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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech


Thomas P.

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On 15.03.2017 at 5:06 PM, Thomas P. said:

I released Kopernicus 1.2.2-5 (hey, we never had so many versions for one ksp version :D) on Github. It contains a fix for the pretty dumb bug that caused the high amount of lag in the space center, and some other stuff. Just read the changelog. :)

Many thanks, now it's working like a clock!

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I've been unable to find a fix for a problem I've been having with my custom planet. In the tracking center and in orbit, The planet looks wrong:

 While making the planet, I actually grabbed the example config for a planet with an OceanBody and filled it out with all the info.

The planet looks fine once I get close enough, It just looks awful from the tracking station and from orbit.

Anyone have any Ideas?

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23 hours ago, Tynton said:

Is there any way that, at a far distance from the Sun, to make planets appear black in ScaledSpace (and when landing on)?

It's just a question since one of my mods kind-of needs it.

Are you talking about the planet being darker because it's further from the sun? 

There isn't a way to do it through kopernicus or any mod, BUT what you can do is lower the brightness of the texture in photoshop to simulate it being darker.

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@Galileo

Yes, I have several planets that which are in orbits extremely far from the Sun. I will need to (try) to make the surface entirely black upon landing but the funny thing is, is when you shine a flashlight it would appear as if you're on a black hole, but I guess it's a concession I'm forced to make.

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3 minutes ago, Tynton said:

@Galileo

Yes, I have several planets that which are in orbits extremely far from the Sun. I will need to (try) to make the surface entirely black upon landing but the funny thing is, is when you shine a flashlight it would appear as if you're on a black hole, but I guess it's a concession I'm forced to make.

Well I hope you can make it work!

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@Galileo

One idea I contemplated was forming several 0 KM size stars at a certain distance (all at different points) to simulate this? I'm trying your solution at the moment but it may be the best of both worlds.

What I discovered is, for the most part, a glitch with NRM maps. I used a 1x1 pixel image for it, which appeared glitchy in the end. The result:

 

Edited by Tynton
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1 hour ago, CrazyTomLink said:

I checked, and in the scaled version section, I have both the color and normal maps inputted correctly, as far as I can tell. I have no idea how kittopia tech works though, and there may be something I need from that.

 

There's a link in the OP. Just download and install like any other mod and open the window in game with control + P. It should be a simple case of looking for the "Export textures" (or something similar) button. They are then placed in a folder in kittopia's mod folder.

Kittopia is a runtime editor to allow you to test changing properties or PQS mods without relaunching the game a million times.

also it might not be the maps if you have them set up correctly. there are other ways to make Kopernicus say no but I don't know what they are :P

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OK, here's my relevant logs, I haven't really got to getting everything together till now. 1.2.2-5 Kopernicus, in KSP 1.2.2, unmodded except for Kopernicus and Hyperedit. The game  I originally noticed extreme lag with is heavily modded but didn't have Hyperedit in it.

I don't know if it's confimation bias or not but it seems to be marginally improved from 1.2.2-4?

https://www.dropbox.com/s/3i23jz83mp3q03d/kopernicuslogs.zip?dl=0

Let me know if there's anything else i can do to help figure this out. I can do the same for my modded install where it's much more pronounced if that would help as well.

 

The lag looks like it starts right when physics loads. For the first few frames before physics kicks in there's none. It's mostly happening on the surface of the mun, and eeloo.

Edited by oniontrain
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probably a stupid question, but how do I save changes made with Kittopia Tech? Whenever I relaunch KSP, the planet becomes a white snowball. when I update textures, however, It returns to normal. I have no idea what is going on.

 

Edited by CrazyTomLink
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Hello, my Planet seems to not be behaving properly. The sunlight is not correctly lined up with the Planet. I saw the same issue earlier in the thread, however after changing the DDS Compression to DXT_5 it still did not correct the issue. Any Ideas?

Spoiler

0pK9Uv0.jpg

EDIT: Sorry for the earlier post, it seems that it posted before I finished! :P

Edited by InterstellarOrbit
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where does the value that control's the planet's color live? I've been trying to find it, as my planet's ScaledSpace model thing has a brownish color for the ground, but when you land, the ground quickly transitions from a nice greenish-brown to a sickly neon green color. I don't know exactly what the value is that controls this. Does anyone know?

Here's the config:

    @Kopernicus:AFTER[KOPERNICUS] 
{
	Body
    {
        name = Drioch
        cacheFile = ThetaPrimus/Cache/Drioch.bin
        
        Template
        {
            name = Duna
            
            // Let's strip all PQSMods to create a blank slate
            removeAllPQSMods = true
        }
        Properties
        {
            // Change the description
            description = Looks a little moist
            
            // set the radius
            radius = 550000
            
            // set the GeeASL
            geeASL = 0.91
        }
        Orbit
        {
            referenceBody = Dientoch
            color = 0.286, 0.407, 1, 1
            inclination = 5
            eccentricity = 0.3
            semiMajorAxis = 35000000
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0
        }
        // Update ScaledSpace textures otherwise your world will appear the same as the templated world
        ScaledVersion
        {
            Material
            {
                texture = ThetaPrimus/PluginData/Drioch_Color.png
                normals = ThetaPrimus/PluginData/Drioch_Normal.png 
                shininess = 0.1
                specColor = 0.5,0.5,0.5,1
                rimPower = 3.54
                rimBlend = 0.81
                Gradient
                {
                    0.0 = 0.1, 0.2, 0.35, 1.0
                    0.5 = 0.35,0.2,0.1,1.0
                    1.0 = 0.0196,0.0196,0.0196,1.0
                }
            }
        }
        
        //set the atmosphere properties
        Atmosphere
        {
            ambientColor = 0,1,0.54901,1
            lightColor = 0.54901,1,0,0.5
            enabled = true
            oxygen = true
            
            altitude = 85000
            pressureCurve
            {
                key = 0 121.59 -1.32825662337662E-02 -1.32825662337662E-02
                key = 3850 70.45212 -1.08101766233766E-02 -1.08101766233766E-02
                key = 7700 38.35164 -6.61608311688312E-03 -6.61608311688312E-03
                key = 11550 19.50828 -3.70578701298701E-03 -3.70578701298701E-03
                key = 15400 9.81708 -1.89074805194805E-03 -1.89074805194805E-03
                key = 19250 4.94952 -9.4665974025974E-04 -9.4665974025974E-04
                key = 23100 2.5278 -4.7371948051948E-04 -4.7371948051948E-04
                key = 26950 1.30188 -2.38877922077922E-04 -2.38877922077922E-04
                key = 30800 0.68844 -1.20685714285714E-04 -1.20685714285714E-04
                key = 34650 0.3726 -6.2212987012987E-05 -6.2212987012987E-05
                key = 38500 0.2094 -3.29298701298701E-05 -3.29298701298701E-05
                key = 42350 0.11904 -1.80935064935065E-05 -1.80935064935065E-05
                key = 46200 0.07008 -1.02857142857143E-05 -1.02857142857143E-05
                key = 50050 0.03984 -6.21818181818182E-06 -6.21818181818182E-06
                key = 53900 0.0222 -3.63116883116883E-06 -3.63116883116883E-06
                key = 57750 0.01188 -2.07272727272727E-06 -2.07272727272727E-06
                key = 61600 0.00624 -1.13766233766234E-06 -1.13766233766234E-06
                key = 65450 0.00312 -6.07792207792208E-07 -6.07792207792208E-07
                key = 69300 0.00156 -3.42857142857143E-07 -3.42857142857143E-07
                key = 73150 0.00048 -2.02597402597403E-07 -2.02597402597403E-07
                key = 77000 0 -1.24675324675325E-07 -1.24675324675325E-07
            }
            pressureCurveIsNormalized = false
            
            temperatureSeaLevel = 288.15
            temperatureCurve
            {
                key = 0 288.15 -0.008333333766 -0.008333333766
                key = 9240 212.4633208 -0.001180336104 -0.001176697662
                key = 16170 212.4633208 0.001176697662 0.001176697662
                key = 23870 266.5252345 0.0006431355844 0.0006431355844
                key = 43120 266.5252345 -0.0008869198701 -0.0008869198701
                key = 61600 183.9579481 -0.001180336104 -0.001180336104
                key = 69300 183.9579481 0.0006152915584 0.0006152915584
                key = 77000 226.2245352 0.0009020832468 0.0009020832468
                key = 115500 0 -0.0005839079221 -0.0005839079221
            }
            temperatureSunMultCurve
            {
                key = 0 1 0 0
                key = 5923.076923 0.5 -0.00007792207792 -0.0001333050649
                key = 6526.656231 0 0 0
                key = 11883.45738 0 0 0
                key = 28045.35461 0.2 0 0
                key = 42527.78708 0.2 0 0
                key = 54071.53228 0 0 0
                key = 77000 0.4 0 0
            }
        }
        
        //Lets give it some Landmasses
        PQS
        {
            
            Mods
            {           
                VertexHeightMap
                {
                    map = ThetaPrimus/PluginData/Drioch_Height.dds
                    offset = -500
                    deformity = 7000.0
                    scaleDeformityByRadius = false
                    order = 20
                    enabled = true
                }
                VertexHeightNoiseVertHeightCurve2
                {
                    deformity = 100
                    ridgedAddSeed = 123456
                    ridgedAddFrequency = 12
                    ridgedAddLacunarity = 2
                    ridgedAddOctaves = 4
                    ridgedSubSeed = 654321
                    ridgedSubFrequency = 12
                    ridgedSubLacunarity = 2
                    ridgedSubOctaves = 4
                    simplexCurve
                    {
                        key = 0 0 0.1466263 0.1466263
                        key = 0.7922793 0.2448772 0.6761706 1.497418
                        key = 1 1 6.106985 6.106985
                    }
                    simplexHeightStart = 0
                    simplexHeightEnd = 6500
                    simplexSeed = 123456
                    simplexOctaves = 4
                    simplexPersistence = 0.6
                    simplexFrequency = 12
                    enabled = true
                    order = 200
                }
                HeightColorMap
                {
                    blend = 1
                    order = 500
                    enabled = true
                    LandClasses
                    {
                        Class
                        {
                            name = Bottom
                            altitudeStart = 0
                            altitudeEnd = 0.7
                            color = 0.1,0.1,0.1,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Base
                            altitudeStart = 0.7
                            altitudeEnd = 0.75
                            color = 0.5098,0.41568,0.2039,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 0.75
                            altitudeEnd = 0.85
                            color = 0.6098,0.51568,0.3039,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Grad
                            altitudeStart = 0.85
                            altitudeEnd = 0.95
                            color = 0.8098,0.71568,0.5039,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 0.95
                            altitudeEnd = 2
                            color = 0.9098,0.81568,0.7039,1.0
                            lerpToNext = false
                        }
                    }
                }
            }
        }
        
        //Now we insert the ocean
        Ocean
        {
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 16
            minDetailDistance = 16
            oceanColor = 0.682,1,0,1
            Material
            {
                colorFromSpace = 0.682,1,0,1
                color = 0.682,1,0,1
            }
            FallbackMaterial
            {
                colorFromSpace = 0.682,1,0,1
                color = 0.682,1,0,1
            }
            Mods
            {
                AerialPerspectiveMaterial
                {
                    globalDensity = -0.00001
                    heightFalloff = 6.75
                    atmosphereDepth = 150000
                    DEBUG_SetEveryFrame = true
                    cameraAlt = 0
                    cameraAtmosAlt = 0
                    heightDensAtViewer = 0
                    enabled = true
                    order = 200
                }
                OceanFX
                {
                    Watermain
                    {
                        waterTex-0 = BUILTIN/sea-water1
                        waterTex-1 = BUILTIN/sea-water2
                        waterTex-2 = BUILTIN/sea-water3
                        waterTex-3 = BUILTIN/sea-water4
                        waterTex-4 = BUILTIN/sea-water5
                        waterTex-5 = BUILTIN/sea-water6
                        waterTex-6 = BUILTIN/sea-water7
                        waterTex-7 = BUILTIN/sea-water8
                    }
                    framesPerSecond = 1
                    spaceAltitude = 150000
                    blendA = 0
                    blendB = 0
                    texBlend = 0
                    angle = 0
                    specColor = 0.0,0.0,-1,1
                    oceanOpacity = 0
                    spaceSurfaceBlend = 0
                    enabled = true
                    order = 200
                }
            }
            Fog
            {
                fogColorEnd = 0.682,1,0,1
                fogColorStart = 0.682,1,0,1
                skyColorOpacityBase = 0.7
            }
        }
    }
}

 

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On 3/26/2017 at 1:23 PM, CrazyTomLink said:

where does the value that control's the planet's color live? I've been trying to find it, as my planet's ScaledSpace model thing has a brownish color for the ground, but when you land, the ground quickly transitions from a nice greenish-brown to a sickly neon green color. I don't know exactly what the value is that controls this. Does anyone know?

Here's the config:


    @Kopernicus:AFTER[KOPERNICUS] 
{
	Body
    {
        name = Drioch
        cacheFile = ThetaPrimus/Cache/Drioch.bin
        
        Template
        {
            name = Duna
            
            // Let's strip all PQSMods to create a blank slate
            removeAllPQSMods = true
        }
        Properties
        {
            // Change the description
            description = Looks a little moist
            
            // set the radius
            radius = 550000
            
            // set the GeeASL
            geeASL = 0.91
        }
        Orbit
        {
            referenceBody = Dientoch
            color = 0.286, 0.407, 1, 1
            inclination = 5
            eccentricity = 0.3
            semiMajorAxis = 35000000
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0
        }
        // Update ScaledSpace textures otherwise your world will appear the same as the templated world
        ScaledVersion
        {
            Material
            {
                texture = ThetaPrimus/PluginData/Drioch_Color.png
                normals = ThetaPrimus/PluginData/Drioch_Normal.png 
                shininess = 0.1
                specColor = 0.5,0.5,0.5,1
                rimPower = 3.54
                rimBlend = 0.81
                Gradient
                {
                    0.0 = 0.1, 0.2, 0.35, 1.0
                    0.5 = 0.35,0.2,0.1,1.0
                    1.0 = 0.0196,0.0196,0.0196,1.0
                }
            }
        }
        
        //set the atmosphere properties
        Atmosphere
        {
            ambientColor = 0,1,0.54901,1
            lightColor = 0.54901,1,0,0.5
            enabled = true
            oxygen = true
            
            altitude = 85000
            pressureCurve
            {
                key = 0 121.59 -1.32825662337662E-02 -1.32825662337662E-02
                key = 3850 70.45212 -1.08101766233766E-02 -1.08101766233766E-02
                key = 7700 38.35164 -6.61608311688312E-03 -6.61608311688312E-03
                key = 11550 19.50828 -3.70578701298701E-03 -3.70578701298701E-03
                key = 15400 9.81708 -1.89074805194805E-03 -1.89074805194805E-03
                key = 19250 4.94952 -9.4665974025974E-04 -9.4665974025974E-04
                key = 23100 2.5278 -4.7371948051948E-04 -4.7371948051948E-04
                key = 26950 1.30188 -2.38877922077922E-04 -2.38877922077922E-04
                key = 30800 0.68844 -1.20685714285714E-04 -1.20685714285714E-04
                key = 34650 0.3726 -6.2212987012987E-05 -6.2212987012987E-05
                key = 38500 0.2094 -3.29298701298701E-05 -3.29298701298701E-05
                key = 42350 0.11904 -1.80935064935065E-05 -1.80935064935065E-05
                key = 46200 0.07008 -1.02857142857143E-05 -1.02857142857143E-05
                key = 50050 0.03984 -6.21818181818182E-06 -6.21818181818182E-06
                key = 53900 0.0222 -3.63116883116883E-06 -3.63116883116883E-06
                key = 57750 0.01188 -2.07272727272727E-06 -2.07272727272727E-06
                key = 61600 0.00624 -1.13766233766234E-06 -1.13766233766234E-06
                key = 65450 0.00312 -6.07792207792208E-07 -6.07792207792208E-07
                key = 69300 0.00156 -3.42857142857143E-07 -3.42857142857143E-07
                key = 73150 0.00048 -2.02597402597403E-07 -2.02597402597403E-07
                key = 77000 0 -1.24675324675325E-07 -1.24675324675325E-07
            }
            pressureCurveIsNormalized = false
            
            temperatureSeaLevel = 288.15
            temperatureCurve
            {
                key = 0 288.15 -0.008333333766 -0.008333333766
                key = 9240 212.4633208 -0.001180336104 -0.001176697662
                key = 16170 212.4633208 0.001176697662 0.001176697662
                key = 23870 266.5252345 0.0006431355844 0.0006431355844
                key = 43120 266.5252345 -0.0008869198701 -0.0008869198701
                key = 61600 183.9579481 -0.001180336104 -0.001180336104
                key = 69300 183.9579481 0.0006152915584 0.0006152915584
                key = 77000 226.2245352 0.0009020832468 0.0009020832468
                key = 115500 0 -0.0005839079221 -0.0005839079221
            }
            temperatureSunMultCurve
            {
                key = 0 1 0 0
                key = 5923.076923 0.5 -0.00007792207792 -0.0001333050649
                key = 6526.656231 0 0 0
                key = 11883.45738 0 0 0
                key = 28045.35461 0.2 0 0
                key = 42527.78708 0.2 0 0
                key = 54071.53228 0 0 0
                key = 77000 0.4 0 0
            }
        }
        
        //Lets give it some Landmasses
        PQS
        {
            
            Mods
            {           
                VertexHeightMap
                {
                    map = ThetaPrimus/PluginData/Drioch_Height.dds
                    offset = -500
                    deformity = 7000.0
                    scaleDeformityByRadius = false
                    order = 20
                    enabled = true
                }
                VertexHeightNoiseVertHeightCurve2
                {
                    deformity = 100
                    ridgedAddSeed = 123456
                    ridgedAddFrequency = 12
                    ridgedAddLacunarity = 2
                    ridgedAddOctaves = 4
                    ridgedSubSeed = 654321
                    ridgedSubFrequency = 12
                    ridgedSubLacunarity = 2
                    ridgedSubOctaves = 4
                    simplexCurve
                    {
                        key = 0 0 0.1466263 0.1466263
                        key = 0.7922793 0.2448772 0.6761706 1.497418
                        key = 1 1 6.106985 6.106985
                    }
                    simplexHeightStart = 0
                    simplexHeightEnd = 6500
                    simplexSeed = 123456
                    simplexOctaves = 4
                    simplexPersistence = 0.6
                    simplexFrequency = 12
                    enabled = true
                    order = 200
                }
                HeightColorMap
                {
                    blend = 1
                    order = 500
                    enabled = true
                    LandClasses
                    {
                        Class
                        {
                            name = Bottom
                            altitudeStart = 0
                            altitudeEnd = 0.7
                            color = 0.1,0.1,0.1,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Base
                            altitudeStart = 0.7
                            altitudeEnd = 0.75
                            color = 0.5098,0.41568,0.2039,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 0.75
                            altitudeEnd = 0.85
                            color = 0.6098,0.51568,0.3039,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Grad
                            altitudeStart = 0.85
                            altitudeEnd = 0.95
                            color = 0.8098,0.71568,0.5039,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 0.95
                            altitudeEnd = 2
                            color = 0.9098,0.81568,0.7039,1.0
                            lerpToNext = false
                        }
                    }
                }
            }
        }
        
        //Now we insert the ocean
        Ocean
        {
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 16
            minDetailDistance = 16
            oceanColor = 0.682,1,0,1
            Material
            {
                colorFromSpace = 0.682,1,0,1
                color = 0.682,1,0,1
            }
            FallbackMaterial
            {
                colorFromSpace = 0.682,1,0,1
                color = 0.682,1,0,1
            }
            Mods
            {
                AerialPerspectiveMaterial
                {
                    globalDensity = -0.00001
                    heightFalloff = 6.75
                    atmosphereDepth = 150000
                    DEBUG_SetEveryFrame = true
                    cameraAlt = 0
                    cameraAtmosAlt = 0
                    heightDensAtViewer = 0
                    enabled = true
                    order = 200
                }
                OceanFX
                {
                    Watermain
                    {
                        waterTex-0 = BUILTIN/sea-water1
                        waterTex-1 = BUILTIN/sea-water2
                        waterTex-2 = BUILTIN/sea-water3
                        waterTex-3 = BUILTIN/sea-water4
                        waterTex-4 = BUILTIN/sea-water5
                        waterTex-5 = BUILTIN/sea-water6
                        waterTex-6 = BUILTIN/sea-water7
                        waterTex-7 = BUILTIN/sea-water8
                    }
                    framesPerSecond = 1
                    spaceAltitude = 150000
                    blendA = 0
                    blendB = 0
                    texBlend = 0
                    angle = 0
                    specColor = 0.0,0.0,-1,1
                    oceanOpacity = 0
                    spaceSurfaceBlend = 0
                    enabled = true
                    order = 200
                }
            }
            Fog
            {
                fogColorEnd = 0.682,1,0,1
                fogColorStart = 0.682,1,0,1
                skyColorOpacityBase = 0.7
            }
        }
    }
}

 

Heightcolormap has a blend of 1. I THINK it's a float value meaning try something between 0 and 1. Don't take my word for it though :P 

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Will the rotational period of the homeworld be used for calibrating the in game clock? For instance if the homeworld is set to have an 11 hour day will the in game clock reflect this by counting 11 hours before flipping over the day counter?

If this is the case does anyone know if this will also affect mods like KAC and Kerbal Konstruction Time?

I tried searching this thread and couldn't find anything.

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10 minutes ago, Akira_R said:

Will the rotational period of the homeworld be used for calibrating the in game clock? For instance if the homeworld is set to have an 11 hour day will the in game clock reflect this by counting 11 hours before flipping over the day counter?

If this is the case does anyone know if this will also affect mods like KAC and Kerbal Konstruction Time?

I tried searching this thread and couldn't find anything.

Yes that's what it does. 

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17 minutes ago, Akira_R said:

Will the rotational period of the homeworld be used for calibrating the in game clock? For instance if the homeworld is set to have an 11 hour day will the in game clock reflect this by counting 11 hours before flipping over the day counter?

there's a feature in kopernicus that can do that, but it's not standard, you have to enable it

 

18 minutes ago, Akira_R said:

If this is the case does anyone know if this will also affect mods like KAC and Kerbal Konstruction Time?

I think those mods work counting down seconds, so they would still cound down the same amount of seconds they would have without this mod

but you should ask to the devs of those mods to be sure

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2 minutes ago, Sigma88 said:

there's a feature in kopernicus that can do that, but it's not standard, you have to enable it

 

I think those mods work counting down seconds, so they would still cound down the same amount of seconds they would have without this mod

but you should ask to the devs of those mods to be sure

How would i enable this in Kopernicus, and if i enable it and use Sigma Dimensions day length multiplier to adjust a day length will this change the in game clock?

Thanks for the reply btw.

Edited by Akira_R
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12 minutes ago, Akira_R said:

How would i enable this in Kopernicus, and if i enable it and use Sigma Dimensions day length multiplier to adjust a day length will this change the in game clock?

Thanks for the reply btw.

use a patch that looks like this:

@Kopernicus:FINAL
{
	useKopernicusTime = True
}

and yes it should work fine with SD

Edited by Sigma88
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