FreeThinker

[1.4.2 - 1.7.3, 1.8.1 - 1.9.1] KSP Interstellar Extended 1.25.22 Release Thread

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Version 1.20.2 for Kerbal Space Program 1.4.5 is available from here

Released on 2018-09-30

  • Added Graphene Blanket Radiator
  • Added Hydrogen/Fluorine LFO mode to thermal nozzle
  • Added Intake Air + Hydrogen afterburner mode to Turbo/Ramjet Nozzle
  • Balance: Limited Positron Antimatter Reactor , Gas Core Reactors and Lightbulb to Single Atomic propellants
  • Balance increased overall maximum temperatures radiators
  • Balance: increase none graphene radiator maximum temperature to 3200K
  • Fixed excessive wasteheat production when Thermal nozzle is connected to Positron Antimatter reactor
  • Fixes most of the excessive Thermal Nozzle/Turbojet/Ramjet Heat issues
Edited by FreeThinker

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Firstly thank you for this great mod , im not sure if this is the correct place or been answered before , but im unsure how to go about producing positrons for the for the positron anti matter reactor , could sombody point me in the right direction please ?  i dont use beamed systems i keep everything on board my star cruiser.

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Download Version 1.20.3.2 for Kerbal Space Program 1.4.5 from here

Released on 2018-10-03

  • Compiled against KSP 1.4.5
  • Added Triangle Solar Receiver
  • Improved matching radiator energy transfer with maximum radiator temperature
  • Balance: Increased power output Target Fusion Reactor and Plasma Jet Magneto Inertial Reactor
  • Balance: restored Positron Antimatter reactor ability to use air and non cryogenic propellants
  • Fixed thrust of thermal nozzle not connected to thermal source
  • Fixed instant overheating Thermal Nozzle connected with inline thermal receiver
  • Fixed buoyancy of convection radiators which now sink in water
  • Fixed Part filters
Edited by FreeThinker

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20 hours ago, ThePixeledFox said:

Firstly thank you for this great mod , im not sure if this is the correct place or been answered before , but im unsure how to go about producing positrons for the for the positron anti matter reactor , could sombody point me in the right direction please ?  i dont use beamed systems i keep everything on board my star cruiser.

Positron antimatter can be produced  with the Free Electron Laser, which is also used to create any wavelength for beamed power transmitters (except x-rays as they cannot be directed or focused)

Edited by FreeThinker

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Version 1.20.4 for Kerbal Space Program 1.4.5 is now available from here

Released on 2018-10-06

  • Added Surface area cost scaling for reactors
  • Added ability to use KSPIE reactors as power source for Radio telescope contract
  • Balance: gives LiquidFuel the same cryogenic cooling effect on engine heat production as Liquid Hydrogen
  • Balance: Restored heat production NERVA to same level as Stock NERV
  • Balance: limit Nuclear Ramjet to neutral an oxidizing propellants
  • Balance: Reduced Maximum temperature of non graphene radiator in oxygen rich atmospheres
  • Fixed Photovoltaic Powered Beamed Power distribution
  • Fixed issue of dropping out of time warp when running out of beamed power on Electric Engines
  • Fixed inconsistencies Photovoltaic efficiencies
  • Fixed Triangle Photovoltaic beamed power receive coverage
Edited by FreeThinker

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Is all of this harmless?

Non platform assembly: D:\Kerbal Space Program\GameData\SolarSailNavigator\Plugins\SolarSailNavigator.dll (this message is harmless)
ADDON BINDER: Cannot resolve assembly: PersistentThrust, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ADDON BINDER: Cannot resolve assembly: PersistentThrust, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AssemblyLoader: Exception loading 'SolarSailNavigator': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 

Additional information about this exception:

 System.TypeLoadException: Could not load type 'SolarSailNavigator.Navigator' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

 System.TypeLoadException: Could not load type 'SolarSailNavigator.Control' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

 System.TypeLoadException: Could not load type 'SolarSailNavigator.Controls' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

 System.TypeLoadException: Could not load type 'SolarSailNavigator.Preview' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

 System.TypeLoadException: Could not load type 'SolarSailNavigator.FrameWindow' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

 

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I also found this one:

MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

 

And this:

[ModuleManager] Post run call threw an exception in loading SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ModuleManager.MMPatchLoader+<ProcessPatch>d__33.MoveNext () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception)
ModuleManager.Logging.UnityLogger:Exception(String, Exception)
ModuleManager.Logging.ModLogger:Exception(String, Exception)
ModuleManager.<ProcessPatch>d__33:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

 

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3 hours ago, Gordon Dry said:

Is all of this harmless?


Non platform assembly: D:\Kerbal Space Program\GameData\SolarSailNavigator\Plugins\SolarSailNavigator.dll (this message is harmless)
ADDON BINDER: Cannot resolve assembly: PersistentThrust, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ADDON BINDER: Cannot resolve assembly: PersistentThrust, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

AssemblyLoader: Exception loading 'SolarSailNavigator': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 

Additional information about this exception:

 System.TypeLoadException: Could not load type 'SolarSailNavigator.Navigator' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

 System.TypeLoadException: Could not load type 'SolarSailNavigator.Control' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

 System.TypeLoadException: Could not load type 'SolarSailNavigator.Controls' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

 System.TypeLoadException: Could not load type 'SolarSailNavigator.Preview' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

 System.TypeLoadException: Could not load type 'SolarSailNavigator.FrameWindow' from assembly 'SolarSailNavigator, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

 

Something appears to load wrong with solarsail navigator, it will not have any effect on KSPIE

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1 hour ago, FreeThinker said:

Something appears to load wrong with solarsail navigator, it will not have any effect on KSPIE

Yup that message looks familiar, not loading the classes.

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so @FreeThinker - the lightbulbs are still getting super hot super fast... throttling them back does not alleviate the problem.. once they're hot they stay hot almost indefinitely.. at least "hours" are required to cool them.

Using 1.20.5

Other issues:

1. open cycle reactor seems useless for thermal propulsion - is that the intent?
2. I've usually only played with fully-completed tech trees.. now that I'm trying to work through it, it seems that the mid-high game (I've unlocked most of the 2000-2250 nodes in CTT) the available propulsion systems at the levels you can unlock here are either too hot or not powerful/efficient enough to do anything useful.
3. It still seems possible to unlock many upgrades to technologies long before you can unlock the use of those technologies themselves, which seems like a configuration issue for the parts?

am I.. unlocking things in the wrong order?  Is this the desired mid/upper end of the tech tree experience before one gets to the fully-upgraded versions of everything?

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33 minutes ago, ss8913 said:

@FreeThinker
1. open cycle reactor seems useless for thermal propulsion - is that the intent?

 

Why useless, when fully upgraded and connected to a plasma nozzle it provides up to 6 GW with a maximum isp of 5143s  allowing a deltaV of 70000 m/s at reasonable mass ratios. I would say that pretty good. Notice it power and isp depend on unlocked thermal management tech. It main limitation is that power will seriously degrade when accelerating faster than 0.5g.

33 minutes ago, ss8913 said:

@FreeThinker
2. I've usually only played with fully-completed tech trees.. now that I'm trying to work through it, it seems that the mid-high game (I've unlocked most of the 2000-2250 nodes in CTT) the available propulsion systems at the levels you can unlock here are either too hot or not powerful/efficient enough to do anything useful.

1

Well, some engines and reactors need some serious external cooling to keep them cool. In general, the lower the fuel flow, and power, the worse the problem gets. An often overlooked upgrade, thermal control, does not only give access to better radiators, but also will make the radiators get hotter and pump heat faster.  Exactly what engines/reaction did experience too high heating?

Edited by FreeThinker

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1 hour ago, ss8913 said:

@FreeThinker
3. It still seems possible to unlock many upgrades to technologies long before you can unlock the use of those technologies themselves, which seems like a configuration issue for the parts?

 

Well there is some inevitable overlap, but I guess we might be able to partially fix it. I will try to apply the rule that upgrades must have equal or higher tech nodes.

Edited by FreeThinker

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so... @FreeThinker  I believe I have all but the very last thermal node unlocked in my tree.

In my test of a thermal turbojet attached to one of those open cycle reactors, it made less than 1 m/s/s of acceleration.. I'll check the exact tech unlocks.

As far as the lightbulbs overheating - wasteheat on the craft is near zero.  It seems to be exclusively stock heat (part core temp) that is causing the engines to overheat and explode.  I have the craft positively bristling with radiators, some of which far exceed (by a factor of 3) their maximum core temp and do not explode (large folding radiators), but even so, they don't keep the lightbulbs from exploding due to overheat - again, wasteheat is near zero, but the radiator core temps and the engine core temps are going critical very quickly.  The ship has both graphene and titanium radiators; the titanium ones start off cool, then increase super fast to about 90% of their max core temp, and then level off.  Then when I get out of atmosphere and extend those folding radiators, they immediately jump to about 3200K, which is a lot hotter than their max, but yet they don't explode (no, I don't have the temperature cheat on :) ).

Then a little while later, the stock-heat engine overheat bar starts climbing, and the engines either explode or I have to throttle them down to near zero, at which point they ... really don't cool down appreciably.. they stay hot.  And then the craft falls back to kerbin and lands in the ocean. :)

Not sure how to make use of these engines.  As I recall they used to be able to burn hydrazine, but they seem to have lost that ability.  I believe I have unlocked every upgrade to the lightbulb at this point... I know hydrazine is a better fuel than diborane, but I can't seem to use that.

Also of note - the "cryogenic dual tanks" cannot hold all of the propellants that the "cryogenic tanks" do.. not sure if that was intentional or not.

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57 minutes ago, ss8913 said:

Also of note - the "cryogenic dual tanks" cannot hold all of the propellants that the "cryogenic tanks" do.. not sure if that was intentional or not.

 

Well, the Dual Tanks are meant for launches and descends while the cryo tanks are meant for space usage. The Cryo tanks are lighter and cost less maintenance power at the cost of lower heat and damage tolerance. The Duel tanks can withstand much higher heat, damage and g-forces. Exactly which specific propellant configuration you are missing on the Dual Tanks? If any important, I will add them.

Edited by FreeThinker

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1 hour ago, ss8913 said:

@FreeThinker
As far as the lightbulbs overheating - wasteheat on the craft is near zero.  It seems to be exclusively stock heat (part core temp) that is causing the engines to overheat and explode.  I have the craft positively bristling with radiators, some of which far exceed (by a factor of 3) their maximum core temp and do not explode (large folding radiators), but even so, they don't keep the lightbulbs from exploding due to overheat - again, wasteheat is near zero, but the radiator core temps and the engine core temps are going critical very quickly.  The ship has both graphene and titanium radiators; the titanium ones start off cool, then increase super fast to about 90% of their max core temp, and then level off.  Then when I get out of atmosphere and extend those folding radiators, they immediately jump to about 3200K, which is a lot hotter than their max, but yet they don't explode (no, I don't have the temperature cheat on :) ).

Then a little while later, the stock-heat engine overheat bar starts climbing, and the engines either explode or I have to throttle them down to near zero, at which point they ... really don't cool down appreciably.. they stay hot.  And then the craft falls back to kerbin and lands in the ocean. :)
 

4

Exactly what did you use as a propellant, what was the surface area of your radiators, and what was their maximum temperatures.

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14 hours ago, FreeThinker said:

Exactly what did you use as a propellant, what was the surface area of your radiators, and what was their maximum temperatures.

so it's using diborane as a propellant (these things can't use hydrazine anymore?  or am I missing an unlock?)

The temp numbers are in the green, and here they are along with a basic pic of the craft:

https://imgur.com/a/j0AXD2L

 

As for the things that aren't in the dual tanks... like every mid-range propellant.. until I can unlock my engines' ability to burn hydrazine (seems like that takes a LOT of unlocks?  the LANTR is currently the only one which will accept hydrazine at the level of unlock I'm at), things like liquidCO, liquidNeon, liquidArgon, liquidKrypton.. are not in the dual tanks.

On the open cycle reactors... I have Liquid N2 tank -> reactor -> thermal launch nozzle set to liquidnitrogen mode.  

When I launch this and set to full throttle, the reactor control window says the reactor is running at like 0.51%, the engine says 0.0kN, fuel does not get used... not sure what's going on here.  the reactor's ThermalPower is less than half of max... I often use this thermal launch nozzle with positron reactors and hydrazine and it works great, but I haven't unlocked that yet.
I have the thermal nozzle attached directly to the open cycle gas core reactor, so the reactor is between (inline) the fuel tank and the engine.  Does this need oxidizer or something?  it shouldn't, nitrogen isn't even flammable...?

EDIT: 1. If i replace the open cycle gas core reactor with a molten salt reactor, it's fine and it can generate thrust.  2. the available propellants seem to also depend on which *reactor* I'm using.. didn't know that.

Edited by ss8913

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4 hours ago, ss8913 said:

On the open cycle reactors... I have Liquid N2 tank -> reactor -> thermal launch nozzle set to liquidnitrogen mode.  


When I launch this and set to full throttle, the reactor control window says the reactor is running at like 0.51%, the engine says 0.0kN, fuel does not get used... not sure what's going on here.  the reactor's ThermalPower is less than half of max...

The description on the Open Cycle Reactor contains the following text:

Quote

The Open Cycle Gas Core reactor generates high amount of thermal power at double the core temperatures of the Closed Cycle predecessor, with less mass. This is achieved by removing the walls that separate the propellant and the nuclear fuel. Although this allows much higher core temperatures, the disadvantage is that the reactor cannot operate while under the influence of acceleration, which happens when it is either on the surface or when accelerating at high speed.

 

Edited by FreeThinker

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56 minutes ago, FreeThinker said:

The description on the Open Cycle Reactor contains the following text:

 

alright well that certainly explains it then... so this reactor is for power generation only :)

 

followup...  reading is awesome.  looks as though the pebble bed is what I should be using.  think those obsolete the lightbulb for my use too.

 

it might be cool if it were more obvious which nodes unlock which propellants for which reactor and engine combos though... or is that also there and I need to read more? :)

Edited by ss8913

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1 hour ago, ss8913 said:

alright well that certainly explains it then... so this reactor is for power generation only :)

 

No it is a trade-off, higher isp for less flexibility and the Open Cycle Gas Core is quite an extreme case. Ideally, you use it exclusively in space for either Direct plasma propulsion or for electric power production with a MHD generator to power electric engines or beamed power.

1 hour ago, ss8913 said:

followup...  reading is awesome.  looks as though the pebble bed is what I should be using.  think those obsolete the lightbulb for my use too.

 

Every reactor is geared for certain usage, the lightbulb is a direct cycle high-temperature engine, which put some constraints on used propellants. Its isp and power aren't as high as the Open Cycle Gas Core but its doesn't suffer from acceleration effects. Notice that in next release I have significantly reduced thermal heat production (to 20% of what it was) and balanced waste heat production.

Edited by FreeThinker

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1 hour ago, ss8913 said:

it might be cool if it were more obvious which nodes unlock which propellants for which reactor and engine combos though... or is that also there and I need to read more? :)

 

I intend to improve the nozzle propellant information, making it clear exactly which propellant can be used at what thrust and isp. I can also add some upgrade marker to the techtree, signifying unlocking a propellant mode

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Version 1.20.6 for Kerbal Space Program 1.4.5 in now available from here

Released on 2018-10-13

  • Added Spanish localization (by Janderklander)
  • Added ability of using Lithium and LithiumHydride to Discovery Fusion Engine, which minimizes Neutron Embrittlement
  • Balance: increased mass and power output Discovery Fusion Engine
  • Balance: Reactor Neutron Embrittlement rate depends on local lithium-6
  • Balance: Plasma nozzle now always use propellant base isp
  • Balance: re-allow Gas Core reactor and engines to use LiquidFuel
  • Balance: Increased core temperature and power output Plasma Jet Fusion Reactor
  • Balance: Limited Plasma Jet Fusion Reactor to to Plasma Nozzle and Plasma Electric Generator (aka MHD Generator)
  • Balance: Scale power and mass electrostatic Dawn Ion Engine by surface area
  • Balance: increase gimbal range Nuclear Lightbulb
  • Balance: Increase upgrade requirements of Timberwind, Nuclear Lightbulb , Positron Antimatter Reactor
  • Fixed Magnetic Confinement Fusion reaction power balance issues
  • Fixed Magnetized Target Fusion Reactor power issues
  • Fixed for beamed power from airless celestial bodies
  • Fixed animated radiator visual heat scaling 
  • Fixed issue with clover radiator not being active when initially deployed
Edited by FreeThinker

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Version 1.20.7 for Kerbal Space Program 1.4.5 is now available from here

Released on 2018-10-14

  • Fixed loss of power of thermal receiver / ablative nozzle after launch decoupling
  • Fixed Gas core ability to use regular propellants including LiquidFuel
  • Fixed Excessive heat production on ablative nozzle
Edited by FreeThinker

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KSPIE Version 1.20.8 is now available for KSP 1.3.1, KSP 1.4.5 and KSP 1.5.1 (as Beta )

Released on 2018-10-25

  • Added Toroidal Thermal Aerospike Nozzle with improve atmospheric performance
  • Added Thermal TurboJet VTOL Nozzle with ability to redirect thrust
  • Added ability to Reactors to configure minimum throttle during light, allowing faster response
  • Added LiquidFuel as a propellant for VASIMR
  • Added High acceleration persistent thrust ability to electric engine
  • Added Xenon as default propellant to Ion Engine
  • Added improved classification of atmosphere type for unregistered celestial
  • Added power stabilization regular solar cells
  • Added improved reactor spool behavior which is now linear
  • Added chlorine are a gas which can be found in some atmospheres
  • Balance: limit Gas Core Reactor to Plasma Nozzle and MHD Electric Power generator
  • Fixed issue where all propellant could be lost when using electric engine
  • Fixed incorrect warning message that we ran out of propellant after vessel load
  • Fixed screwed up abundances by CRP 1.0 update
  • Fixed some empty fixed error messages
  • Fixed conflict in radio telescope contract
  • Fixed solar power recovery after darkness
  • Fixed nozzle radius scaling
Edited by FreeThinker

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1 hour ago, FreeThinker said:

KSPIE Version 1.20.8 is now available for KSP 1.3.1, KSP 1.4.5 and KSP 1.5.1 (as Beta )

Released on 2018-10-25

  • Added Toroidal Thermal Aerospike Nozzle with improve atmospheric performance
  • Added Thermal TurboJet VTOL Nozzle with ability to redirect thrust
  • Added ability to Reactors to configure minimum throttle during light, allowing faster response
  • Added LiquidFuel as a propellant for VASIMR
  • Added High acceleration persistent thrust ability to electric engine
  • Added Xenon as default propellant to Ion Engine
  • Added improved classification of atmosphere type for unregistered celestial
  • Added power stabilization regular solar cells
  • Added improved reactor spool behavior which is now linear
  • Added chlorine are a gas which can be found in some atmospheres
  • Balance: limit Gas Core Reactor to Plasma Nozzle and MHD Electric Power generator
  • Fixed issue where all propellant could be lost when using electric engine
  • Fixed incorrect warning message that we ran out of propellant after vessel load
  • Fixed screwed up abundances by CRP 1.0 update
  • Fixed some empty fixed error messages
  • Fixed conflict in radio telescope contract
  • Fixed solar power recovery after darkness
  • Fixed nozzle radius scaling

@FreeThinkerWent to download and the only thing in the folder is Interstellar Fuel Switch.

Edited by DeathProphet
Spelling ><

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