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KSP2 Release Notes
Everything posted by Yemo
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@Smegghed: I hope Linux works out for you! I m really hesitant in adding new stuff so late in the patch development, new contracts will have to wait for the next dev version as well. I m just much more comfortable with trouble shooting in dev versions, should something come up. While it is essentially just a resize and reskin of the model by Tal, I included it anyway. Not everyone wants/needs the whole bundle of parts and it offers a lightweight solution for a common problem, even though KSP 1.0 will introduce cargo bays as well. The crew compartment mass i a bit unfortunate, but I m not sure how I can fix that without making it worse, though the Mk2 tanks are a bit lightweight at the moment. But I have added KAS storage to every utility part with crew capacity, 20 per kerbal. Thank you for the suggestion!
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Yemo replied to bsquiklehausen's topic in KSP1 Mod Releases
Hey, I like your parts, unfortunately there are some problems: 1. Your TaurusHCV part config does not have an ending bracket, it lacks a } at the end. 2. Your folder name R&SCapsuledyne is problematic for module manager configs, since & is an operator, could you shorten the folder name to RSCapsuledyne please? 3. In your TaurusHCV config, you have life support resources included, without checking whether TAC life support is installed or not. Since TAC life support adds resources automatically, I suggest removing those resource definitions from your config. That makes the pod usable with other life support systems. Thank you very much!- 786 replies
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KSP Interstellar Extended Continued Development Thread
Yemo replied to FreeThinker's topic in KSP1 Mod Development
Thank you for the changes! I noticed that the deployable microwave transceiver has the same mass as the non-deployable one and that there is only a very small difference between the masses of the Microwave Beamed Power Receiver and its smaller version. For the future, do you plan on a cost rebalance? The costs seem to be all over the place. For example radiators (inline and radial) have the same costs regardless of size, and some tanks are extremely expensive. -
[Plugin][0.90] (Semi-)Saturatable Reaction Wheels v1.8 (Apr 9)
Yemo replied to Crzyrndm's topic in KSP1 Mod Releases
Hey, I have a (possible) bug report: When using the ExceptionDetector, there are quite a lot of exceptions thrown when placing some parts in the VAB. For example the AR202 from MechJeb, the Command Pod from Taurus HCV, the Deployable Skycrane from Dr. Jet's Chop Shop. They all have in common, that they are command pods, with reaction wheels and built in thrusters. The exceptions are only thrown if RW Saturatable is installed. Depending on the part, the exceptions vary. ModuleEngine.CalculateThrust for the Deployable Skycrane from Dr. Jet's Chop Shop, Part.GetConnectedResources for the Taurus HCV command pod and something else for the MechJeb AR202 as well. -
@LordAurelius: The engine looks nice! I m having my hands full at releasing 0.8.9, so I will take a look after that! @PeterPan: Thank you for the mod suggestion. An impactor experiment is missing at the moment (didnt KSPI add one), I will take a look at it after 0.8.9. Removed Mod Support: I had to remove mod support for (Semi-)Saturatable Reaction Wheels for the moment, there were quite a lot of exceptions thrown when placing some parts in the VAB. For example the AR202 from MechJeb, the Command Pod from Taurus HCV, the Deployable Skycrane from Dr. Jet's Chop Shop. They all have in common, that they are command pods, with reaction wheels and built in thrusters.
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Yemo replied to Dr. Jet's topic in KSP1 Mod Releases
edit: Removed exception report, must be something with my install. On another note: Have you considered using LayeredAnimations for the 2axis solar panels? I ve seen it working for the HabitatPack, it might be useful for the solar panels as well. It is discussed on the last few pages of that thread. -
KSP Interstellar Extended Continued Development Thread
Yemo replied to FreeThinker's topic in KSP1 Mod Development
Hey, I updated to the latest KSPI extended (by removing the WarpPlugin Folder and reinstalling), but it does not want ot load. It seems to lack the definitions of the LqdHydrogen and LqdOxygen and so on, so it stops at components where those are needed now. As far as I know, the latest released CommunityResourcePack from RoverDude only defines LiquidHydrogen, but not LqdHydrogen and so on. -
For the "compatibilities and dependencies" part of your "modpack" wish, you can can take a look at conversion mods like the Realism Overhaul or the SETI-BalanceMod in my signature. Of course they do not provide one download but links to the respective mod threads, as download bundling mods is considered detrimental to the modding effort.
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[0.90] FAR/NEAR usability Package - FARuP, v1.0.1, Feb. 25
Yemo replied to Yemo's topic in KSP1 Mod Releases
Generally it nerfs the velocity curve of the air breathing engines, so you wont reach orbital velocities with them, but there is no functionality change. -
[0.90] FAR/NEAR usability Package - FARuP, v1.0.1, Feb. 25
Yemo replied to Yemo's topic in KSP1 Mod Releases
There are some module manager config files included, which change the stock engines. Eg making the basic jet lighter and changing their velocity curve to a little more realistic values, so that you can not reach mach 5 or more with the basic jet. If you prefer stock, you can just delete that config. -
Fixed the heatshield, thank you! I bundled the science settings in a new config, since there are so many now. Not sure why that would effect MM, since they are both alphabetically after all the other folders/configs... While I can not test it at the moment, I changed the @PART [*]:HAS[@MODULE[ModuleCommand],#vesselType[Probe]] line, which should add the telemetry report, to @PART [*]:HAS[@MODULE[ModuleCommand],#vesselType[Probe]]:AFTER[sETI]. That ususally works in such cases. As mentioned, can not test at the moment, so no release patch today. Dev version, make sure to back up your savegames! DOWNLOAD: SETI-BalanceMod-v0.8.8dev7
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[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
Yemo replied to BahamutoD's topic in KSP1 Mod Releases
6 leg 2.5m version and 8 leg 3.75m version ;-) -
KSP Interstellar Extended Continued Development Thread
Yemo replied to FreeThinker's topic in KSP1 Mod Development
Can you take another look at the radiators please? For example the inline and radial radiators seem to be very ineffective/inefficient. The flat radiator panel can deal with 425kW, while the small inline raditor (0.625m diameter) can only deal with 1.86kW, although it even has a higher outer surface area than the panel, not counting the stack top and bottom and the interior ribs. Also the 1.25m inline radiator can only deal with 7.43kW, while the 62.5cm inline radiator can deal with 17.02kW. A whole radiator review would be great. -
For the moment I want to stay with the title changes for sorting (Electrics:, Mono, LFO and so on). SETI specific Filter Extensions are an option after KSP 1.0, since there are so many other fronts to work on at the moment. And I want to see what changes with 1.0 anyway. I would prefer the "worst clutterers" to bring their own category, like infernal robotics has its own tab. And then maybe do something about the overflowing utilities tab via a SETI specific category. Not sure about the memory upshoot on scene changes. If anyone affected could try with his usual mod list but with a deleted SETI folder, that would be great for narrowing it down. I m working on having a release version of the 0.8.9 patch until tomorrow, but I m at a Linux system for the weekend, so it would be great to know if that is a SETI or a mod specific problem.
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NEW dev version! Barometer nerfed a lot, from 12 science return to 3, biome mask change from Lord Aurelius incorporated as well. Mass of mystery goo and materials bay reduced to 160kg, mystery goo science return increased from 10/13 to 18/23 science. You can drop the experiments with heat shields, but another option is, to return them to a science lab in space and transmit from there (the big one from station science boosts transmission efficiency by a factor of 3, the small mobile one from stock by a factor of 2.5). DMagic experiments science returns nerfed (between 5/6 and 2/3 of previous values), but many have a reduced mass of 20kg instead of 40kg now. Tweakscale should be removed from them (thus they might be bulky, but have less mass). Also, Monoprop storage per volume increased a lot (about 1/3 more per volume) and the stock tanks are now in line. I ve incorporated the changes into the dev build, thank you very much. Which version of KSP do you use (32/64 bit, Linux/Windows)? I would also need a screenshot of your GameData folder. Do you use any RAM control methods, like OpenGl, ActiveTextureManagement or DDS loader? That kind of memory leak is extreme and indicates some sort of major issue. While scene changes increase memory buildup, it should last for 2 hours or so. This is a dev build, please make a backup of your saves folder! DOWNLOAD: SETI-BalanceMod-v0.8.8dev6 Many important changes regarding contracts, science experiments, procedural parts, techtree, monoprop, boosters and so on... This changelog is based on 0.8.8, and includes the changes from the previous dev versions: **Contracts** * Stock progression contracts (explore body) removed, since they could not be cancelled and blocked the list * New "Space Exploration & Technology Initiative" agency to identify SETI contracts (though it still uses the stock image) * Powered Landing contracts do not allow aero parts on vessel (wings, nose cones, intakes) **Science Experiments* * Mystery Goo and Materials Bay have half the previous mass (160kg instead of 320kg) * Mystery Goo rewards increased from 10/13 to 18/23 science * New automatic surface sample experiment from Lord Aurelius "StockScienceTweaks" included (@unmannedTech) * Updated biome mask of Barometer Experiment from "StockScienceTweaks", now biome dependent when flying low, no ground readings * Nerfed TemperatureScan and Barometer considerably, to rebalance the early science gains * Nerfed Accelerometer and Gravimeter considerably, but they are available earlier @basicRocketry/electronics * Acc/Grav got their physics significance back, rebalanced their costs and masses * Many DMagic Experiments nerfed * Many DMagic Experiment parts shuffled around in the tech tree and many are only 20kg instead of 40kg **Extended Mod Support** * Kerbal Foundries (only the skid is rebalanced so far and moved to stability, rest is still unbalanced) **Reintroduced Nose Cones, updated Autopruner file** * FAR likes normal nose cones much better than procedural ones... * So the normal ones are brought back * If you use AutoPruner, then unprune with the old autopruner file and reprune with the new one **Procedural Parts* * Monoprop tank capacity per volume drastically increased * Procedural Probe Core with Battery tank type option (much less dense than Procedural Battery) * Procedural Structural Element and Nose Cone restricted like the other procedural parts * Procedural Structural Element and Nose Cone with low density battery option and fuel tank options * Therefore a low density procedural battery is available at the start! * New Procedural KAS Life Support Container! * Decreased minimum volume of procedural boosters **TechTree changes** * CTT AdvancedRecycling/Hydroponics node renamed to Orbital Stations * CTT Orbital Surveys node costs increased from 90 to 160 * Basic ladder earlier @stability * Small Adjustable Landing Gear earlier @stability * Procedural Alkaline Fuel Cell earlier @survivability * Procedural Battery earlier @survivability * Some more basic structural parts moved to generalConstruction * Hardpoints earlier eg small one @stability * RLA Spinnaker LFO engine (75kN thrust, 0.625m diameter) earlier @generalRocketry * VenStockRevamp SnubOtron earlier @generalRocketry * Standard Nose Cone earlier @start * Protective Nose Cone later @heavyRocketry * KAS/KIS parts shuffled around the tech tree, generally earlier * KipEng Low Profile Station parts later @Orbital Stations (CTT) or specializedConstruction * Clamp-o-tron docking port with integrated parachute earlier @advMetalworks * MicroGoo and micro materials bay later @exoticAlloys **Rebalances & Adjustments** * Monoprop thrusters and tanks rebalanced (higher capacity tanks, lower isp engines, less mass & cost RCS) * Non-procedural nose cones reintroduced, because FAR likes them much better than the procedural ones... * Non-procedural nose cones rebalanced in terms of mass and costs, also renamed * Non-Procedural Boosters sometimes heavily rebalanced to be in line with the procedural ones * Procedural Nose Cones are surface attachable and accept surface attachments * Non-procedural decouplers and separators have tweakscale configs * HECS probe core gets a small reaction wheel * Micronode (non-rockomax one) now allows radial attachment * Jet engine costs rebalanced * LFI Basic Jet Engine rated at Ma0.95 instead of Ma1.2 * Structural Girder costs rebalanced * Small Landing Gear has physics significance and mass of 50kg * Hardpoints rebalanced * Mk2-R Parachute case rescaled to fit the actually contained chute * BaseMount part from Habitat Pack now supports tweakscale * A bit lower entry costs for LV-T45 * KAX Heavy Jet fuel tank rebalanced to be in line with procedural parts * Mk1 Liquid Fuel rebalanced to be in line with procedural parts **Minor Changes and Fixes** * Mainsail Gimbal restored to stock value for VenStockRevamp * Habitats corrected * HERP pod had the wrong mass, it was too light * TR-18D Stack Separator node position fix (especially for StockPartRevamp) * Deleted TweakScale configs from DMagic Science Experiments
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That sounds like a good way, since EVA samples are "collectible" anyway. I would very much like it to be a core part, since it just fits the whole balancing idea perfectly. Thank you very much! I m not very familiar with the biome filters. But since the gravimeter is very late now (electronics) compared to the accelerometer (survivability), biome dependence might give an incentive to revisit the biomes from orbit as well and alter the flight path. With the new 7 payout instead of 20 or so, this would be ok, imho. Both incorporated, thank you! Well, there are 2 issues. 1. One of the dev versions was really bad and messed with the contracts. I reverted the contracts in the latest dev version, though it might still have messed up your savegame. I will put a big disclaimer on further dev versions to make a backup of the savegame. 2. General Progression contract packs are redundant with SETI and thus might mess up the slots/progression. It was stated in the supported mods list, but I now made it red and put a list of supported contract packs in the INSTALL section. I m not familiar with Kerbin Space Station (SETI has some basic station contracts) and spacetux, but I definately know that AdvancedProgression is redundant and watched a streamer having problems with that and SETI. 0.8.9 Due to the massive amount of changes for the next update, I will post another dev version later today, something of a release candidat. It includes nearly all the important changes (contracts, science experiments, procedural parts, techtree, monoprop, boosters and so on...), but will lack most of the planned mod support. It will probably have the longest changelog yet, a worthy last 0.8.x patch... Since KSPI changes in the next major version, 0.9.0 is planned to be only a small wrap up (since 0.8.9 is so large, there will surely be something to correct...) and thus possibly the final 0.90 KSP patch for SETI.
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Biome dependent when flying low seems a good idea. But please not biome dependent when low in space. Otherwise people will abuse it for minmus biome hopping. I m actually only planning to nerf the monoprops since I m making monoprop storage more efficient with regards to dry tank mass. As far as I can see, they should be less efficient than the LFO ones in terms of craft mass/deltaV. Yep, surface sample is planned, though I m really unsure where to put it in the tech tree. I m actually considering putting it to unmanned tech. The node could need some part and it is specifically designed for unmanned missions. Also I will have to give it physics significance and make it non-collectible for balance reasons. So that players can not just transfer the science to a science canister on a probe all the time and use it for endless biome hopping. The question is, do you want me to support your Stock Science Tweaks download or do prefer it to be included in SETI directly? Hm, new idea on science rebalance, with StockScienceTweaks Surface Drill: I would also shift around some DMagic experiments, like the Dynamic Albedo of Neutrons (which searches for water) to the recycling node, to give that at least one related part if no life support is installed. [TABLE=width: 800, align: left] [TR] [TD][/TD] [TD]Rewards now[/TD] [TD]Proposed Rewards[/TD] [TD]Tech Unlock now[/TD] [TD]Proposed Tech Unlock[/TD] [/TR] [TR] [TD]Telemetry[/TD] [TD]1[/TD] [TD]1[/TD] [TD]start[/TD] [TD]start[/TD] [/TR] [TR] [TD]Temperature[/TD] [TD]8[/TD] [TD]3[/TD] [TD]start[/TD] [TD]start[/TD] [/TR] [TR] [TD]Barometer[/TD] [TD]12[/TD] [TD]3[/TD] [TD]start[/TD] [TD]start[/TD] [/TR] [TR] [TD]Accelerometer[/TD] [TD]20/22[/TD] [TD]5[/TD] [TD]electronics[/TD] [TD]basicRocketry[/TD] [/TR] [TR] [TD]Gravimeter[/TD] [TD]20/22[/TD] [TD]7[/TD] [TD]advScienceTech[/TD] [TD]electronics[/TD] [/TR] [TR] [TD]MysteryGoo[/TD] [TD]10/13[/TD] [TD]10/13[/TD] [TD]spaceExploration[/TD] [TD]survivability[/TD] [/TR] [TR] [TD]MaterialsScience[/TD] [TD]25/32[/TD] [TD]25/32[/TD] [TD]scienceTech[/TD] [TD]scienceTech[/TD] [/TR] [TR] [TD]Crew Report[/TD] [TD]5[/TD] [TD]6[/TD] [TD]basicRocketry[/TD] [TD]basicRocketry[/TD] [/TR] [TR] [TD]SurfaceSample[/TD] [TD]30/40[/TD] [TD]30/40[/TD] [TD]building[/TD] [TD]building/unmannedTech[/TD] [/TR] [TR] [TD]EVA Report[/TD] [TD]8[/TD] [TD]8[/TD] [TD]building unlock[/TD] [TD]building unlock[/TD] [/TR] [/TABLE] ------------------------------------------------------------------------------------------------------------------------------------------
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Recommended mods for exploring the solar system?
Yemo replied to Daggywaggy's topic in KSP1 Mods Discussions
This thread lists many mods ordered by category: http://forum.kerbalspaceprogram.com/threads/55401 -
Changing the cost of node unlocks is possible (already done for enhanced survivability), but I m hesitant to do that, since 1.0 will change the tech tree anyway and at the moment, the R&D facility upgrade limits are not moddable. Regarding the science experiment nerf, this is how it is now and what I propose: [TABLE=width: 800, align: left] [TR] [TD][/TD] [TD]Rewards now[/TD] [TD]Proposed Rewards[/TD] [TD]Tech Unlock now[/TD] [TD]Proposed Tech Unlock[/TD] [/TR] [TR] [TD]Telemetry[/TD] [TD]1[/TD] [TD]1[/TD] [TD]start[/TD] [TD]start[/TD] [/TR] [TR] [TD]Temperature[/TD] [TD]8[/TD] [TD]3[/TD] [TD]start[/TD] [TD]start[/TD] [/TR] [TR] [TD]Barometer[/TD] [TD]12[/TD] [TD]3[/TD] [TD]start[/TD] [TD]start[/TD] [/TR] [TR] [TD]Accelerometer[/TD] [TD]20/22[/TD] [TD]6[/TD] [TD]Electronics [/TD] [TD]basicRocketry[/TD] [/TR] [TR] [TD]Gravimeter[/TD] [TD]20/22[/TD] [TD]7[/TD] [TD]advScienceTech [/TD] [TD]survivability[/TD] [/TR] [TR] [TD]Crew Report[/TD] [TD]5[/TD] [TD]6[/TD] [TD]basicRocketry[/TD] [TD]basicRocketry[/TD] [/TR] [TR] [TD]EVA Report[/TD] [TD]8[/TD] [TD]8[/TD] [TD]building unlock[/TD] [TD]building unlock[/TD] [/TR] [/TABLE] ------------------------------------------------------------------------------------------------------------------------------------------ It keeps the early science gains roughly the same in total (keep in mind that the telemetry is new and the barometer can be used in space), is more in line with historical science progression (accelerometers were used since medieval times) and considerably nerfs the late game op mass-less Acc/Grav. I m also considering giving the Acc/Grav physics significance back. Then reducing the joint Acc/Grav universal storage mass to 20kg and the joint Temp/Baro wedge to 20kg as well. Since Temp and Baro are still physicsless, I would give the wedge a 4800EC battery to account for the mass. edit: Also, based on feedback by igor_perusco, MONOprop will probably be rebalanced again... Much higher capacity storage tanks, much lower ISP engines (the dedicated propulsion ones, no changes to the RCS thrusters).
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Nav Hud added to OP, thank you! The Taurus is on the list, will increase priority. Well, kerbalstuff has the update to update changelogs. There is no general changelog so far, but some of the most important rebalancing changes are listed in the OP under II. I m thinking on drastically decreasing the thermometer and barometer science rewards. There are so many supported science experiments now, and those 2 are pretty op compared to their mass (which is 0).
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QuizTech aero pack is on my list, those rocket engines look great as well! Ah, the dev download lacked the MM-UnusedParts-ProceduralParts folder with the updated SETI-TechTree-SQUAD-Unused.cfg file. I just deleted the 3 nose cone entries in that file. Yep, it now allows different shapes by being able to use 2 parts, also more in line with the original design by LordAurelius. For example the Me163 Komet concept built by igor_perusco on his twitch stream. Unfortunately there is the tank type option name mixup, so previous craft have to be corrected for that.
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dev5 with the old contracts, since the new ones appear to be horribly broken, thank you very much to twitch streamer igor_perusco for unwillingly finding out. He is streaming the SETI-BalanceMod! DOWNLOAD: SETI-BalanceMod-v0.8.8dev5
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Just updated to dev3: It will break your existing Hybrid Rockets, since they will only have solid fuel now. You have to switch them to the new tank type option "HybridFuel" which is the new default. This allows you to store the oxidizer in a separate part (like a procedural liquid nose cone tank). Just make sure the ratios match the "HybridFuel" option. edit: removed, broken
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Will take a look (though it probably needs some time testing in a career save). Als, I chose my avatar when starting this thread: failing contracts = unlimited funds Basically I earned money by stuffing my lawn with assets, intentionally going bankrupt, getting contract advances and then repeating the procedure. Until recovering my piled up assets for lots of funds ;-).
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Glad you like it! For your short trip manned power requirements, I suggest an alkaline fuel cell, either the procedural one or the one from UniversalStorage. The stagger on this is a bit exaggerated, but it makes only a slight difference here. This is just duplicating the wing and sticking it on a girder segment. http://cloud-4.steamusercontent.com/ugc/540771566031864965/D89DF7E3F7E508BD61FFB89448A4688EB964E434/ That is a 22% increase in lifting capability if I understand Cl correctly (~0.8 for single wing, ~0.5x2 for the biplane) Ah, I see, then I was just not getting the separation right. Seems I scaled it down too much to look in line with real world biplanes. Added the NavUtilities, thank you! Hm, that 20-40 minute sounds really awful. Even on windows I can play for at least 1-2 hours (depending on installed mods) without problems, using ATM. And I only have an i3 with 8GB RAM. And with quite some scene changes for testing. For longer plays I switch to Linux, so I can not help much with the windows optimization. Since KSP has different problems on different PCs, it might just be one mod causing problems for you. Though I definately recommend ExceptionDetector! The jet is not as beginner friendly as the 2 which are already included, especially for starting and ladder climbing (wings beneath the cockpit exit). Also I m hesitant to release another jet for the distributed packs, since it adds maintanance effort. I might release a small "additional craft" pack though, for those interested. Yep, the engines are very efficient and the fuel density is very high compared to stock. But the latter one is necessary for at least some balance with regards to other fuel options and I have to keep in mind that some people play 6.4. Stock Kerbin is just very small... Yep, I know that feeling. For me the active modding started with the awesome editor of NeverwinterNights ;-). Anyway, this is dev version 2, especially the contracts got under the hood changes to harden the progression against issues. Also the contracts are now offered by the "Space Exploration & Technology Initiative" agency (still uses stock image), for easier identification. edit: download fixed version on the next page DOWNLOAD: SETI-BalanceMod-v0.8.8dev2 to be installed on top of v0.8.8 release Further changes compared to dev version 1 preliminary changelog: **Reintroduced Nose Cones, updated Autopruner file** * FAR likes normal nose cones much better than procedural ones... * So the normal ones are brought back * If you use AutoPruner, then unprune with the old autopruner file and reprune with the new one **Contracts** * Stock progression contracts (explore body) removed, since they could not be cancelled and blocked the list * New "Space Exploration & Technology Initiative" agency to identify SETI contracts (though it still uses the stock image) * SETI contracts hardened against progression issues * Powered Landing contracts do not allow aero parts on vessel (wings, nose cones, intakes) **TechTree changes** * RLA Spinnaker LFO engine (75kN thrust, 0.625m diameter) earlier @generalRocketry * VenStockRevamp SnubOtron earlier @generalRocketry * Standard Nose Cone earlier @start * Protective Nose Cone later @heavyRocketry **Rebalances & Adjustments** * Non-procedural nose cones reintroduced, because FAR likes them much better than the procedural ones... * Non-procedural nose cones rebalanced in terms of mass and costs, also renamed * Procedural Nose Cones are surface attachable and accept surface attachments **Minor Changes and Fixes**
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