect. Vehicles now "bleed over" during dawn and dusk. Truck stops stay packed at night, and lots don't magically empty at sunrise.
* **Municipal Night Shift:** City sweepers and garbage trucks now realistically own the graveyard shift, dominating the overnight hours and clearing out by day.
### βοΈ Weigh Station Flow Control (New in v4.1.4)
* Scale house checks have been dropped from the frustrating default (60%) down to a highly realistic **20% check probability** for smoother long-haul pacing.
---
## βοΈ Required Engine Optimization (Highly Recommended)
To get the absolute best visual experience out of the parking density without background models popping into existence, open your game's **config.cfg** file (or use the in-game developer console) and apply this specific parameter:
uset g_lod_factor_parked "1.1"
*Render Distance Optimization: Established this optimal engine parameter as the official recommended setting to pull background parked vehicle culling distances out just far enough to catch assets before entering your immediate field of view, without tanking your FPS or VRAM.*
---
## β οΈ Important Developer Notices & Load Order
**Recommended Load Order**
To ensure the custom safety buffer parameters take priority over world geometry data, organize your Mod Manager as follows:
**β TOP β**
1. Background Maps
2. Smart Gates, Parking and Safety Buffers (SGSB) *(Notice: Needs to be ABOVE SoundFixes for custom gate sound files!)*
3. SoundFixes
4. Global Traffic & AI Density Mods
5. Map Expansion Mods (ProMods, Reforma, etc.)
**β BOTTOM β**
**Prefab Limitations (The "Hardcoded" Gates):**
I cannot change values on prefab/hardcoded gates unless someone can teach me the ATS Map Editor. The following gates remain vanilla because of this engine limitation:
* Army Gate next to O'Hare Airport (IL)
* Union Pacific Gate
* DOW Gate (IL)
* Group 1 Guard Gates (e.g., Coca-Cola in Albuquerque, General Mills in Roswell)
*Note: Toll booths are part of tollgate.sii and gate_trigger.sii. If I edit these, the gates fail to open. Toll booths currently remain stock.*
**Conflict Notice:** This is a standalone global logic override. It will conflict with other mods that attempt to modify the same global gate animation or trigger definitions (animated_gate blocks).
---
## Bug Reporting & Support
If you encounter a specific yard, toll plaza, or logistics depot anywhere on the map that still feels "off" or doesn't trigger correctly, please drop the **City and Company Name** in the comments section. Feedback will be logged and prioritized for our upcoming maintenance hotfixes.
## Credits & Technical Acknowledgments
* **Development Group:** Smoke Show Studios, Smoke Show Creations & Harambes Children
* **Lead Developer & Tester:** meanshadows35
* **Co-Developer:** mrh368
* **Technical Consultant:** Overdrive
A massive shout-out to our three-person team for pulling this together, and special thanks to the entire trucking community for the incredible passion and feedback that keeps our virtual roads moving forward. We pray this turns into an excellent long-term resource for the community!
*Developed natively on Ubuntu 26.04 LTS*
*Mod extraction powered by sk-zk Extractor*
*Built using the official SCS Uploader tool running under Proton*
*Thank you to SCS Software for the robust modding ecosystem*
**Soli Deo Gloria**
You are not allowed to upload this file to other sites under any circumstances.
You are not allowed to modify or improve my file under any circumstances.
You are not allowed to convert this file under any circumstances.
You are not allowed to use assets of my file under any circumstances.
4.1.4-82326 (Nighttime Fleet Density, AI Balance & Weight Stations)
NEW *Weight Station Probability bumped from 60% to 20% to be more realistic.*
AI Spawn Rebalance (Consumer Vehicles): Reduced the daytime and nighttime spawn probabilities for all Pickups and SUVs (suv, pickup, tt_pickup, f_150) from 3.7 down to 3.5 to slightly reduce civilian clutter in industrial zones.
AI Spawn Rebalance (Commercial Vehicles): Increased the daytime and nighttime spawn probabilities for Commercial Delivery Vans (van, van...box) from 1.0 up to 1.9 to boost the presence of local delivery traffic.
Environment Immersion (Truck Stops): Doubled the nighttime spawn probability for parked semi-truck fleets (truck_trlr.parked.physics.night and truck_trlr.cheap.parked.physics.night) from 0.55 to 1.1. Truck stops and rest areas will now feel significantly more packed and challenging to navigate during late-night hours.
Global Density Bump: Applied a clean 7% spawn weight multiplier across all vehicle classes to gently fill out empty background lots and scenic turnouts without model spam or duplication.
Broadened Time Windows: Replaced hard 0.0 drop-offs with low "bleed-over" probability values across day and night cycles, completely eliminating the sudden mass-extinction and pop-in effect during dawn and dusk transitions.
Municipal Night Shift Flipped: Reconfigured city sweepers and garbage trucks (Mack RD and standard units) to own the graveyard shift, driving up nighttime probabilities (0.85) while lowering daytime presence for peak realism.
Render Distance Optimization: Integrated the engine parameter uset g_lod_factor_parked "1.1" to pull background parked vehicle culling distances out just far enough to catch assets before entering your immediate field of view.
v4.1.3-82126
Gate Fixes & Adjustments
ag_nv_wstg: Fixed the collision parameter pointing to /model/lv/westgate.pmg (geometry) instead of the proper .pmc collider file.
ag_suncrops: Fixed the collision parameter pointing to /model/sign/company_logos/sunshine_crops/suncrops_gate.pmg instead of the proper .pmc collider file.
State Hookup Updates
Illinois (animated_gate.dlc_il.sii)
Standardized: Reduced the trigger_distance for all panorama, underground, and construction fence gates from 135.0 to the universal 125.0.
Affected Units: ag_il_chic, ag_il_sprg, ag_il_chund, ag_il_fence
Kansas (animated_gate.dlc_ks.sii)
Adjusted: Increased the trigger_distance for short-range pneumatic/industrial gates from 15.0 to 17.0.
Affected Units: ag_ks_salt, ag_ks_air
Montana (animated_gate.dlc_mt.sii)
Adjusted: Increased the trigger_distance for the short-range pneumatic gate from 15.0 to 17.0.
Affected Units: ag_mt_gfll
New Mexico (animated_gate.dlc_nm.sii)
Verified/Standardized: Confirmed and locked in the universal 125.0 trigger_distance for all panorama and tradition gates across the state.
Affected Units: ag_nm_trad, ag_nm_abq1, ag_nm_abqt
Oklahoma (animated_gate.dlc_ok.sii)
Adjusted: Increased the trigger_distance for the short-range depot gate from 15.0 to 17.0.
Affected Units: ag_pf_busf
Oregon (animated_gate.dlc_or.sii)
Fixed: Significantly increased the trigger_distance for the metal storage door from 50.0 to 135.0 to prevent late-opening clipping issues.
Affected Units: metal_01
Texas (animated_gate.dlc_tx.sii)
Standardized: Reduced the trigger_distance for all 16 panorama, oilfield, border, and Houston port gates from 135.0 down to the universal 125.0.
Wyoming (animated_gate.dlc_wy.sii)
Adjusted: Increased the trigger_distance for short-range pneumatic/industrial gates from 15.0 to 17.0.
Affected Units: ag_wy_mine, ag_wy_ref
Parking Optimizations (AI Purge & Performance Rebalance) -
Parking UpdatesOptimization & PerformanceLow-Poly Migration:
Forced all Section 9 individual AI fallback profiles (from the 1951 Oldsmobile through the Volvo XC90) to low_poly_only: true for significant rendering PERFORMANCE IMPROVMENTS!!!
Vehicle Removals & Fixes Purge:
Completely removed traffic.tesla from all sport car lists and fallback profiles to resolve missing data chain physics errors.
Dealership Update: Replaced the Tesla in the car_dealer profile with the traffic.mustang.
UDS Van Purge: Eliminated traffic.pv_uds from all package van, car ship, and general van spawn profiles. Unit Conflicts:
Removed the conflicting featan unit name to ensure clean initialization.Spawn Probability
Rebalancing Realism Update:
Inverted street sweeper spawn times to heavily favor nighttime hours (0.6 night / 0.3 day) to accurately reflect real-world municipal operating schedules.
Standard Cars & Police:
Boosted daytime spawn probabilities from 1.0 to 1.5.
Trucks & Trailers: Increased daytime combos from 0.5 to 0.85, with a minor nighttime bump from 0.5 to 0.55.
SUVs & Pickups: Tweaked daytime baselines up to 3.7 and nighttime baselines to 1.2.
Logistics & Service Fleets:
Buffed daytime DHL vans significantly (0.5 to 1.2) and Garbage Trucks (0.4 to 0.6). Nighttime Limo spawns doubled to 0.2.
v4.1.2.1(Hotfix)
Log Error Hotfix: * Removed invalid/broken traffic.trailer.gas string references from Section 6 (truck_trlr.cheap.* units) to completely eliminate game log parsing errors and crash risks on load.
ratio bugfix
v4.1.2-81726
Animated Gate Spatial & Trigger Optimization (animated_gate.sii)
Group 1 Toll Booths (Cash Lanes): Increased stop-and-go trigger distance from 22.0m to 25.0m to improve AI and player approach logic.
Strict Security Checkpoints: Bumped trigger distance from 19.0m to 20.0m for standard security gates to allow better clearance for heavy haulers.
Oregon Slide 4 Gates: Fine-tuned trigger distance on the forward and backward slide 4 variants (an_slide_f4f, an_slide_b4f), increasing it from 30.0m to 33.0m.
File Architecture: Updated metadata and comment blocks to reflect v4.1.2 and cleaned up syntax for Prism3D stability.
Parked Vehicle Spawn & Physics Rebalance (parked_vehicle.sii)
SUVs & Full-Size Pickups: Increased spawn weight to 3.5 to accurately reflect real-world US traffic distribution.
Delivery Fleets Split: Separated generic package vans into dedicated company profiles. FedEx heavily prioritized (weight 3.0), while DHL presence is scaled back (weight 0.5).
Budget/Owner-Operator Semis: Increased spawn weight to 1.5 for a more worn-in, realistic feel in industrial zones.
Sports Cars: Reduced spawn weight to 0.7 to prevent over-saturation of supercars and EVs.
Municipal & Utility Fleets: Reduced spawn weight of street sweepers and garbage trucks to 0.4 for balanced city depot spawning.
Limousines: Reduced spawn weight to 0.1 to make them rare, exclusive sights.
v4.1.1-81526
Parked_vehicle errors sgsb prefixes removed in file
llinois DLC Hookup File (animated_gate.dlc_il.sii):
Updated the unit name for the Chicago underground gate variant to ag_il_chund to comply with ATS engine naming formatting rules and clear parsing errors.
Preserved all core Illinois DLC definitions including Chicago, Springfield, and construction fence gate hookups.
Parked Vehicle Physics File (parked_vehicle.sgsb.sii):Removed the unsupported attribute forced_flare_parking: true from all night-time vehicle profiles to resolve engine startup errors regarding invalid attributes on parked_vehicle units.
Retained the complete range of commercial, passenger, vintage, truck, emergency, and AI fallback configuration sections. Master Universal Gate Hookup File (animated_gate_3.sii):Kept the vanilla-accurate unit name format anim_gate01.2m intact. Standardized sound references (sound_path: "/sound/world/gate_iron.soundref") across the directional rotary and industrial gate groups.
v4.1.0-81426
New Feature: Native Dynamically Parked Vehicle SystemIntegrated a complete, custom-coded parked vehicle suite directly into SGSB to permanently replace outdated and conflicting third-party workshop dependencies.Namespace Isolation (sgsb.)
Fully prefixed every unit definition (e.g., sgsb.suv.always.parked.physics, sgsb.truck_trlr.always.parked.physics) to prevent base-game and cross-mod naming collisions, entirely eliminating "duplicate unit definition" errors in the game log.
Expanded Vehicle Staging & LayoutsAdded robust configuration nodes for bobtails, full truck-and-trailer combinations, box vans, SUVs, pickups, city service vehicles, and police/emergency units.Advanced Environmental LogicEmbedded native timing parameters (probability_day, probability_night) and precise alignment tags (rear_align) to handle automated day/night cycles and dock-backing behavior at truck stops and warehouses.Editor Workflow
OptimizationOrganized all custom parking locators to group cleanly under the sgsb search filter within the ATS Map Editor for fast and efficient level design.
v4.0.5-81326
Extended Trigger Range Parameters: Fine-tuned the proximity and distance thresholds in the gate hookup definitions to accommodate long trailers, multi-axle setups, and heavy haul configurations without premature closure.
Hookup Indexing & Stability: Streamlined dependency structures, achieving a clean mount of 110 addon hookups with zero loading errors or engine crashes.
**Prefab Gates (Hardcoded)*I Cannot change values unless someone can teach me ats map editor I can mess with prefab gates or "dumb gates"*
Army Gate Next To OHare Airpot, Union Pacific, Albuqureque, DOW in Illonis
**Note Tolls are apart of tollgate.sii and gate_trigger.sii. When i edit these gated tolls will not operate. They fail to open. So as of now Toll booths are stock. Tolls gates in Group 1 are guard gates. Example of this is coke a cola in Albuquerque and General Mills in Roswell.*
v4.0.4-81126Note Tolls are apart of tollgate.sii and gate_trigger.sii. When i edit these gated tolls will not operate. They fail to open. So as of now Toll booths are stock. tolls gates in Group 1 are guard gates. Example of this is coke a cola in Albuquerque and General Mills in Roswell.[GROUP 1] bumper to 22.0 trigger distance and orientation 55.0Illinois DLC Added: Integrated Chicago underground gates, construction fences, and Springfield panoramic assets.Texas DLC Overhauled: Fixed and expanded gate ranges for regional cities, border checkpoints, oilfields, and major ports (Houston, Galveston, Brownsville, etc.).Universal Range Boost: Pushed primary sliding and industrial gate trigger distances to a uniform 135m with trailer activation enabled to stop rear clipping.Master Hookup Updates: Cleaned up company yard entries (like Sunshine Crops).
v4.0.3.1-81126(Hotfix)Security Gate fixv
4.0.3-81126Albuquerque Gate American Lines cannot be changed. Prefab is set until i can get map editor to work on linux. Thanks to ratta_moh for the find.Expanded Core Security Gate Architecture (Group 3): Preserved and optimized the core security gate definitions (hookup.gate_sec, hookup.gate_sec_l, and hookup.gate_sec_r) with built-in trailer activation (trailer_activation: true), a 135-meter range, and a wide 140-degree orientation tolerance to prevent gates from closing early on long vehicle combinations during tight yard turns.Directional Rotary & Swing Gate Refinements (Group 4): Maintained left and right swing/rotary gate variations with tailored directional offsets and one-way parameters.Regional DLC Hookup Framework: Maintained active mapping support and structured compatibility across regional state expansions (including Arkansas, Iowa, Illinois, Kansas, Louisiana, Missouri, Montana, and Nebraska) with standardized trigger zones and clearance values.
v4.0.2.1-8926
fixed missing bracket, and mod description spam.
v4.0.2-8926
All DLC has been added to its own animated_gate.dlc_*.sii file. This will help cut down on game log spam for missing DLC. I also dont understand why most of Oregon minus one gate and all of Washington is in base animated_gate.sii file but i left them there too.
v4.0.1-8826(Hotfix)
added animated_gate.dlc_or.sii to unit hookup and pulled metal_01 & metal_rev_01. Thanks FunGaming44 for the catch!
v4.0-8726(Midnight Train)
Comprehensive Regional Audit: Completed a full asset scan and integration across all official ATS map expansions and major regional packages.
Granular Behavioral Tuning: Transitioned from uniform triggers to precise, environment-specific distance profiles (high-speed e-tolls, strict cash lanes, and realistic security checkpoints).
Regional Map Expansions & Asset Additions
Montana Expansion: Added the Miles City Gate, Great Falls Airport Gate, Sidney Memorial Gate, and Gateway Canyon Gas.
Wyoming Expansion: Integrated the Independence Rock Gate, I-80 Refinery Gate, Riverton Cemetery Gate, and Jackson Town Square Gates.
Kansas & Turnpike Infrastructure: Added the complete K-Turnpike E-Toll System (ks_etoll_gate_0_1_exit), Emporia Fairgrounds Gate, and Dodge City Museum Gate alongside dedicated traffic light nodes.
Midwest, South, & Great Lakes: Incorporated asset expansions for Nebraska, Missouri, Iowa, Arkansas, Louisiana (including Cameron LNG and port houses), and Illinois (Chicago Underground Gates and movable bridge systems).
Trigger Distance & Behavioral Tuning
[Group 1] Cash Toll Lanes: Pinned to a strict 20.0m stop-and-go range with customized offsets to prevent premature triggering.
[Group 2] High-Speed E-Tolls: Configured to 125.0m for smooth, uninterrupted EZ-PASS / PikePass / E-Toll fly-through lanes.
[Group 8] Secure Industrial & Border Checkpoints: Hard-tuned to a strict 15.0m stop-and-wait range with a tight 90.0Β° orientation tolerance for:
International border crossings (Texas Laredo, La Salle, and border gate props).
Coastal and industrial port terminals (Houston, Galveston, Brownsville, Cameron LNG, Lake Charles).
Heavy industrial facilities, mining complexes, and refinery perimeters (Wyoming I-80 Refinery, salt mines, aviation gates).
[Group 7] Movable Bridges & Locks: Calibrated to 25.0m for Chicago bridge gates and Louisiana river floodgates.
Future-Proofing & Framework
[Group 9] Placeholders: Established initial structural framework for upcoming state map expansions (North Dakota, Indiana, South Dakota) to ensure seamless day-one integration upon asset release.
v3.2.2-8326
More unit/hookup mitigation's, it is strongly recommended to have all dlc. I am targeting all gates in one file. WE FINALLY GOT IT!! If gates arent already open they will be open long before you pull up. Tolls are all within 50m. Now to dial in values a bit more!
====================================================================== SGSB DEVELOPMENT STATUS & ROADMAP ====================================================================== ---------------------------------------------------------------------- LEGACY MILESTONES (v1.0 - v4.0) ---------------------------------------------------------------------- From the initial launch to the stable 4.0 architecture, SGSB rapidly evolved to establish its core infrastructure: - Foundation & Gate Logic: Introduced the baseline Smart Gate mechanics, custom safety buffers, and improved animation triggers. - Toll & Checkpoint Overhaul: Reworked spatial triggers for cash tolls and border checkpoints across all DLC states, expanding activation radiuses to prevent clipping on heavy-haul setups. - Dynamic Parking Integration: Replaced static vanilla parking with the first iterations of custom parked vehicle physics, introducing variable fleet spawning. - Collision & Hookup Standardization: Addressed base-game geometry bugs, fixed collider references, and unified trigger distances globally to pave the way for the 4.1 series. ---------------------------------------------------------------------- RECENT UPDATES (v4.1 Series) ---------------------------------------------------------------------- [v4.1.4] Nighttime Fleet Density & Weigh Station Flow - Modular Scale Compliance: Safely dropped weigh station check probability to 20% (0.2) inside trigger_action.sii while preserving native toll booth and gate mechanics. - Global Density Bump: Applied a clean 7% spawn weight multiplier across all parked vehicle profiles to subtly populate empty background lots. - Broadened Time Windows: Replaced hard 0.0 drop-offs with low "bleed-over" probabilities, eliminating mass-extinction pop-ins during dawn and dusk transitions. - Municipal Night Shift: Flipped city sweepers and garbage trucks to a night-dominant spawn probability (0.85), lowering daytime presence. - Draw Distance Optimization: Integrated 'uset g_lod_factor_parked "1.1"' for smoother background asset loading without a performance tax. [v4.1.3] Gate Colliders & State Hookups - Collider Fixes: Pointed custom gates (ag_nv_wstg, ag_suncrops) to proper .pmc collider files instead of geometry .pmg. - State Standardization: Unified animation trigger distances (125.0m for panoramas, 17.0m for short-range pneumatics) across IL, KS, MT, NM, OK, OR, TX, and WY DLCs. - Legacy Purge: Completely removed outdated reference blocks and fallback profiles for the deprecated traffic.tesla unit. [v4.1.2] "Midnight Train" (Released) - Fleet Segmentation: Separated generic package vans into dedicated company profiles for FedEx and DHL (transit.fedex, transit.dhl). - Spatial Triggers: Optimized trigger distances for cash tolls (25.0m), security checkpoints (20.0m), and Oregon Slide 4 variants (33.0m). - Code Clean-up: Streamlined Prism3D syntax, metadata, and comment blocks. ---------------------------------------------------------------------- WHAT WE ARE WORKING ON RIGHT NOW ---------------------------------------------------------------------- [v4.1.5] Hotfix & Live Telemetry - Live Testing: Conducting real-time telemetry testing during a cross-country K100 flatbed run from Campbell River to Hobbs, NM. - Hotfix Window: Prepping a targeted micro-patch (v4.1.5) to iron out any edge-case pathing anomalies, collider issues, or spawn oddities discovered during the live test session before closing out the 4.1 branch. ---------------------------------------------------------------------- WHAT'S COMING ---------------------------------------------------------------------- [v4.2] South Dakota Launch & Game Rebase - Framework Rebase: Complete architecture overhaul to align with American Truck Simulator v1.61. - South Dakota DLC Integration: Full map compatibility, hookup integration, and asset alignment for the South Dakota expansion. [Phase 1] Post-Release Optimization & Analytics - Trigger Feedback: Collecting community telemetry regarding extended trigger range parameters and hold timers across complex heavy-haul and multi-axle setups. - Parking Snap & Docking: Monitoring user data on rest area snap radiuses and high-precision company bay alignment tolerances. [Phase 2] Expanded Gate, Barrier & Dynamic Parking Varieties - New Industrial Assets: Introducing bi-parting security gates, heavy-duty sliding warehouse doors, and specialized railway crossing arms utilizing the updated unit structure. - Randomized Depot Bays: Expanding the dynamic parking system to support randomized trailer spawns, varying bay occupancy, and lived-in depot variations to eliminate static company yards. - Audio Integration: Implementing distinct mechanical sound profiles for barrier arms, pneumatic safety buffers, and dynamic parking slot engagement cues. [Phase 3] Enhanced Multiplayer Synchronization & Scale Integration - Convoy State Sync: Optimizing server-side state replication for animated gates and dynamic parking bay occupancy to ensure smooth operation when multiple players traverse the same zones in multiplayer sessions. - Weigh Station Queues: Fine-tuning anti-clipping parameters, staging queues, and spacing rules for inspection lanes during heavy traffic events. - Map Mod Presets: Building predefined compatibility patches and automated configuration profiles for major map mods (e.g., ProMods Canada) and regional expansions.
Without location, drop point and a game log I cannot help.
I am looking for help with the ATS map editor. Specifically "dumb gate" trigger nodes that I cant control in the animated_gate.sii file
| Title | Author | Projects | |
|---|---|---|---|
| ATS | Meanshadows35 | 9 | Details |
| Dukes ATS Collection | Dukester | 61 | Details |
