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[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)


NecroBones
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This is one absolutely awesome looking mod that I would love to play with, but I don't see how I could get any of the historical versions for 1.3.x (I'm getting sick and tired of the performance issues in these most recent updates). I also can't seem to figure out how to make CKAN work for 1.3.x, so is there any other way to get a hold of a compatible version in any other form?

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I have a RO_RSSeaDragon.cfg

Spoiler




// tanks
@PART[RSSDtankStage1|RSSDtankStage2|RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		%RSSROConfig = True
		%rescaleFactor = 1

		// similar to Titan 4
		@maxTemp = 900
		%skinMaxTemp = 2000
		%emissiveConstant = 0.6
		%thermalMassModifier = 1.0
		%skinMassPerArea = 4

		!RESOURCE, * {}

		MODULE
		{
				name = ModuleFuelTanks
				basemass = -1
		}
}

@PART[RSSDtankStage1]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		// Capacity: 25,613,380 lbs, or 11,618,033 kg: in 5kg units: 2,323,606
		// Should be RP-1 (kerosene) and LOX)
		@MODULE[ModuleFuelTanks]
		{
				volume = 2323606
				type = Default
		}
		@description ^=:$: <color=blue>fill with RP-1 and LOX</color>
}

@PART[RSSDtankStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		// Capacity: 9,676,554 lbs, or 4,389,211 kg: in 5kg units: 877,842
		// Should be LH2 and LOX
		@MODULE[ModuleFuelTanks]
		{
				volume = 877842
				type = Balloon
		}
		@description ^=:$: <color=blue>fill with LH2 and LOX</color>
}

@PART[RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		// 292614 units
		// Should be LH2 and LOX
		@MODULE[ModuleFuelTanks]
		{
				volume = 292614
				type = Balloon
		}
		@description ^=:$: <color=blue>fill with LH2 and LOX</color>
}

// engines
@PART[RSSDengineStage1|RSSDengineStage2|RSSDengineTVC]:FOR[RealismOverhaul]
{
	@maxTemp = 900
	%skinMaxTemp = 2000
	%emissiveConstant = 0.6
	%thermalMassModifier = 1.0
	%skinMassPerArea = 4

	%RSSROConfig = True
	%rescaleFactor = 1

	!MODULE[ModuleAlternator] {}
	!RESOURCE[ElectricCharge] {}
}


@PART[RSSDengineStage1|RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		@MODULE[ModuleEnginesFX],0
		{
				@heatProduction = 100
				%ullage = True
				%pressureFed = False
				%ignitions = 1

				@PROPELLANT[LiquidFuel]
				{
						@name = Kerosene
						@ratio = 0.38264
				}

				@PROPELLANT[Oxidizer]
				{
						@name = LqdOxygen
						@ratio = 0.61736
				}

				IGNITOR_RESOURCE
				{
					name = ElectricCharge
					amount = 0.8
				}
		}
}

@PART[RSSDengineStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		@MODULE[ModuleEnginesFX],0
		{
				@heatProduction = 100
				%ullage = True
				%pressureFed = True
				%ignitions = 2

				@PROPELLANT[LiquidFuel]
				{
					@name = LqdHydrogen
					@ratio = 0.745
				}
				@PROPELLANT[Oxidizer]
				{
					@name = LqdOxygen
					@ratio = 0.255
				}

				IGNITOR_RESOURCE
				{
					name = ElectricCharge
					amount = 0.8
				}
		}
}

// other
@PART[RSSDtankBallast]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
	%RSSROConfig = True
  %rescaleFactor = 1
}

@PART[RSSDfairing23m]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
	%RSSROConfig = True
  %rescaleFactor = 1
}

 

And RP0_RSSeaDragon.cfg

Spoiler
@PART[RSSDengineStage1]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDengineStage2]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDfairing23m]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDtankBallast]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDtankStage1]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDtankStage2]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

 

That do .. something. I'm in 1967. I'll tell you how well it works when I get there ;-) but they pop up in the tree and seem to work.  @pap1723 I'm not sure where to post these. Perhaps useful to add to the mod list?

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On 3/9/2021 at 3:33 PM, MacLuky said:

I have a RO_RSSeaDragon.cfg

  Reveal hidden contents





// tanks
@PART[RSSDtankStage1|RSSDtankStage2|RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		%RSSROConfig = True
		%rescaleFactor = 1

		// similar to Titan 4
		@maxTemp = 900
		%skinMaxTemp = 2000
		%emissiveConstant = 0.6
		%thermalMassModifier = 1.0
		%skinMassPerArea = 4

		!RESOURCE, * {}

		MODULE
		{
				name = ModuleFuelTanks
				basemass = -1
		}
}

@PART[RSSDtankStage1]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		// Capacity: 25,613,380 lbs, or 11,618,033 kg: in 5kg units: 2,323,606
		// Should be RP-1 (kerosene) and LOX)
		@MODULE[ModuleFuelTanks]
		{
				volume = 2323606
				type = Default
		}
		@description ^=:$: <color=blue>fill with RP-1 and LOX</color>
}

@PART[RSSDtankStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		// Capacity: 9,676,554 lbs, or 4,389,211 kg: in 5kg units: 877,842
		// Should be LH2 and LOX
		@MODULE[ModuleFuelTanks]
		{
				volume = 877842
				type = Balloon
		}
		@description ^=:$: <color=blue>fill with LH2 and LOX</color>
}

@PART[RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		// 292614 units
		// Should be LH2 and LOX
		@MODULE[ModuleFuelTanks]
		{
				volume = 292614
				type = Balloon
		}
		@description ^=:$: <color=blue>fill with LH2 and LOX</color>
}

// engines
@PART[RSSDengineStage1|RSSDengineStage2|RSSDengineTVC]:FOR[RealismOverhaul]
{
	@maxTemp = 900
	%skinMaxTemp = 2000
	%emissiveConstant = 0.6
	%thermalMassModifier = 1.0
	%skinMassPerArea = 4

	%RSSROConfig = True
	%rescaleFactor = 1

	!MODULE[ModuleAlternator] {}
	!RESOURCE[ElectricCharge] {}
}


@PART[RSSDengineStage1|RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		@MODULE[ModuleEnginesFX],0
		{
				@heatProduction = 100
				%ullage = True
				%pressureFed = False
				%ignitions = 1

				@PROPELLANT[LiquidFuel]
				{
						@name = Kerosene
						@ratio = 0.38264
				}

				@PROPELLANT[Oxidizer]
				{
						@name = LqdOxygen
						@ratio = 0.61736
				}

				IGNITOR_RESOURCE
				{
					name = ElectricCharge
					amount = 0.8
				}
		}
}

@PART[RSSDengineStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
		@MODULE[ModuleEnginesFX],0
		{
				@heatProduction = 100
				%ullage = True
				%pressureFed = True
				%ignitions = 2

				@PROPELLANT[LiquidFuel]
				{
					@name = LqdHydrogen
					@ratio = 0.745
				}
				@PROPELLANT[Oxidizer]
				{
					@name = LqdOxygen
					@ratio = 0.255
				}

				IGNITOR_RESOURCE
				{
					name = ElectricCharge
					amount = 0.8
				}
		}
}

// other
@PART[RSSDtankBallast]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
	%RSSROConfig = True
  %rescaleFactor = 1
}

@PART[RSSDfairing23m]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
	%RSSROConfig = True
  %rescaleFactor = 1
}

 

And RP0_RSSeaDragon.cfg

  Reveal hidden contents

@PART[RSSDengineStage1]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDengineStage2]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDfairing23m]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDtankBallast]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDtankStage1]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDtankStage2]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

@PART[RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
  %TechRequired = orbitalRocketry1981
	@description ^=:$: <color=green>From RSSeaDragon mod.</color>
	@cost *= 1.2
	%entryCost *= 3
	%RP0conf = True
}

 

That do .. something. I'm in 1967. I'll tell you how well it works when I get there ;-) but they pop up in the tree and seem to work.  @pap1723 I'm not sure where to post these. Perhaps useful to add to the mod list?

Nice!

 

I should note though that you set the tank type to "Balloon" which is not a high pressure tank for the pressure-fed engines.

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Ah thanks! I can see them in the tree, but haven't unlocked them yet. I made them balloon because the cfg spoke of LH2 and LOX, I assumed they were balloon, but switching it to default should make it a normal tank. Also, I've not set the engines to pressure fed. What would be "realistic" settings for those engines anyway? I presume it were simple pressure fed engines indeed?

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On 3/14/2021 at 3:20 PM, MacLuky said:

Ah thanks! I can see them in the tree, but haven't unlocked them yet. I made them balloon because the cfg spoke of LH2 and LOX, I assumed they were balloon, but switching it to default should make it a normal tank. Also, I've not set the engines to pressure fed. What would be "realistic" settings for those engines anyway? I presume it were simple pressure fed engines indeed?

Hydrolox stages don't have to be balloon - Centaur might be a balloon, but Saturn stages like S-II and S-IVB weren't.  Balloon tanks are pressurized, but not the kind of pressure to feed an engine. Yes, they were supposed to be pressure fed engines. (I'm not familiar with ROs configs so I don't know what the name of pressure-fed tank is)

 

I also noticed your RP-1 configs being cost * 1.2.  The first and second stage are about 1.6 million funds each by default, so 3.9 million funds for Sea dragon engines in RP1 - since each fund in RP1 is 1,000 US 1965 dollars, that would put the cost of Sea Dragon at nearly *4 billion dollars* per launch. Yikes! For comparison, a Saturn-derived launcher in RP1 to get 500 tons into LEO is about 400k funds, or about 400 million dollars.

Edited by The Destroyer
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Thanks!  I changed them to default. As for the price.

The cost multipliers were technical debt ;-) as I had not unlocked it yet, I hadn't noticed. So I did some deep research  (well, I entered "seadragon+cost in google)

I noticed that astonautix puts it at: 

"LEO Payload: 450,000 kg (990,000 lb) to a 185 km orbit at 90.00 degrees. Launch Price $: 300.000 million in 1962 dollars." 

Should I read that as 300 billion?

And: "Costs to low earth orbit were estimated to be between $60/kg and $600/kg - eg one fourth that of the Saturn V or less."  Which would be about 300 million?

You would want to get it on par with the 400k you mentioned, does that make sense?

 

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Alright, so the parts are in research so I can at least see them in the VAB. 7,200,000 funds seems excessive indeed. I see some more problems:

- no avionics (5000000t needed)
- tank pressure
- deltav is too low (3200 with a 100t payload
- it explodes on the pad

I'll continue the investigation, if someone has working configs I would be grateful1

 

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I still struggle to get this right:

Screen-Shot-2021-03-23-at-11-20-48.png

The volume aligns sort of, but when made of steel it just doesn't hold the delta v. I've added a 500t payload and played with ro tanks to get an idea of the settings. Grateful for any help on this.

Spoiler

// tanks
@PART[RSSDtankStage1|RSSDtankStage2|RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
        %RSSROConfig = True
        %rescaleFactor = 1

        // similar to Titan 4
        @maxTemp = 900
        %skinMaxTemp = 2000
        %emissiveConstant = 0.6
        %thermalMassModifier = 1.0
        %skinMassPerArea = 4

        !RESOURCE, * {}

        MODULE
        {
                name = ModuleFuelTanks
                basemass = -1
        }
}

@PART[RSSDtankStage1]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
        // Capacity: 25,613,380 lbs, or 11,618,033 kg: in 5kg units: 2,323,606
        // Should be RP-1 (kerosene) and LOX)
        @MODULE[ModuleFuelTanks]
        {
                volume = 10600000
                type = Tank-Sep-Steel-HP
        }
        @description ^=:$: <color=blue>fill with RP-1 and LOX</color>
}

@PART[RSSDtankStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
        // Capacity: 9,676,554 lbs, or 4,389,211 kg: in 5kg units: 877,842
        // Should be LH2 and LOX
        @MODULE[ModuleFuelTanks]
        {
                volume = 12500000
                type = Tank-Sep-Steel-HP
        }
        @description ^=:$: <color=blue>fill with LH2 and LOX</color>
}

@PART[RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
        // 292614 units
        // Should be LH2 and LOX
        @MODULE[ModuleFuelTanks]
        {
                volume = 292614*5
                type = Tank-Sep-Steel-HP
        }
        @description ^=:$: <color=blue>fill with LH2 and LOX</color>
}

// engines
@PART[RSSDengineStage1|RSSDengineStage2|RSSDengineTVC]:FOR[RealismOverhaul]
{
    @maxTemp = 900
    %skinMaxTemp = 2000
    %emissiveConstant = 0.6
    %thermalMassModifier = 1.0
    %skinMassPerArea = 4

    %RSSROConfig = True
    %rescaleFactor = 1

    !MODULE[ModuleAlternator] {}
    !RESOURCE[ElectricCharge] {}
}


@PART[RSSDengineStage1|RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
        @MODULE[ModuleEnginesFX],0
        {
                @heatProduction = 100
                %ullage = True
                %pressureFed = False
                %ignitions = 1

                @PROPELLANT[LiquidFuel]
                {
                        @name = Kerosene
                        @ratio = 0.38264
                }

                @PROPELLANT[Oxidizer]
                {
                        @name = LqdOxygen
                        @ratio = 0.61736
                }

                IGNITOR_RESOURCE
                {
                    name = ElectricCharge
                    amount = 0.8
                }
        }
}

@PART[RSSDengineStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
        @MODULE[ModuleEnginesFX],0
        {
                @heatProduction = 100
                %ullage = True
                %pressureFed = True
                %ignitions = 2

                @PROPELLANT[LiquidFuel]
                {
                    @name = LqdHydrogen
                    @ratio = 0.745
                }
                @PROPELLANT[Oxidizer]
                {
                    @name = LqdOxygen
                    @ratio = 0.255
                }

                IGNITOR_RESOURCE
                {
                    name = ElectricCharge
                    amount = 0.8
                }
        }
}

// other
@PART[RSSDtankBallast]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
    %RSSROConfig = True
  %rescaleFactor = 1
}

@PART[RSSDfairing23m]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
    %RSSROConfig = True
  %rescaleFactor = 1
}
 

 

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Screen-Shot-2021-03-23-at-13-55-57.png

Some more tinkering, I know these formulas are not very precise. But based on auronautix numbers I cant see how this should work. With 7400 m/s yes, but close to 9,400 only if we forget the payload. Everything is in tons. It would be a payload fraction of 2,53 which feels a bit high for steel tanks and unsophisticated engines.

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  • 4 weeks later...
  • 5 months later...

Hello everyone! Sorry for my extremely long absence. I've moved on to a variety of other things, and as I'm sure you've noticed, I'm not maintaining these mods anymore. Zer0Kerbal has requested taking over maintenance of my mods, and so I've added him to the list of authors on Spacedock and Curseforge, so that these can continue to be updated to work on current versions of KSP. Thank you everyone for all of the love and support over the years. All of this has changed my life in ways I can't begin to describe, and has been some of the best online experience I've had to date. So I'm quite glad that others are willing to pick up the mantle and allow these mods to continue to be used.

Thanks everyone!

 

@DasSkelett@HebaruSan

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  • 3 weeks later...
On 10/14/2021 at 9:01 AM, NecroBones said:

Hello everyone! Sorry for my extremely long absence. I've moved on to a variety of other things, and as I'm sure you've noticed, I'm not maintaining these mods anymore. Zer0Kerbal has requested taking over maintenance of my mods, and so I've added him to the list of authors on Spacedock and Curseforge, so that these can continue to be updated to work on current versions of KSP. Thank you everyone for all of the love and support over the years. All of this has changed my life in ways I can't begin to describe, and has been some of the best online experience I've had to date. So I'm quite glad that others are willing to pick up the mantle and allow these mods to continue to be used.

Thanks everyone!

 

@DasSkelett@HebaruSan

We will miss you dude

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  • 2 months later...
  • 3 months later...
Posted (edited)
On 10/14/2021 at 3:01 PM, NecroBones said:

Hello everyone! Sorry for my extremely long absence. I've moved on to a variety of other things, and as I'm sure you've noticed, I'm not maintaining these mods anymore. Zer0Kerbal has requested taking over maintenance of my mods, and so I've added him to the list of authors on Spacedock and Curseforge, so that these can continue to be updated to work on current versions of KSP. Thank you everyone for all of the love and support over the years. All of this has changed my life in ways I can't begin to describe, and has been some of the best online experience I've had to date. So I'm quite glad that others are willing to pick up the mantle and allow these mods to continue to be used.

Hey @zer0Kerbal,

That's great! ;)

 

Is there maybe a plan or roadmap, when this great mod will be updated to KSP 1.12.3?

Edited by N3N
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  • 3 months later...
  • 2 weeks later...
On 10/14/2021 at 8:01 AM, NecroBones said:

Hello everyone! Sorry for my extremely long absence. I've moved on to a variety of other things, and as I'm sure you've noticed, I'm not maintaining these mods anymore. Zer0Kerbal has requested taking over maintenance of my mods, and so I've added him to the list of authors on Spacedock and Curseforge, so that these can continue to be updated to work on current versions of KSP. Thank you everyone for all of the love and support over the years. All of this has changed my life in ways I can't begin to describe, and has been some of the best online experience I've had to date. So I'm quite glad that others are willing to pick up the mantle and allow these mods to continue to be used.

Thanks everyone!

 

@DasSkelett@HebaruSan

Sea Dragon KSP version License
Curseforge GitHub SpaceDock CKAN
Pages

In Process. 

News when there is news, and will be at

@MacLuky, would you kindly share with me (toss it in a discussion on the GitHub repo if you want) the spreadsheet you posted above? 

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