Ja222 Posted July 13, 2017 Share Posted July 13, 2017 I am having a trouble with chimes, when I set them up in SPH on my plane one side is correctly displayed and other one has the rotation reversed. Screen added because I think I messed up with description. Quote Link to comment Share on other sites More sharing options...
Magnavox Posted July 13, 2017 Share Posted July 13, 2017 5 hours ago, Ja222 said: 5 hours ago, Ja222 said: I am having a trouble with chimes, when I set them up in SPH on my plane one side is correctly displayed and other one has the rotation reversed. Screen added because I think I messed up with description. Reveal hidden contents I had this same problem. As the part description notes, you have to switch to Radial symmetry to get them to work correctly. Hit R on your keyboard to put a part into radial symmetry. Quote Link to comment Share on other sites More sharing options...
Ja222 Posted July 13, 2017 Share Posted July 13, 2017 This messes up with everything else I put on them later on... Thank you for answering, but for now I will just withhold myself from using them. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 14, 2017 Author Share Posted July 14, 2017 @magnavox: I really should remodel those someday to better indicate which side is up. For gimbals, you want the Mk2X_VTOLGimbals.cfg MM patch included in the Extras folder bundled with M2X, which gives all the vtol engines/ lift fans gimballing. @ja222: Chines are sort of finicky. If you're stacking chines using their attach nodes, the initial part will can either be placed with radial or mirror symmetry, but the subsequent chine parts will need to be attached with radial symmetry. Using mirror symmetry when stacking chines will result in improper mirroring like in your picture. If you're attaching other things radially to the chines and you want mirror symmetry for them, the chine part they're attached to will need to be placed radially, so either have those parts be the root of the chine stack, or placed next to, but not attached to, an existing chine stack. Quote Link to comment Share on other sites More sharing options...
Capt. Henry Morgan Posted July 15, 2017 Share Posted July 15, 2017 I'm having an issue with the Sievert Atomic Thermal Jet. I'm not sure if it's a bug in the mod, or if it's simple user error. I'm trying to use it to power a passenger jet/heavy bomber, but I can't get the engine to produce any thrust at all. It's provided with enough IntakeAtm, and I did remember to turn the reactor on. Engineer says I should be getting more than enough thrust to fly this thing, but it just sits there on the runway making me look stupid. All the information about the reactor itself is coming up blank when I right-click on it. Is it me, or is it the engine? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 15, 2017 Share Posted July 15, 2017 34 minutes ago, Capt. Henry Morgan said: I'm having an issue with the Sievert Atomic Thermal Jet. I'm not sure if it's a bug in the mod, or if it's simple user error. I'm trying to use it to power a passenger jet/heavy bomber, but I can't get the engine to produce any thrust at all. It's provided with enough IntakeAtm, and I did remember to turn the reactor on. Engineer says I should be getting more than enough thrust to fly this thing, but it just sits there on the runway making me look stupid. All the information about the reactor itself is coming up blank when I right-click on it. Is it me, or is it the engine? It's an interaction with Near Future Electrical the M3X patch is out of date with recent changes to that mod. See: If you use M2X there's also a fix for that: Quote Link to comment Share on other sites More sharing options...
bjornadri Posted July 28, 2017 Share Posted July 28, 2017 will the mk 3 expansionpack eventually get craft files just like its mk 2 counterpart? Quote Link to comment Share on other sites More sharing options...
Magnavox Posted July 31, 2017 Share Posted July 31, 2017 @SuicidalInsanity I've been using the Mk 3 Hypersonic cockpit for a while now and have noticed that it has a distressing tendency to overheat and explode even on fairly gentle reentries. Even adding radiators to the cockpit doesn't seem to help, in fact it seems to hurt. I'll do some more experimentation to see if I can replicate the exact problem. I'm just wondering if anyone else has been having this problem. In 6 reentries of my new Super Mullet, the cockpit has exploded 5 times. I've made the craft file available as it stands now if anyone wants to give it a try. craft file here Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted July 31, 2017 Author Share Posted July 31, 2017 @bjornadri: Yeah, M3X example craft are planned. @Magnavox: First I've heard of radiators making something overheat faster. The cockpit is currently still using the stock shuttle heat values, so i can try buffing the cockpit to have the heat stats of the M2X hypersonic stuff. I'm not entirely sure how re-entry heating is calculated, so there might be some DragCube weirdness going on there as well; fairly easy to investigate/correct, which might also fix the overheat issue. Quote Link to comment Share on other sites More sharing options...
Jim Kerman Posted August 3, 2017 Share Posted August 3, 2017 For some odd reason there's a missing face in the IVA of the Mk2 hypersonic cockpit. I can see the runway when i look to the side from both backseats. Already reinstalled the mod. Might be just a missing texture or mod conflict maybe? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 4, 2017 Author Share Posted August 4, 2017 Yeah, I see the problem, it's an IVA OverlayMesh issue, it'll be fixed next update. An interim fix would be removing the Mk2Expansion/Spaces/OverlayMasks/Blademask.mu file, though removing it means that the HS-X IVA won't be properly occluded if the external camera view IVA feature is used. Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 5, 2017 Share Posted August 5, 2017 I personally like the missing face in thr MK2 hypersonic cockpit, maybe make it a window too. It makes great views, especially for tourism. You know what they say. "It's a feature not a bug." What I don't like, however, is the deletion of the screen in the cockpit. You know, the one that deploys, with filters and stuff, that can be activated to be a virtual screen. The reason I say deletion instead of removal (I know they pretty much means the same thing, but it just sounds better) is because I suppose it's probably part of the messed up IVA. That's my 0.02 funds on this one. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 5, 2017 Author Share Posted August 5, 2017 I'm guessing you mean a RPM HUD? The ASET IVA had, and still has one, but to the best I can recall, the HS-X RPM IVA has never had a RPM HUD. You can add one in by going to Mk2Expansion/Spaces/BladePit/Internal_RPM.cfg and inserting the below into the .cfg PROP { name = RasterPropMonitorBasicHUD position = -7.450581E-09,0.3988,-1.2261 rotation = 0,0,0,1 scale = 1,1,1 } Quote Link to comment Share on other sites More sharing options...
lunian Posted August 7, 2017 Share Posted August 7, 2017 @SuicidalInsanity Is there any plan to make Mk3 Reaction wheels ? cause I still using multiple mk3 drone core strap together. Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 8, 2017 Share Posted August 8, 2017 On 8/5/2017 at 6:03 PM, SuicidalInsanity said: I'm guessing you mean a RPM HUD? The ASET IVA had, and still has one, but to the best I can recall, the HS-X RPM IVA has never had a RPM HUD. You can add one in by going to Mk2Expansion/Spaces/BladePit/Internal_RPM.cfg and inserting the below into the .cfg PROP { name = RasterPropMonitorBasicHUD position = -7.450581E-09,0.3988,-1.2261 rotation = 0,0,0,1 scale = 1,1,1 } Yes, but I do remember the HS-X having one. Do you still share older versions? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 8, 2017 Author Share Posted August 8, 2017 I have archived versions of M2X on GitHub going back as far as v1.5.1, which was for... KSP 1.03, I think? It's possible it had a RPM HUD back in pre 1.03 days, but that would have been 2+ years ago. You could be remembering using the ASET version of the IVA at some point, you mentioned the HUD deploying and having filters - that sounds like the ASET HUD; the standard RPM one doesn't have those features. Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 10, 2017 Share Posted August 10, 2017 Oh, am sorry, just realized it was ASET Avionics I had a while ago but never realized what it was for. Quote Link to comment Share on other sites More sharing options...
Magnavox Posted August 13, 2017 Share Posted August 13, 2017 On 02/07/2017 at 2:35 PM, SuicidalInsanity said: It has come to my attention that the recent Near Future Electrical update has broken M3X's NFE compatibility patch, this should restore functionality to the M3X nuclear engines for people running M3X + NFE: Hide contents @PART[M3X_Hades]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk3Expansion] { @mass = 12.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 130000 NominalTemperature = 3200 CriticalTemperature = 3600 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } GeneratesHeat = false UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } MODULE { name = ModuleCoreHeat CoreTempGoal = 3200 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 2600 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 maxEnergyTransfer = 130000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true exhaustCooling = 2600 } !MODULE[ModuleAlternator] {} MODULE { name = FissionEngine Priority = 2 HeatUsed = 2600 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 7000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 20 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 200 maxAmount = 200 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 200 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.1 } } @PART[M3X_NuclearJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk3Expansion] { @mass = 12.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true HeatGeneration = 80000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } MODULE { name = ModuleCoreHeat CoreTempGoal = 3200 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 2600 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 maxEnergyTransfer = 80000 overcoolFactor = 0.20 maxLinksAway = 1 isCoreRadiator = true exhaustCooling = 2600 } MODULE { name = FissionEngine Priority = 2 HeatUsed = 2600 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 7000 1.3 } } !MODULE[ModuleAlternator] {} MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 40 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 100 maxAmount = 100 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 100 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.1 } } @SuicidalInsanity This patch for the NFE reactor panel change is no longer valid. I appled your change for the M2X addon and everything is working well, but the M3x parts still are not functioning correctly. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 13, 2017 Author Share Posted August 13, 2017 Yes, I know. M3X-NFE compatibility patch for latest version of NFE Spoiler @PART[M3X_Hades]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk3Expansion] { @mass = 12.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 130000 NominalTemperature = 3200 CriticalTemperature = 3600 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3200 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 4500 //At what core temperature do we shut down all generators on this part? MaxCoolant = 2600 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 2600 CoolingDecayRate = 100 } !MODULE[ModuleAlternator] {} MODULE { name = FissionEngine Priority = 2 HeatUsed = 2600 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 7000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 40 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 200 maxAmount = 200 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 200 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M3X_NuclearJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk3Expansion] { @mass = 12.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName FollowThrottle = true HeatGeneration = 80000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3200 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 2600 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 2600 CoolingDecayRate = 100 } MODULE { name = FissionEngine Priority = 2 HeatUsed = 2600 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 7000 1.3 } } !MODULE[ModuleAlternator] {} MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 40 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 100 maxAmount = 100 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 100 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } Quote Link to comment Share on other sites More sharing options...
Magnavox Posted August 13, 2017 Share Posted August 13, 2017 Oh Thankyouthankyouthankyou! Now I can get back to testing if I can build a nuclear ssto that can take off from both Eve and Duna. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 17, 2017 Author Share Posted August 17, 2017 Mk3 reactor WiP: ...I may have gone overboard on the internal detailing. Quote Link to comment Share on other sites More sharing options...
Grand Ship Builder Posted August 17, 2017 Share Posted August 17, 2017 1 hour ago, SuicidalInsanity said: Mk3 reactor WiP: ...I may have gone overboard on the internal detailing. Nice. Detail is not a bad thing, as long as it isn't so detail it destroys the game, which is super rare if it ever happened at all. May I suggest some pod bay doors to be opened today? Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted August 28, 2017 Share Posted August 28, 2017 Awesome mod love all the parts. How op are the engines, the cleaver in particular. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 31, 2017 Author Share Posted August 31, 2017 M3X engines are in need of tweaking to bring them more inline with stock engine values, but at present they shouldn't be too OP (with the exception of the Sievert, since that's a Nuclear Thermal jet that doesn't need fuel), though some of the rocket engines are a bit light for their thrust. The Cleaver is slightly more powerful in terms of thrust/weight than the stock Rapier, though not by much. Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted September 10, 2017 Share Posted September 10, 2017 Is the inline MK3 supposed to have a IVA for RPM? there isn't one on mine. Quote Link to comment Share on other sites More sharing options...
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