JadeOfMaar Posted April 28, 2017 Share Posted April 28, 2017 (edited) On that note why is AsteroidScannerSetup.cfg an empty file? Is this why the Surface Scanner doesn't work on asteroids? Edited April 28, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 28, 2017 Share Posted April 28, 2017 48 minutes ago, voicey99 said: What are these asteroid drills you speak of? Asteroids also only have a chance to have each resource, check CommunityResourcePack/Asteroid.cfg A drill with the correct module to extract resources from asteroids - since it's a different module than the normal drill module. The stock drills have it, I'm not sure what else might off the top of my head. I know you can check in the VAB in the right-click part description - it'll list 'Asteroid Harvester' or something like that. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 28, 2017 Share Posted April 28, 2017 (edited) 26 minutes ago, DStaal said: A drill with the correct module to extract resources from asteroids - since it's a different module than the normal drill module. The stock drills have it, I'm not sure what else might off the top of my head. I know you can check in the VAB in the right-click part description - it'll list 'Asteroid Harvester' or something like that. I can't see anything with the asteroid harvester module other than the stock drills, and they can only mine ore. Mining rock and processing it via ART look to be the only way of getting stuff out of a roid, but the whole chain produces pitiful amounts of just those five resources and the custom roid resource defs suggest there is another system to mine non-stock resources from asteroid, but I'm not aware of a mod that does this. Edited April 28, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
DStaal Posted April 28, 2017 Share Posted April 28, 2017 33 minutes ago, voicey99 said: I can't see anything with the asteroid harvester module other than the stock drills, and they can only mine ore. Mining rock and processing it via ART look to be the only way of getting stuff out of a roid, but the whole chain produces pitiful amounts of just those five resources and the custom roid resource defs suggest there is another system to mine non-stock resources from asteroid, but I'm not aware of a mod that does this. Asteroid mining is a completely separate process. The fact that they can only mine ore on a planet is irrelevant: On an asteroid, they get the local resources. Quote Link to comment Share on other sites More sharing options...
jd284 Posted April 28, 2017 Share Posted April 28, 2017 1 hour ago, DStaal said: Asteroid mining is a completely separate process. The fact that they can only mine ore on a planet is irrelevant: On an asteroid, they get the local resources. I can confirm this. The stock drills extract all available resources from an asteroid including the stuff you need for MKS, provided you have storage space, otherwise they just get discarded. It's not a very intuitive behavior though, and I wish the stock drill explanation would make this more obvious. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 28, 2017 Share Posted April 28, 2017 9 minutes ago, jd284 said: I can confirm this. The stock drills extract all available resources from an asteroid including the stuff you need for MKS, provided you have storage space, otherwise they just get discarded. It's not a very intuitive behavior though, and I wish the stock drill explanation would make this more obvious. Well, it was kinda designed with stock in mind, where the only mineral is ore. Admittedly, it does say "valuable resources" (so no direct reference to ore), but this is still ambiguous. Quote Link to comment Share on other sites More sharing options...
Errol Posted April 28, 2017 Share Posted April 28, 2017 Just starting to catch up on MKS stuff after not playing KSP in a little while and I noticed that kerbals can now be "born" in kolonies with males and females present simultaneously. Out of curiosity, are there plans to introduce a lifespan (ending in perma-death, and based on a few variables such as braveness and number of minutes in flight or something similar) for kerbals? This would create an actual life cycle, and open the possibility for interesting scenarios involving the deep freeze mod. Imagine your grand kerbals working at duna station relaying signals back to kerbin for you from your flight out to Eeloo.... Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 28, 2017 Share Posted April 28, 2017 9 minutes ago, Errol said: Just starting to catch up on MKS stuff after not playing KSP in a little while and I noticed that kerbals can now be "born" in kolonies with males and females present simultaneously. Out of curiosity, are there plans to introduce a lifespan (ending in perma-death, and based on a few variables such as braveness and number of minutes in flight or something similar) for kerbals? This would create an actual life cycle, and open the possibility for interesting scenarios involving the deep freeze mod. Imagine your grand kerbals working at duna station relaying signals back to kerbin for you from your flight out to Eeloo.... That seems cool, but kinda falls outside of MKS's scope and could intrude on other aspects of gameplay. For example, 80-year lifespan could be a challenge considering round-trip times to OPM's Plock typically exceed 100y Quote Link to comment Share on other sites More sharing options...
Errol Posted April 28, 2017 Share Posted April 28, 2017 Hence the need to design for generational voyages, or make use of other mitigating devices such as deep freeze. I had been unsure if it would better to post this suggestion here or in USI-LS, but I figured since that was a feature of MKS it belonged here. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 29, 2017 Author Share Posted April 29, 2017 Kerbal longevity will very likely be an optional USI-LS setting in the future for those interested in generation ships. Quote Link to comment Share on other sites More sharing options...
FrontLineFodder Posted April 29, 2017 Share Posted April 29, 2017 27 minutes ago, RoverDude said: Kerbal longevity will very likely be an optional USI-LS setting in the future for those interested in generation ships. Scarey, Cool will it be configurable ? ie how long does a kerbal live ? 60yrs, 90yrs, 120yrs ? Quote Link to comment Share on other sites More sharing options...
FrontLineFodder Posted April 29, 2017 Share Posted April 29, 2017 (edited) With Workshop Efficiency, The Wiki Functions (Efficiency) page states the bonus Quote Each efficiency part has a multiplier (this is based on mass). This is also impacted by the amount of machinery it has. i.e. it needs 100% machinery to achieve its full bonus. Two workshops giving this tag are the 2.5m Tundra ( base weight of 1442kg )and Ranger inflatable ( base weight of 1864kg, weight of 3864kg when deployed ) With Machinery loaded the weights go to 3332kg and 11314kg The Wiki Kore Design page quotes Quote The smaller Ranger series is intended as the simplest way to deploy the basic modules. They sacrfice small size with the need to deploy large Material Kits. The parts also have a lower efficiency rate than the other two classes. (wiki typo fixed) The Ranger workshop is 3x heavier than the tundra, is it intended to give a larger Workshop Efficiency bonus ? Edited April 29, 2017 by FrontLineFodder deployed weight greater still Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 29, 2017 Author Share Posted April 29, 2017 (edited) 14 minutes ago, FrontLineFodder said: The Ranger workshop is 3x heavier than the tundra, is it intended to give a larger Workshop Efficiency bonus ? Context please. (Acrually - if you're talking about GC efficiency I believe the Ranger is 3x which would make sense given its final mass) Edited April 29, 2017 by RoverDude Quote Link to comment Share on other sites More sharing options...
FrontLineFodder Posted April 29, 2017 Share Posted April 29, 2017 Just now, RoverDude said: Context please. Sorry, when using the Workshops (with the Workshop module) to boost the output of the 'Tundra' Assembly Plant, is the Ranger inflatable intended to give a larger bonus (or have I misunderstood the Efficiency system) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 29, 2017 Author Share Posted April 29, 2017 27 minutes ago, FrontLineFodder said: Sorry, when using the Workshops (with the Workshop module) to boost the output of the 'Tundra' Assembly Plant, is the Ranger inflatable intended to give a larger bonus (or have I misunderstood the Efficiency system) Yes, the Ranger part when fully expanded and kitted out weighs 15 tons. So yep, it gets a higher bonus Yes, using a Ranger assembly plant (fully kitted out) will give a larger bonus than a Tundra workshop. Quote Link to comment Share on other sites More sharing options...
custume Posted April 29, 2017 Share Posted April 29, 2017 Hello RoverDude, I have to say that I love your mod since a long time, When will squad add it to the main folder ?!?!?! and I love the game right now, looks really good, but I digress... I like to add a change to your resource production, has many people I like to use TAC and the mod right now don't fully support the mod, and they finally fix it (it work good now heheheheh ) I can see only 1 production base production model ( the pioneer ) is the only one that have something for TAC ( resource converter USI ) that will create oxygen, water and food, also creates recycles, before we had more modules with TAC converters. I know I´m asking to much because TAC is not your mod and you already have the "supplies" one, but ear me out. Keep the Pioneer mod has It is (maybe remove the recycles) but change the agriculture mod, here is my idea for it (I let the quantities to you ). In the agro mod change the ... the [ resource converter USI - agriculture ] will produce O2, mulch and organics from dirt, water, trash and carbon D. The [ resource converter USI - cultivate ] will produce fertilizer and water from substrate and mulch with a bit of organics. The [ resource converter USI - Agroponics ] will produce some food from the fertilizer, organics and substrate. Another way to do this is to convert the supplies and mulch to there parts in TAC, the conversion don't need to be visible and that way you can still use your life support mod, in the resources processing just simply change the resources from TAC to USI internally and output the conversion after is done, that way you don't need to use the raw materials in the conversion and create 2 sets of instructions, just create and master set and convert all resources to your master set. Like if there is the TAC mod then convert values: supplies = O2, food and water Mulch = carbon, waste, dirty water and then convert it back to the separated resources after the processing is done Any way, the mod looks really good and I know there is the USI life support but I prefer to see it has separated resources and not all in one for the supplies and one for the trash, some people might like the supplies better but for me the TAC will give more immersion to the game. Thank you and best regards Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 29, 2017 Share Posted April 29, 2017 5 minutes ago, custume said: <schnip> I don't believe TAC is officially supported by MKS, so if you want those changes made you'll probably have do them yourself and create a pull request for them on github. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 29, 2017 Share Posted April 29, 2017 1 minute ago, voicey99 said: I don't believe TAC is officially supported by MKS, so if you want those changes made you'll probably have do them yourself and create a pull request for them on github. What he said and if that's too much @custume at least make an issue at https://github.com/UmbraSpaceIndustries/MKS/issues detailing your ideas (stuff gets lost very quickly on this thread so logging it on Github will make sure that it stays visible). Quote Link to comment Share on other sites More sharing options...
custume Posted April 29, 2017 Share Posted April 29, 2017 (edited) Hello Voicey99 and TheRagingIrishman @Voicey99, true, but that's why I'm asking RoverDude and not TAC because is harder for them to adapt parts they don't know, is faster to do it from Rover side. @TheRagingIrishman, well I can do that, sure, no problem. Yes I know I can mod the files and change the outputs and even create new parts using the same scripts to control the conversion but that spoils the fun, and besides is best for immersion to have to deal with the parts you have and not create/cheat to add stuff. Any way its a idea and I will check out github, best regards to all EDIT: I change this part (see below), the outputs are a bit off but I will change them to more realistic values Spoiler PART { name = Duna_Agriculture_TAC module = Part author = RoverDude MODEL { model = UmbraSpaceIndustries/MKS/Assets/DunaGeneric texture = Decal_02, UmbraSpaceIndustries/MKS/Assets/Decal_07 texture = Decal_02_Glow, UmbraSpaceIndustries/MKS/Assets/Decal_07_Glow texture = sw_02, UmbraSpaceIndustries/MKS/Assets/sw_07 } rescaleFactor = 1 scale = 1 node_stack_pod01 = 1.0,-.14, 0, 1,0,0,1 node_stack_pod02 = -1.0,-.14, 0, -1,0,0,1 node_stack_pod03 = 0, -.14, 1, 0,0,1,1 node_stack_pod04 = 0, -.14, -1, 0,0,-1,1 node_stack_pod05 = 1.29, -.14, 0, 1,0,0,1 node_stack_pod06 = -1.29,-.14, 0, -1,0,0,1 node_stack_pod07 = 0, -.14, 1.29, 0,0,1,1 node_stack_pod08 = 0, -.14,-1.29, 0,0,-1,1 node_stack_top = 0.0, -0.7, 0.0, 0.0, -1.0, 0.0,3 node_stack_bottom = 0.0, 1.925, 0.0, 0.0, 1.0, 0.0,2 TechRequired = advConstruction entryCost = 8000 cost = 5000 category = none subcategory = 0 title = MKS 'Duna' TAC Agriculture Module manufacturer = USI - Kolonization Division description = This module brings more advanced farming techniques to your colony. While it's own space is limited, it can take advantage of other more expansive modules to help replenish your supplies through a variety of agriculture options. tags = USI MKS Duna Crew Hatch ?eva ?iva Control command base lander colony agriculture farm agroponics greenhouse resource convert cultivate colony USI logistics MKS ScienceContainter LifeSupport Recycle LifeSupport Substrate MaterialKits Supplies Ore Recyclables SpecializedParts Fertilizer Dirt Organics Water Mulch ElectricCharge e/c Kerbal attachRules =1,0,1,1,0 mass = 0.663 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 12 breakingForce = 280 breakingTorque = 280 maxTemp = 1700 bulkheadProfiles = size2 INTERNAL { name = landerCabinInternals } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleAnimateGeneric animationName = Light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } CrewCapacity = 2 vesselType = Base MODULE { name = ModuleCommand minimumCrew = 1 RESOURCE { name=ElectricCharge rate = 0.02777778 } } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 isTweakable = true } RESOURCE { name = Machinery amount = 100 maxAmount = 100 isTweakable = true } RESOURCE { name = Recyclables amount = 0 maxAmount = 100 isTweakable = true } RESOURCE { name = Organics amount = 0 maxAmount = 100 isTweakable = true } MODULE { name = USIAnimation animationName = Deploy } MODULE { name = ModuleLifeSupport } MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = bottom } MODULE { name = ExWorkshop ProductivityFactor = 1 } MODULE { BonusEffect = ScienceBoost name = MKSModule eTag = Greenhouse eMultiplier = 1.163 } MODULE { name = ModulePowerCoupler } //********************* MODULE { name = ModuleResourceConverter_USI ConverterName = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = BotanySkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.0013 } INPUT_RESOURCE { ResourceName = Organics Ratio = 0.000002 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00013 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000002 } OUTPUT_RESOURCE { ResourceName = Food Ratio = 0.00143 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 2.86 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000002 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000002 DumpExcess = true } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 100 } } MODULE { name = ModuleResourceConverter_USI ConverterName = Cultivate(S) StartActionName = Start Cultivate(S) StopActionName = Stop Cultivate(S) UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = BotanySkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Substrate Ratio = 0.0026 } INPUT_RESOURCE { ResourceName = Organics Ratio = 0.0026 } INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000026 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.000002 } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00026 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5.49 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000002 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00026 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 100 } } MODULE { name = ModuleResourceConverter_USI ConverterName = Compost Processor StartActionName = Start Compost StopActionName = Stop Compost UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = BotanySkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Waste Ratio = 0.0026 } INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000026 } INPUT_RESOURCE { ResourceName = Dirt Ratio = 0.000026 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.000026 } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00020 DumpExcess = False } OUTPUT_RESOURCE { ResourceName = Substrate Ratio = 0.00020 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5.49 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000002 } OUTPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000002 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 100 } } MODULE { name = ModuleResourceConverter_USI ConverterName = Cultivate(D) StartActionName = Start Cultivate(D) StopActionName = Stop Cultivate(D) UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = BotanySkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Dirt Ratio = 0.00275000 } INPUT_RESOURCE { ResourceName = Organics Ratio = 0.00275000 } INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.00001100 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.00001100 } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00011 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5.62 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000002 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00011 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 100 } } MODULE { name = ModuleResourceConverter_USI ConverterName = Agriculture(S) StartActionName = Start Agriculture(S) StopActionName = Stop Agriculture(S) UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = AgronomySkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Substrate Ratio = 0.00225 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.00225000 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00000900 } OUTPUT_RESOURCE { ResourceName = Organics Ratio = 0.00027000 DumpExcess = False } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.00027000 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5.14 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000002 } OUTPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000002 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 100 } } MODULE { name = ModuleResourceConverter_USI ConverterName = Agriculture(D) StartActionName = Start Agriculture(D) StopActionName = Stop Agriculture(D) UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = AgronomySkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Dirt Ratio = 0.0025 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.0025000 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00000500 } OUTPUT_RESOURCE { ResourceName = Organics Ratio = 0.00005000 DumpExcess = False } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.00005000 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5.46 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000002 } OUTPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000002 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 100 } } MODULE { name = ModuleSwappableConverter ResourceCosts = SpecializedParts,6,MaterialKits,30,ElectricCharge,30 bayName = C1 typeName = Config } MODULE { name = USI_ModuleFieldRepair } MODULE { name = USI_InertialDampener } } Edited April 29, 2017 by custume Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted April 29, 2017 Share Posted April 29, 2017 Whenever I try to download this mod the "Kolonization" folder is not included, and does not appear as a tab in the VAB. I have the USI Orion already installed (I renamed the new USI folder so both could exist), would that potentially have anything to do with it? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 29, 2017 Share Posted April 29, 2017 (edited) 9 minutes ago, SaturnianBlue said: Whenever I try to download this mod the "Kolonization" folder is not included, and does not appear as a tab in the VAB. I have the USI Orion already installed (I renamed the new USI folder so both could exist), would that potentially have anything to do with it? Orion has the same dependencies as MKS and comes with additional copies of them, if you install MKS after that then put the Orion folder under the MKS USI folder and delete the copies of 000_USITools, Firespitter, Kontainers and ReactorPack that came with Orion. Edited April 29, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted April 29, 2017 Share Posted April 29, 2017 4 minutes ago, voicey99 said: The Project Orion mod is totally standalone, treat is as a completely separate mod. If you install MKS, put the Orion stuff under the MKS USI folder (make sure you have one copy of each mod). That doesn't really help the fact that the Kolonization tab is missing though, right? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted April 29, 2017 Share Posted April 29, 2017 (edited) 9 minutes ago, SaturnianBlue said: That doesn't really help the fact that the Kolonization tab is missing though, right? The presence of the Kolonisation tab is dependent on USITools, and having multiple copies of the USI DLLs (i.e. the ones that came with Orion and MKS)is probably not a good idea. To check is USITools is working, launch a Salamander cmd pod (under Pods) and see if it has the option to 'toggle ground tether'. Alternatively, download the lot from the USI Constellation page and delete the mods you don't want. Edited April 29, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted April 29, 2017 Share Posted April 29, 2017 36 minutes ago, SaturnianBlue said: Whenever I try to download this mod the "Kolonization" folder is not included, and does not appear as a tab in the VAB. I have the USI Orion already installed (I renamed the new USI folder so both could exist), would that potentially have anything to do with it? also in general renaming or moving folders is bad. Mamy things in gamedata are hardcoded to the path. Quote Link to comment Share on other sites More sharing options...
SaturnianBlue Posted April 29, 2017 Share Posted April 29, 2017 49 minutes ago, voicey99 said: The presence of the Kolonisation tab is dependent on USITools, and having multiple copies of the USI DLLs (i.e. the ones that came with Orion and MKS)is probably not a good idea. To check is USITools is working, launch a Salamander cmd pod (under Pods) and see if it has the option to 'toggle ground tether'. Alternatively, download the lot from the USI Constellation page and delete the mods you don't want. Thanks! Downloading the USI Constellation pack worked. Quote Link to comment Share on other sites More sharing options...
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