Jump to content

Citizen247

Members
  • Posts

    444
  • Joined

  • Last visited

Everything posted by Citizen247

  1. I'm trying to produce configs for Airplane Plus mods Rotor engines, but can't seem to get anywhere with them. They use FSEngineBladed, so I'm deleting that module in a patch and adding in a ModuleEnginesAJERotor with the desired settings. I can't seem to get the thrust to align though. Originally I used the same thrust transform as the FS module, but the thrust vector in the editor is pointed toward the rear of the craft, and thrust is only going forward in game. I tried using another transform that's in the .mu, which shows aligned correctly in the editor. In game though using that transform no thrust is provided to the craft, though more than enough is reported as being generated in the right-click. Instead, parts attached to the engine quickly heat up to exploding. I'm at a little bit of a loss. Is this something to do with an incompatibility between firespitter and AJE? Am I not creating the config correctly? Is there any examples I can look at? @PART[bellprop]:FOR[AJE] { @title = Rolls Royce @manufacturer = Rolls Royce @description = @mass = 0.265 //Engine = 114kg, Rotor Guesstimate = ~150kg //%CoMOffset = 0, 0, -1 //%rescaleFactor=0.5 !MODULE[FSpropellerAtmosphericNerf]{} !MODULE[FSengineBladed]{} MODULE { thrustVectorTransformName = baseReference heatProduction = 0 ignitionThreshold = 0.1 minThrust = 0 maxThrust = 45 name = ModuleEnginesAJERotor IspMultiplier = 1 useOxygen = true rpm = 310 //I think this is rotor speed, and this is my best guess for an average. r = 6 //Gear ratio? Something else? weight = 1500 //Max take-off weight? power = 650 //Horse power presumably BSFC = 8.47e-8 //0.468 kg/kW-h. useEngineResponseTime = False PROPELLANT { name = Kerosene ratio = 1 DrawGauge = True resourceFlowMode = STACK_PRIORITY_SEARCH } } !MODULE[ModuleReactionWheel] {} MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 5 } } Also: Could I request removing FAR as a requirement in ckan? I'd like to install via ckan as it makes keeping up to date easier, but I use my own custom atmosphere settings over FAR.
  2. The TWR reported is usually the TWR given the stock max thrust, not the maximum thrust you'll gain from the AJE configs. The Thrust you'll likely get from the AJE configs can be in the region of a tenth of the stock thrust. One thing to remember is that parts in KSP are significantly heavier than they would be IRL. See if this work: +PART[fokkerprop]:FOR[AJE] { @name= shrotprop @title= Siemens-Halske Sh.III @manufacturer = Siemens-Halske @description = An 11-cylinder, air-cooled rotary engine developed in Germany during World War I, similar to the Sh.I. @mass= 0.195 @MODULE[ModuleEngines*] { @name=ModuleEnginesAJEPropeller %useOxygen = true %displacement = 1135 %compression = 5 %minRPM = 800 %maxRPM = 1800 %power = 240 %gearratio = 2.0 %BSFC = 7.435E-8 %ramAir = 0.2 %exhaustThrust = 0.0 %meredithEffect = 0.0 %boost0 = 0 %rated0 = 0 %boost1 = 0 %rated1 = 0 %switchAlt = -1 %turbo = false %propName = 81in2CS } } Most of the weight will come from fuselage parts. Fighters of WW1 vintage were usually around 500-600kg total, while just the cockpit parts on their own tend to be double that. I have written a config for my own use, that uses b9 part switcher to reduce the weight of parts, while also reducing their strength and temperature resistance. It's not the best in the world, but with it I've been able to put together light aircraft that function as you'd expect with the AJE configs: ///////////////////////////////////////////////////////////////// // // // Aircraft mass tweak // // by Citizen247 // // // ///////////////////////////////////////////////////////////////// //Aircraft parts are way too heavy, especially for early aircraft. //This adds B9 Part Switch configs to make parts lighter but less //crash Tolerant. //Aircraft Fuel tanks - requires real fuels. TANK_DEFINITION:NEEDS[RealFuels] { name = AeroTanks highlyPressurized = False basemass = 0.000015 * volume TANK { name = Kerosene mass = 0.000012 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 } TANK { name = AvGas mass = 0.000008 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 } } ///////////////////////////////// // WINGS // ///////////////////////////////// //SXT @PART[SXTWingSmall]:FINAL { @mass = 0.005 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = SXTWS_FABRIC_STRUCTURE title = Canvas maxTemp = 550 //Wood and fabric burns... crashTolerance = 5 //Wood and fabric is very weak } SUBTYPE { name = SXTES_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 10 addedMass = 0.005 } SUBTYPE { name = SXTWS_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 20 addedMass = 0.01 } } } //SXT @PART[SXTWingSmallHalf]:FINAL { @mass = 0.0025 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = SXTWSH_FABRIC_STRUCTURE title = Canvas maxTemp = 550 //Wood and fabric burns... crashTolerance = 5 //Wood and fabric is very weak } SUBTYPE { name = SXTES_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 10 addedMass = 0.0025 } SUBTYPE { name = SXTWSH_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 20 addedMass = 0.005 } } } //SXT @PART[SXTelevonSmall]:FINAL { @mass = 0.001 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = SXTES_FABRIC_STRUCTURE title = Canvas maxTemp = 550 //Wood and fabric burns... crashTolerance = 5 //Wood and fabric is very weak } SUBTYPE { name = SXTES_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 10 addedMass = 0.001 } SUBTYPE { name = SXTES_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 20 addedMass = 0.002 } } } //SXT @PART[SXTelevonSmallHalf]:FINAL { @mass = 0.0005 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = SXTESH_FABRIC_STRUCTURE title = Canvas maxTemp = 550 //Wood and fabric burns... crashTolerance = 5 //Wood and fabric is very weak } SUBTYPE { name = SXTESH_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 10 addedMass = 0.0005 } SUBTYPE { name = SXTESH_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 20 addedMass = 0.001 } } } //B9 Procedural Wings @PART[B9_Aero_Wing_Procedural_Type*]:FINAL { @mass = 0.01 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = B9PWA_FABRIC_STRUCTURE title = Canvas maxTemp = 550 //Wood and fabric burns... crashTolerance = 5 //Wood and fabric is very weak } SUBTYPE { name = B9PWA_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 10 addedMass = 0.01 } SUBTYPE { name = B9PWA_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 20 addedMass = 0.02 } SUBTYPE { name = B9PWA_SPACE_STRUCTURE title = Pressurised maxTemp = 2400 crashTolerance = 40 addedMass = 0.04 } } } @PART[B9_Aero_Wing_Procedural_TypeA]:NEEDS[RealFuels]:FINAL { @MODULE[ModuleFuelTanks] { @type = AeroTanks } } ///////////////////////////////// // Nose Cones // ///////////////////////////////// //Squad @PART[noseCone]:FINAL { @mass = 0.005 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = SQUADNC_FABRIC_STRUCTURE title = Canvas maxTemp = 550 crashTolerance = 2 } SUBTYPE { name = SQUADNC_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 5 addedMass = 0.005 } SUBTYPE { name = SQUADNC_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 8 addedMass = 0.01 } SUBTYPE { name = SQUADNC_SPACE_STRUCTURE title = Pressurised maxTemp = 2400 crashTolerance = 10 addedMass = 0.025 } } } //Squad @PART[pointyNoseCone*]:FINAL { @mass = 0.01 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = SQUADNC_FABRIC_STRUCTURE title = Canvas maxTemp = 550 crashTolerance = 2 } SUBTYPE { name = SQUADNC_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 5 addedMass = 0.01 } SUBTYPE { name = SQUADNC_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 8 addedMass = 0.02 } SUBTYPE { name = SQUADNC_SPACE_STRUCTURE title = Pressurised maxTemp = 2400 crashTolerance = 10 addedMass = 0.04 } } } //Squad @PART[airplaneTail*]:FINAL { @mass = 0.01 //0.2 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = SQUADNC_FABRIC_STRUCTURE title = Canvas maxTemp = 550 crashTolerance = 5 } SUBTYPE { name = SQUADNC_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 8 addedMass = 0.02 } SUBTYPE { name = SQUADNC_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 10 addedMass = 0.05 } SUBTYPE { name = SQUADNC_SPACE_STRUCTURE title = Pressurised maxTemp = 2400 crashTolerance = 20 addedMass = 0.1 } } } //APP @PART[shortboom*]:FINAL { @mass = 0.005 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = APPTAIL_FABRIC_STRUCTURE title = Canvas maxTemp = 550 crashTolerance = 2 } SUBTYPE { name = APPTAIL_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 5 addedMass = 0.005 } SUBTYPE { name = APPTAIL_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 8 addedMass = 0.01 } SUBTYPE { name = APPTAIL_SPACE_STRUCTURE title = Pressurised maxTemp = 2400 crashTolerance = 10 addedMass = 0.02 } } } ///////////////////////////////// // Fuselage // ///////////////////////////////// ///////////////////////////////// // AirIntakes // ///////////////////////////////// ///////////////////////////////// // Cockpits // ///////////////////////////////// //Squad @PART[seatExternalCmd]:FINAL { //50kg for a small bit of metal tubing seems... excessive. @mass = 0.01 } //Squad @PART[Mark2Cockpit]:FINAL { @mass = 0.1 @crashTolerance = 10 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = SQUADCP_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 20 } SUBTYPE { name = SQUADCP_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 30 addedMass = 0.2 } SUBTYPE { name = SQUADCP_SPACE_STRUCTURE title = Pressurised maxTemp = 2400 crashTolerance = 40 addedMass = 0.5 } } } //nesd - open air cockpit @PART[nesdmk1opencockpit]:FINAL { @mass = 0.01 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = NESD_FABRIC_STRUCTURE title = Canvas maxTemp = 550 //Wood and fabric burns... crashTolerance = 5 //Wood and fabric is very weak } SUBTYPE { name = NESD_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 10 addedMass = 0.1 } SUBTYPE { name = NESD_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 20 addedMass = 0.2 } } } //Airplane Plus @PART[zerocockpit]:FINAL { @mass = 0.1 @crashTolerance = 10 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = APPZEROCP_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 20 } SUBTYPE { name = APPZEROCP_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 40 addedMass = 0.2 } } } //Airplane Plus @PART[oldfightercockpit]:FINAL { @mass = 0.1 @crashTolerance = 10 MODULE { name = ModuleB9PartSwitch moduleID = MoS_Aircraft_Structure_Switch SUBTYPE { name = APPFCP_WOOD_STRUCTURE title = Wood maxTemp = 800 crashTolerance = 20 } SUBTYPE { name = APPFCP_ALUMINIUM_STRUCTURE title = Aluminium maxTemp = 1000 crashTolerance = 40 addedMass = 0.2 } } } ///////////////////////////////// // FuelTanks // ///////////////////////////////// //Handled by Real Fuels?
  3. Github is a good idea actually. When I start work on this again (after I've gotten to grips with code for modular cockpits) I'll look into doing so.
  4. So it looks like photobucket has decided I can't use it for hosting images. Has anyone got any suggestions for alternatives?
  5. I know, I tend to use the 10x rescale. I was talking about the meme sorry if I wasn't clear.
  6. What's GPP scaled to real size with all the realism mods?
  7. I was planning on sticking with 1.2.2 as well, but last night I raged quit because aircraft either exploded hitting an imaginary bump in the runway (or were launched five hundred feet in the air because hitting a tiny bump at 50mph is totally going to send a 9ton aircraft hurtling straight up like something out of a bad remake of the Dukes of Hazard, amirite?) or fell through the terrain. Apparently, these are issues fixed in 1.3, and since I want to try a more aircraft heavy career game it looks like I might be forced to upgrade.
  8. The mk3 fuselage would be way to big for a WW2 bomber. 1.25m fuselages would be closer than mk3, even mk2 2.5m would be a little on the large side. Bomber cockpits go hand in hand with my plan for extra fuselage form factors though.
  9. Sorry, I thought I'd responded to this... I've been thinking about a cockpit like that, I'm just not sure the best way to do it yet. The problem with just stretching any of the existing cockpits is that you lose the ability to have a sensible IVA. That's really the problem I want to solve with a modular cockpit mod. And to be frank it's not going to be any quicker to get an interim solution together, I just need to stop procrastinating and get on with it :). As far as that goes I'll probably release it as a separate plugin that MAD requires as a dependency. And yeah, Testy McTester Face slipped through on a fault fixing update because somebody was using the production folder for testing... ...I was hoping no one would notice... Thanks WW2 Bomber-inspired cockpits are definitely on the to do list I've not actually got that much work done over the last couple of weeks. I've been playing KSP instead of modding it . I've got a 1.2.2 game set up just right, just in time for the release of 1.3... Anyway, I've at least managed to put together something I've been wanting to get right for a while, an English Electric Lightning inspired interceptor: The Fastish Fantastic Flight Thing.
  10. @Nightside The values in velCurve are points on a bezier curve. The first two points are the location in a 2D plane, the second two define how the curve should be interpolated through that point. If you leave it blank you get a default smoothing between that point and the points either side. Where I've explicitly placed interpolations it's because there's a big change, if you leave the default smoothing the curve drops below zero between 0.17 and 0.218, meaning the engine cuts out then restarts between those two. I.e. the curves look like this without those extra two values: And like this with them: Notice the trough on the first curve.
  11. Something I did just realise: Although negative fuel flow/negative Horse power is obviously something wrong, negative prop thrust isn't. If the throttle is low enough the prop should be acting as an airbrake more than a propeller.
  12. I've had similar problems with some props I've configured. I can't really remember what the problem was, but I'm fairly sure it was a matter of otherwise seemingly ok settings interacting badly. I ended up getting known good settings from another config and trying to alter them to be closer to the engine I was trying to model without also causing negative thrust/fuel etc. That's pretty vague I know. Hopefully one of the developers who know more about the mods internal workings can shed some more light.
  13. Yep, I added: FARAnimOverride { moduleName = ModuleAJEJetAnimateNozzleArea animNameField = animationName } FARAnimOverride { moduleName = ModuleAJEJetAnimateAfterburner animNameField = animationName } FARAnimOverride { moduleName = ModuleAJEJetAnimateExhaustHeat animNameField = animationName } Into FARAnimOverrides.cfg and the revoxilisation has vanished. Good call thanks.
  14. Congrats on the release. I've been testing and noticed that with AJE engines seem to cause FAR to constantly revoxilize. I've only played around a bit, but everytime I place a craft on the runway with an AJE configured Jet I get performance issues and revoxlizing messages in the console. Same craft minus the engine and I get no messages. Is this likely to be a far issue or an AJE issue? [LOG 00:17:03.170] Updating vessel voxel for FAR-ieee [LOG 00:17:03.237] Voxel Element CrossSection Area: 0.00924555692500613 Std dev for smoothing: 3 voxel total vol: 222.248901981287 filled vol: 12.7334084139059 [LOG 00:17:04.185] Unpacking FAR-ieee [LOG 00:17:04.859] Updating vessel voxel for FAR-ieee [LOG 00:17:04.918] Voxel Element CrossSection Area: 0.00924601218369 [LOG 00:17:04.946] Std dev for smoothing: 3 voxel total vol: 222.265317756287 filled vol: 12.7285682342841 [LOG 00:17:05.189] [Progress Node Reached]: Landing [LOG 00:17:05.189] [Progress Node Complete]: Landing [LOG 00:17:06.565] Updating vessel voxel for FAR-ieee [LOG 00:17:06.616] Voxel Element CrossSection Area: 0.00924592113284988 [LOG 00:17:06.645] Std dev for smoothing: 3 voxel total vol: 222.262034601287 filled vol: 12.7291872165651 [LOG 00:17:08.245] Updating vessel voxel for FAR-ieee [LOG 00:17:08.308] Voxel Element CrossSection Area: 0.00924596418795419 Std dev for smoothing: 3 voxel total vol: 222.263587100938 filled vol: 12.7293298353944 [LOG 00:17:09.966] Updating vessel voxel for FAR-ieee [LOG 00:17:10.016] Voxel Element CrossSection Area: 0.00924596559959525 [LOG 00:17:10.067] Std dev for smoothing: 3 voxel total vol: 222.263638002566 filled vol: 12.7284065205072 [LOG 00:17:11.654] Updating vessel voxel for FAR-ieee [LOG 00:17:11.733] Voxel Element CrossSection Area: 0.00924596524668499 Std dev for smoothing: 3 voxel total vol: 222.263625277159 filled vol: 12.7284023052713 [LOG 00:17:13.320] Updating vessel voxel for FAR-ieee [LOG 00:17:13.383] Voxel Element CrossSection Area: 0.00924596454086446 Std dev for smoothing: 3 voxel total vol: 222.263599826345 filled vol: 12.7284373670297 [LOG 00:17:15.028] Updating vessel voxel for FAR-ieee [LOG 00:17:15.094] Voxel Element CrossSection Area: 0.00924599242075504 Std dev for smoothing: 3 voxel total vol: 222.264605133496 filled vol: 12.7285142302196 [LOG 00:17:16.727] Updating vessel voxel for FAR-ieee [LOG 00:17:16.774] Voxel Element CrossSection Area: 0.00924600583132035 [LOG 00:17:16.822] Std dev for smoothing: 3 voxel total vol: 222.265088698961 filled vol: 12.7303096112168 [LOG 00:17:17.567] [Kopernicus] New object found near Ciro: Ast. NFK-889! [LOG 00:17:17.567] [Kopernicus] No new objects this time. (Probablility is 35%) [LOG 00:17:17.586] FARVesselAero on Ast. NFK-889 (unloaded) reporting startup [LOG 00:17:18.467] Updating vessel voxel for FAR-ieee [LOG 00:17:18.525] Voxel Element CrossSection Area: 0.00924593595511022 [LOG 00:17:18.576] Std dev for smoothing: 3 voxel total vol: 222.26256906838 filled vol: 12.7302306941272 [LOG 00:17:20.159] Updating vessel voxel for FAR-ieee [LOG 00:17:20.221] Voxel Element CrossSection Area: 0.00924597618689982 Std dev for smoothing: 3 voxel total vol: 222.264019764775 filled vol: 12.7284652714464 [LOG 00:17:21.858] Updating vessel voxel for FAR-ieee [LOG 00:17:21.935] Voxel Element CrossSection Area: 0.00924598183345977 Std dev for smoothing: 3 voxel total vol: 222.264223371287 filled vol: 12.728521585983
  15. I've been toying with the idea of making models of real jet engine, designed specifically for use with AJE. Especially some older turbojets like the Rolls Royce Nene. I know there's not a great variation in how Jets look, but it would be nice to have them not all using the same model :P. It seems to me that AJE deserves its own models anyway.
  16. Thanks. I'm not sure what you mean? Do you mean spines designed to fit on the side of Mk2 fuselage?
  17. I've checked the parts and the 0.625m air intakes do have their intake transform misaligned. I've reset the intake transform and recompiled the part. I've checked the other intakes and they should all be ok. Update is up now.
  18. Thanks :). Yes, it's caused by the intake transform "pointing" in the wrong direction. Stock KSP doesn't care, but AJE models airflow direction. I've come up against this myself when writing AJE configs for modded intakes. I wasn't planning on checking any of this until writing AJE configs myself sometime down the line. It's a simple and easy fix though, I'll edit the parts and get the mod reuploaded ASAP.
  19. A custom part module was what I was thinking of. I've got things a little easier than you do, in so much as I only care about parts designed to have their IVA's combined, which opens up various avenues for optimisation. I can add "open" and "closed" nodes for instance, so only if IVA parts are attached by open nodes can you see them. IVA's attached through "closed" nodes could be culled from the render list. That would hopefully cut out the problem of visibility you mention. Could the Z-Masks help at all? Though I suppose you'd need custom masks that don't block the open ends.
  20. If you're asking for what I think you're asking for... This is basically one of the parts that would make up modular cockpits. I've looked at that. The code for IVA rendering is fairly straight forward from what I can see. He appears to just check every IVA attached to the craft to see if it's in the field of view and if it is, it is added to the render queue. I'd be looking to do something similar, but limiting it in some way, perhaps to only IVA's in the same cockpit or that are adjoining.
  21. So, I've been doing some testing for modular cockpits. All looks good in overlay mode: Unfortunately when you go into IVA: So KSP only renders the IVA you're currently in. So modular cockpits are going to take a custom code plugin, to force KSP to render visible IVAs. I think the code itself would be fairly straight forward. However since it would be more than just parts, I'm thinking that it might be better to make another mod focused on Modular cockpits alone.
  22. Surface-attached airbrakes are firmly on my to-do list. I definitely want to produce some in the style of Mig15/F86 Sabre airbrakes. The "swiss-cheese" style dive brakes are something I'd like to do, but it depends on a few factors. Doing it with geometry could well create an extremely "heavy part" with lots of polys while doing it using transparent textures will probably look awful. It's something I'll look into though.
  23. So... Finally as promised an update! New parts: Spine size adaptors, long and short Spine airbrakes in 0.9375m and 0.625m sizes and Surface mounted ladders. I'll be adding more as time goes on. At the moment there is a long and short version. I plan on adding ladders to attach to different sized fuselages and flat sections. Finally, if you have ModuleManager installed the "options" folder contains a config file that will add fuel tanks to some of the spine parts: It's on by default. If you don't want it delete the file from the options folder. In future I will probably do this by a plugin, like firespitter or similar alternative. <Download>
×
×
  • Create New...