Jebman82

[1.3.x/1.4.x/1.5.x/1.6.x/1.7.x/1.8.x/1.9.x] B9 Procedural Wings Fork - Go big or go home update (40% larger wings)

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Posted (edited)
On 3/14/2020 at 4:41 PM, jrodriguez said:

This is really good to see, so thumbs up for getting that working but I have some observations and suggestions.

1) If TU isn't installed, the B9 colour system doesn't function. I assume this is a side effect of having to disable them to get TU functioning. Is it not possible, like I suggested in the PM months ago, to enable a switch system so default behaviour is to continue using the B9 system and if a flag is set by a config that wants to apply TU, the old system is disabled? Hmm, scrub this, I have it working now.

2) Remove the transform specified in the texture switch module. Right now, due to this, everything breaks when you try to switch the mesh for the leading and trailing edges.

Spoiler

49D1E28550954E486F44692B2CC3BDF61CEBDA88

If you write the configs differently and make appropriate texture sets, then apply them in the right switcher, this edge mesh switch still functions...

Spoiler

6223427FBBA7B0A5D53470C7EB5C0D4D42412BA4

3) Don't force a hard dependency on Procedural Parts. By all means, supply a patch that creates a set using textures from there if they are present (using the NEEDS field) but it would be preferable if a standalone B9 Proc Wings could exist.

4) Following on from 3, as can be seen in the pictures, make a set of default patches that look like B9 and can be added to easily through using FOR patching by others. I know what this involves, I've spent a bit of time looking through the default art assets and can see where the problems lie but it's achievable with a bit of time.

I can help with this if you're interested, obviously I've fixed some things myself and half setup a means of having B9 alike recolour in these shaders. Though, I have other projects which should be the primary focus right now.

7 hours ago, Acvila said:

Hi, can you add this shaders to p-wings?

 

It is already done...

Spoiler

7900746F0C66DD5241A6B19F983E6326EC645EB9

 

Edited by Manwith Noname

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12 hours ago, The Space Man said:

Dang it ;.; this alternate version has a bug when using symmetry mode

dgwEzd0.jpg

did u try detach then attach it? it uses a different symmetry profile, do a clean install.

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Posted (edited)
20 hours ago, Nyarlathotep- said:

I'll test it shortly and report my findings.

Edit: I'll be testing with both -force-d3d9 and -force-opengl

For the cfg, i recommend to add more lines for leading edge type 2,3 ,trailing edge type 1,3, edge type 0,2 etc

Edited by Me1_base

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12 hours ago, Manwith Noname said:

It is already done...

  Reveal hidden contents

7900746F0C66DD5241A6B19F983E6326EC645EB9

 

thx for reply, but i was talking about these pwings . these are lighter:) like mass.

 

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Posted (edited)

@Acvila Indeed, you can find the a collection of packs which add TU shaders to Stock and some mods (including the original pWings) here...

Edit: Oh also, @jrodriguez, in the spoiler below is an adjusted version of your supplied config. This is to show how the setup should occur to maintain functionality of the leading and trailing edge mesh switching.

Spoiler

// TU Colour Presets

KSP_COLOR_PRESET:NEEDS[TexturesUnlimited]
{
    name = white-metallic
    title = White Paint (Metallic)
    color = 236, 236, 236
    specular = 176
    metallic = 255
}

KSP_COLOR_PRESET:NEEDS[TexturesUnlimited]
{
    name = blue-metallic
    title = Blue Paint (Metallic)
    color = 84, 214, 237
    specular = 176
    metallic = 255
}

KSP_COLOR_PRESET:NEEDS[TexturesUnlimited]
{
    name = black-metallic
    title = Black Paint (Metallic)
    color = 46, 46, 46
    specular = 176
    metallic = 255
}

// Procedural Parts Metal Sets
// Main layout

KSP_TEXTURE_SET:NEEDS[TexturesUnlimited&ProceduralParts]
{
    name = Smooth-Metal-Solid
    title = Smooth Metal Solid
    recolorable = true
    MATERIAL
    {
        shader = TU/Metallic
        texture = _MainTex,         ProceduralParts/Textures/Mains/Metal-DIFF
        texture = _BumpMap,         ProceduralParts/Textures/Normals/Smooth-NRM
        texture = _MetallicGlossMap,ProceduralParts/Textures/Metallic/Smooth-METAL
        texture = _MaskTex,         ProceduralParts/Textures/Masks/Solid-MASK
        keyword = TU_RECOLOR
        channelMask = 1
        vector = _DiffuseNorm,      0.5,0.5,0.5
        vector = _MetalNorm,        0.5,0.5,0.5
        vector = _SmoothnessNorm,   0.5,0.5,0.5
        mode = create
    }
    COLORS
    {
        mainColor = silver
    }
}

// Creating mesh specific sets

+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Surface
    @MATERIAL
    {
        mesh = surface
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Leading
    @MATERIAL
    {
        mesh = edge_leading_type0
		mesh = edge_leading_type1
		mesh = edge_leading_type2
		mesh = edge_leading_type3
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Trailing
    @MATERIAL
    {
        mesh = edge_trailing_type0
		mesh = edge_trailing_type1
		mesh = edge_trailing_type2
		mesh = edge_trailing_type3
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Endplate
    @MATERIAL
    {
        mesh = section
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Frame
    @MATERIAL
    {
        mesh = frame
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Edge
    @MATERIAL
    {
        mesh = edge_type0
		mesh = edge_type1
		mesh = edge_type2
    }
}

// B9PW Type A & C

@PART[B9_Aero_Wing_Procedural_TypeA,B9_Aero_Wing_Procedural_TypeC]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    MODULE
    {
        name = KSPTextureSwitch
        sectionName = Surface
		currentTextureSet = Smooth-Metal-Solid-Surface
        textureSet = Smooth-Metal-Solid-Surface
    }
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Leading Edge
		currentTextureSet = Smooth-Metal-Solid-Leading
        textureSet = Smooth-Metal-Solid-Leading
    }
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Trailing Edge
		currentTextureSet = Smooth-Metal-Solid-Trailing
        textureSet = Smooth-Metal-Solid-Trailing
	}
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = End Plate
		currentTextureSet = Smooth-Metal-Solid-Endplate
        textureSet = Smooth-Metal-Solid-Endplate
    }
	%MODULE[SSTURecolorGUI]
	{
		%name = SSTURecolorGUI
	}
}

// B9PW Type B

@PART[B9_Aero_Wing_Procedural_TypeB]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited&ProceduralParts]
{
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Surface
		currentTextureSet = Smooth-Metal-Solid-Surface
        textureSet = Smooth-Metal-Solid-Surface
    }
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Frame
		currentTextureSet = Smooth-Metal-Solid-Frame
        textureSet = Smooth-Metal-Solid-Frame
    }
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Edge
		currentTextureSet = Smooth-Metal-Solid-Edge
        textureSet = Smooth-Metal-Solid-Edge
    }
	%MODULE[SSTURecolorGUI]
	{
		%name = SSTURecolorGUI
	}
}

 

 

Edited by Manwith Noname

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20 hours ago, Manwith Noname said:

This is really good to see, so thumbs up for getting that working but I have some observations and suggestions.

1) If TU isn't installed, the B9 colour system doesn't function. I assume this is a side effect of having to disable them to get TU functioning. Is it not possible, like I suggested in the PM months ago, to enable a switch system so default behaviour is to continue using the B9 system and if a flag is set by a config that wants to apply TU, the old system is disabled? Hmm, scrub this, I have it working now.

2) Remove the transform specified in the texture switch module. Right now, due to this, everything breaks when you try to switch the mesh for the leading and trailing edges.

  Reveal hidden contents

49D1E28550954E486F44692B2CC3BDF61CEBDA88

If you write the configs differently and make appropriate texture sets, then apply them in the right switcher, this edge mesh switch still functions...

  Reveal hidden contents

6223427FBBA7B0A5D53470C7EB5C0D4D42412BA4

3) Don't force a hard dependency on Procedural Parts. By all means, supply a patch that creates a set using textures from there if they are present (using the NEEDS field) but it would be preferable if a standalone B9 Proc Wings could exist.

4) Following on from 3, as can be seen in the pictures, make a set of default patches that look like B9 and can be added to easily through using FOR patching by others. I know what this involves, I've spent a bit of time looking through the default art assets and can see where the problems lie but it's achievable with a bit of time.

I can help with this if you're interested, obviously I've fixed some things myself and half setup a means of having B9 alike recolour in these shaders. Though, I have other projects which should be the primary focus right now.

It is already done...

  Reveal hidden contents

7900746F0C66DD5241A6B19F983E6326EC645EB9

 

2) Thanks for the feedback I guess I did not test to switch the mesh.

3) I know the ideal thing is to include new specific textures for B9 ProcWings but I'm not an expert in creating textures so for the moment I made the decision to just use the ones included in ProceduralParts. 

4)  If you have the time to add those features/improvements feel free to do Pull Request or even a fork. I only decided to make public the TU support because I did it for my own benefit and a lot of people were begging me to make it public but I don't have plans to make any further improvements. I will  do the basic maintenance or bug fixing to keep the mod alive.

1 hour ago, Manwith Noname said:

@Acvila Indeed, you can find the a collection of packs which add TU shaders to Stock and some mods (including the original pWings) here...

Edit: Oh also, @jrodriguez, in the spoiler below is an adjusted version of your supplied config. This is to show how the setup should occur to maintain functionality of the leading and trailing edge mesh switching.

  Reveal hidden contents


// TU Colour Presets

KSP_COLOR_PRESET:NEEDS[TexturesUnlimited]
{
    name = white-metallic
    title = White Paint (Metallic)
    color = 236, 236, 236
    specular = 176
    metallic = 255
}

KSP_COLOR_PRESET:NEEDS[TexturesUnlimited]
{
    name = blue-metallic
    title = Blue Paint (Metallic)
    color = 84, 214, 237
    specular = 176
    metallic = 255
}

KSP_COLOR_PRESET:NEEDS[TexturesUnlimited]
{
    name = black-metallic
    title = Black Paint (Metallic)
    color = 46, 46, 46
    specular = 176
    metallic = 255
}

// Procedural Parts Metal Sets
// Main layout

KSP_TEXTURE_SET:NEEDS[TexturesUnlimited&ProceduralParts]
{
    name = Smooth-Metal-Solid
    title = Smooth Metal Solid
    recolorable = true
    MATERIAL
    {
        shader = TU/Metallic
        texture = _MainTex,         ProceduralParts/Textures/Mains/Metal-DIFF
        texture = _BumpMap,         ProceduralParts/Textures/Normals/Smooth-NRM
        texture = _MetallicGlossMap,ProceduralParts/Textures/Metallic/Smooth-METAL
        texture = _MaskTex,         ProceduralParts/Textures/Masks/Solid-MASK
        keyword = TU_RECOLOR
        channelMask = 1
        vector = _DiffuseNorm,      0.5,0.5,0.5
        vector = _MetalNorm,        0.5,0.5,0.5
        vector = _SmoothnessNorm,   0.5,0.5,0.5
        mode = create
    }
    COLORS
    {
        mainColor = silver
    }
}

// Creating mesh specific sets

+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Surface
    @MATERIAL
    {
        mesh = surface
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Leading
    @MATERIAL
    {
        mesh = edge_leading_type0
		mesh = edge_leading_type1
		mesh = edge_leading_type2
		mesh = edge_leading_type3
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Trailing
    @MATERIAL
    {
        mesh = edge_trailing_type0
		mesh = edge_trailing_type1
		mesh = edge_trailing_type2
		mesh = edge_trailing_type3
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Endplate
    @MATERIAL
    {
        mesh = section
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Frame
    @MATERIAL
    {
        mesh = frame
    }
}
+KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    @name = Smooth-Metal-Solid-Edge
    @MATERIAL
    {
        mesh = edge_type0
		mesh = edge_type1
		mesh = edge_type2
    }
}

// B9PW Type A & C

@PART[B9_Aero_Wing_Procedural_TypeA,B9_Aero_Wing_Procedural_TypeC]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited&ProceduralParts]
{
    MODULE
    {
        name = KSPTextureSwitch
        sectionName = Surface
		currentTextureSet = Smooth-Metal-Solid-Surface
        textureSet = Smooth-Metal-Solid-Surface
    }
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Leading Edge
		currentTextureSet = Smooth-Metal-Solid-Leading
        textureSet = Smooth-Metal-Solid-Leading
    }
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Trailing Edge
		currentTextureSet = Smooth-Metal-Solid-Trailing
        textureSet = Smooth-Metal-Solid-Trailing
	}
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = End Plate
		currentTextureSet = Smooth-Metal-Solid-Endplate
        textureSet = Smooth-Metal-Solid-Endplate
    }
	%MODULE[SSTURecolorGUI]
	{
		%name = SSTURecolorGUI
	}
}

// B9PW Type B

@PART[B9_Aero_Wing_Procedural_TypeB]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited&ProceduralParts]
{
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Surface
		currentTextureSet = Smooth-Metal-Solid-Surface
        textureSet = Smooth-Metal-Solid-Surface
    }
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Frame
		currentTextureSet = Smooth-Metal-Solid-Frame
        textureSet = Smooth-Metal-Solid-Frame
    }
	MODULE
    {
        name = KSPTextureSwitch
        sectionName = Edge
		currentTextureSet = Smooth-Metal-Solid-Edge
        textureSet = Smooth-Metal-Solid-Edge
    }
	%MODULE[SSTURecolorGUI]
	{
		%name = SSTURecolorGUI
	}
}

 

 

Thanks, I will include that config as part of the release, cheers.

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4 minutes ago, jrodriguez said:

4)  If you have the time to add those features/improvements feel free to do Pull Request or even a fork. I only decided to make public the TU support because I did it for my own benefit and a lot of people were begging me to make it public but I don't have plans to make any further improvements. I will  do the basic maintenance or bug fixing to keep the mod alive.

That's fair enough. I don't have a github account so it's unlikely I'll be making any pull requests but if I do make some headway with a more standardised setup that can be built off and patched on to I'll let you know. What I wanted to do didn't work right (though it did strangely look quite cool, even though clearly broken) but I'll probably investigate in the future.

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On 3/16/2020 at 7:48 AM, Acvila said:

thx for reply, but i was talking about these pwings . these are lighter:) like mass.

 

Just set the strength slider lower, it reduces mass.

23 hours ago, jrodriguez said:

2) Thanks for the feedback I guess I did not test to switch the mesh.

3) I know the ideal thing is to include new specific textures for B9 ProcWings but I'm not an expert in creating textures so for the moment I made the decision to just use the ones included in ProceduralParts. 

4)  If you have the time to add those features/improvements feel free to do Pull Request or even a fork. I only decided to make public the TU support because I did it for my own benefit and a lot of people were begging me to make it public but I don't have plans to make any further improvements. I will  do the basic maintenance or bug fixing to keep the mod alive.

Thanks, I will include that config as part of the release, cheers.

Happy to try and merge this in, means all the other bug fixes are in (symmetry etc). Just let me know!

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19 minutes ago, Jebman82 said:

Just set the strength slider lower, it reduces mass.

I'm not playing with FAR...

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So I tried this mod since I do have interest to film a KSP short movie, but apparently B9 PWing isn’t compatible with Persistent Trails and cause the wings to appear as unadjusted parts. Is there a fix for it?

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3 hours ago, Destroyer_Harekaze said:

So I tried this mod since I do have interest to film a KSP short movie, but apparently B9 PWing isn’t compatible with Persistent Trails and cause the wings to appear as unadjusted parts. Is there a fix for it?

Help developers to be able to help you. Provide some more info, like log files, screenshots or short video that describe issue in better way. Craft file with minimum mods used can help too, to reproduce bug on developer machine and make debuging easier. All that can help developers to solve issue faster in their limited personal free time. You can find more info how to get log files in this thread:

 

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Posted (edited)
7 hours ago, kcs123 said:

Help developers to be able to help you. Provide some more info, like log files, screenshots or short video that describe issue in better way. Craft file with minimum mods used can help too, to reproduce bug on developer machine and make debuging easier. All that can help developers to solve issue faster in their limited personal free time. You can find more info how to get log files in this thread:

 

Forgot to send those, sorry about that

Here's the craft file (It uses AP+): https://kerbalx.com/Destroyer_AmanogawaKai/Mikazuki-MA10-10

Here's the glitch I experienced: https://imgur.com/9qGGwG0

And here's the Output.log: https://www.dropbox.com/s/1sz4e1dh69tlytp/KSP.log?dl=0

For reproduction, just do a flight and use persistent trails to get a replay

Edited by Destroyer_Harekaze
Added reproduction steps

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13 hours ago, Destroyer_Harekaze said:

Forgot to send those, sorry about that

Here's the craft file (It uses AP+): https://kerbalx.com/Destroyer_AmanogawaKai/Mikazuki-MA10-10

Here's the glitch I experienced: https://imgur.com/9qGGwG0

And here's the Output.log: https://www.dropbox.com/s/1sz4e1dh69tlytp/KSP.log?dl=0

For reproduction, just do a flight and use persistent trails to get a replay

Download link for log gives error 404. Could be permission issue or something. Second question, is it that craft created in KSP 1.8.x and tried to use in KSP 1.9.x ?
Asking, because I was have similar issue long time ago when KSP is upgraded. My crafts from older KSP release were not behave properly in new KSP version. However, that was already noticable in SPH and workaround was simple, to deattach wings and attach them again.

Can you try to create new craft file to see if issue still happens ? To, be clear, I don't maintain this mod, but I use it for a long time, so I'm trying to narrow down to root of issue as much as possible to help developer, you and other users if come across with similar issue.

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Is it possibler to make even smaller wings? Widh is limited to 0.025, this is way to large for tiny wings on sounding rockets.

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19 minutes ago, New Horizons said:

Is it possibler to make even smaller wings? Widh is limited to 0.025, this is way to large for tiny wings on sounding rockets.

Reduce edge width/length. It's a separate slider.

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I've got a problem on 1.91, I can add, and see the wings (they load normaly). But, I can't push J button for editing the wings. Is there a bug with 1.91? Or am I missing something?

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Posted (edited)

Which version is correct for KSP 1.8.1? That download from 1.0.0 here points at a version file für 0.9.3?

Another point. Im am experiencing a huge performance hit when using this wings here. Is this plausible? Are procedural wings more CPU heavy?

 

Figured it out with great help in RO discord. Trajectories Mod is eating up frame  rate, when cache is disabled.

Edited by New Horizons

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i recently updated to ksp 1.9.1 and found that the latest Proc Wings still have the "black wings" issue due to macs force opengl, however, an older version seems to not have this issue. Can someone take the time to compare the 2 and find a solution? https://drive.google.com/file/d/1XfjoAc4p7MI17i4p_s6nw3mUvBe3VZGF/view?usp=sharing

 

i use a mac and the link above is an older version of procwings but seems to be working alright, it is also free of "black wings" glitch on macs

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14 hours ago, KSP dogfight master said:

i recently updated to ksp 1.9.1 and found that the latest Proc Wings still have the "black wings" issue due to macs force opengl, however, an older version seems to not have this issue. Can someone take the time to compare the 2 and find a solution? https://drive.google.com/file/d/1XfjoAc4p7MI17i4p_s6nw3mUvBe3VZGF/view?usp=sharing

 

i use a mac and the link above is an older version of procwings but seems to be working alright, it is also free of "black wings" glitch on macs

Have you tried this fork?

AFAIK, those fixes are not yet included in official version of B9PW yet.

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On 4/16/2020 at 5:28 PM, New Horizons said:

Which version is correct for KSP 1.8.1? That download from 1.0.0 here points at a version file für 0.9.3?

Another point. Im am experiencing a huge performance hit when using this wings here. Is this plausible? Are procedural wings more CPU heavy?

 

Figured it out with great help in RO discord. Trajectories Mod is eating up frame  rate, when cache is disabled.

I am having this is but do NOT have Trajectories Mod installed. Was there any other mods that were brought up while you were looking? So far I have gone through most my mods and I know this is the mod that slows me down.

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9 hours ago, KIMCHI said:

I am having this is but do NOT have Trajectories Mod installed. Was there any other mods that were brought up while you were looking? So far I have gone through most my mods and I know this is the mod that slows me down.

I guess it is a combination of procedural wings flaps and Trajectories mod. I trippled my frame rate within atmosphere by enabling cache in Trajectories.

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Posted (edited)

I don't use the Trajectories mod so it has to be something else. I wonder what it is.

Edited by KIMCHI

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Posted (edited)

Texture/Shader Issue on KSP 1.9.1, tested with Direct X 9, 11 & OpenGL same on all.

EDIT: Did a Windows Update & updated GPU drivers, problem, solved.

Edited by Cratzz

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Textures unlimited makes the B9 procedural wings transparent. Is this a fact of life now or an easy fix I can implement?

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