modus Posted December 31, 2021 Share Posted December 31, 2021 Yeah that's a bit messed up things are in things that should not be in things, and so on It should be (purely looking at your screenshots): Kerbal Space Program (on whatever location you have it, I see you use your Steam folder, I'd recommend using another location for your modded installs) Gamedata 000_USI_Tools CommunityCategoryKit CommunityResourcePack Firespitter Squad UmbraSpaceIndustries Akita FX Karibou Konstruction Kontainers MKS ReactionPack UsiCore WOLF ModuleManager.4.2.1.dll So to summarize: you should put the contents of the 'Gamedata' of your last screenshot in the Gamedata of your second screenshot A rule of thumb: you should never have a Gamedata in your Gamedata. Quote Link to comment Share on other sites More sharing options...
AW Kerman Posted December 31, 2021 Share Posted December 31, 2021 Thanks! I'll give that a go! Quote Link to comment Share on other sites More sharing options...
AW Kerman Posted December 31, 2021 Share Posted December 31, 2021 GrEaT SuCcEsS! Thanks everyone! Quote Link to comment Share on other sites More sharing options...
modus Posted December 31, 2021 Share Posted December 31, 2021 Welcome in the MKS rabbithole! Quote Link to comment Share on other sites More sharing options...
AW Kerman Posted December 31, 2021 Share Posted December 31, 2021 Holy. Mother. Of. God. There's so much more here than that 7 year old video that I watched, absolutely fantastic! Any good documentation for where to start? I take it "Ranger" bases are smaller and easier to set up than than Duna or Atlas colonies? Quote Link to comment Share on other sites More sharing options...
modus Posted December 31, 2021 Share Posted December 31, 2021 There's a wiki you can check out (somewhat outdated for some parts but still a good start): https://github.com/UmbraSpaceIndustries/MKS/wiki Quote Link to comment Share on other sites More sharing options...
WelshSteW Posted December 31, 2021 Share Posted December 31, 2021 43 minutes ago, AW Kerman said: Holy. Mother. Of. God. There's so much more here than that 7 year old video that I watched, absolutely fantastic! Any good documentation for where to start? I take it "Ranger" bases are smaller and easier to set up than than Duna or Atlas colonies? This is what put me off. I gave it a go a while back, but it was just too much to try and figure out on my own. I read through the stuff that was available, but it just didn't apply to the version I was using. Quote Link to comment Share on other sites More sharing options...
modus Posted December 31, 2021 Share Posted December 31, 2021 In my experience, MKS (and USI LS) and definitely WOLF is trying, testing, failing, optimizing, succeeding, profiting. Maybe a bit more of the first 3 at first Quote Link to comment Share on other sites More sharing options...
notthebobo Posted December 31, 2021 Share Posted December 31, 2021 (edited) (EDIT: Too slow on my response to help with GameData) Regarding game play, start with the basics: learn what is required for Life Support and Habitation to complete your short trips to the two moons. For trips to the Mun, you don't even need any additional parts if you don't stay too long. For trips to Minmus, you'll need to start worrying about bringing Supplies. From there, start exploring the Ranger parts for first time bases, then move up to Duna and Tundra parts to allow longer stays away from Kerbin. Most of all, have fun with it! Edited December 31, 2021 by notthebobo REmoved comments about GameData setup as they Quote Link to comment Share on other sites More sharing options...
peter ch. Posted January 7, 2022 Share Posted January 7, 2022 On 1/6/2017 at 3:05 PM, RoverDude said: Introduction Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, building, and maintaining interplanetary colonies in Kerbal Space Progam. For over three years, MKS has been the definitive Colonization mod for KSP, with continued refinement of the parts and core systems (including the resource system now integrated in the stock game) based on extensive community feedback and continued development and design. MKS is not a parts pack. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. It can be soul crushingly hard, and as unforgiving as gravity. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. Features MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others. A clear progression of parts, from simple outposts and mobile bases to larger manufacturing complexes and permanent colonies. Extended ISRU operations with more resources and more complex harvesting, refining, manufacturing chains, and new mechanics. Discoverable resource lodes for more interactive resource harvesting and exploitation Customizable and field-configurable converters and harvesters to allow post-launch customization of your colony. Tools for handling large bases, such as ground tethering and automated resource transfers for disconnected bases Tools for building out your base In-Situ with harvested resources, whether it's by expanding and kitting out modules, or through in-situ construction via the bundled Ground Construction mod by @allista Parts and tools for contructing bases including weldable ports, magnetic couplers, and heavy construction equipment via the bundled Konstruction mod. Parts for mobile bases via the bundled Karibou Expedition Rover Expanded Kerbal traits and effects in support of Kolonization Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness. Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons. The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies. Part disassembly and recycling Wireless power transmission and Geothermal wells Equipment wear and tear along with manual and automated maintenance tools And much more! FAQ I hear MKS is really complicated - is that true? MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. Start with life support, and don't get fixated on trying to build everything at once. The patterns learned with a small base quickly scale for larger ones. What about documentation? Thanks to @dboi88, MKS enjoys full KSPedia documentation. There's also an excellent community maintained wiki available here. MKS Documentation even has its own development thread here. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong? Building a self sufficient colony is hard. Like... REALLY hard. It's going to take a lot of launches and a lot of work. The idea of MKS is that it is not about plunking down a base and being done. Rather, it's the journey to get to that point that is the fun bit. So yeah... you are going to need a few more rockets. I can't find a place to create my base that has all of the resources! Good. Now you get to enjoy some of the challenges that result from resource constraints. Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? I feel overwhelmed... I try to make a base, and it seems I just need so many different parts! Start small. Start with just a habitation module or two and ship in supplies. Then add some agroponics and ship in fertilizer. Once you get those down pat, you are ready for more complex systems. I am still lost - where can I get help? Ask in this thread. A lot of the folks here have been using MKS in their games for years, and are a pretty friendly lot. This looks amazing, and I didn't have any plans for my weekend anyway - where do I get this stuff? Great question! Links are below Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license. This mod redistributes ModuleManager, which is covered under its own license. This mod redistributes Ground Construction, which is covered under its own license. NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. this mod does not work for me any idea how to make it work? Quote Link to comment Share on other sites More sharing options...
modus Posted January 7, 2022 Share Posted January 7, 2022 (edited) You're being kinda vague so not really sure where it goes wrong, but: make sure you have the latest release https://github.com/UmbraSpaceIndustries/MKS/releases make sure you install correct: this is from a few posts up, note that the MKS release contains a bunch of other (very cool) USI mods, if you don't want them just delete them On 12/31/2021 at 10:04 AM, modus said: It should be: Kerbal Space Program (on whatever location you have it, I'd recommend not using you steam folder for your modded installs) Gamedata 000_USI_Tools CommunityCategoryKit CommunityResourcePack Firespitter (Squad) ==> is is gamedata by default (Squadexpansion) ==> is in gamedata by default if you have DLCs UmbraSpaceIndustries Akita ==> if you don't want this, just delete it FX ==> if you don't want this, just delete it Karibou ==> if you don't want this, just delete it Konstruction ==> if you don't want this, just delete it Kontainers ==> if you don't want this, just delete it MKS ReactionPack ==> if you don't want this, just delete it UsiCore WOLF ==> if you don't want this, just delete it ModuleManager.4.2.1.dll A rule of thumb: you should never have a Gamedata in your Gamedata! Dive into the rabbithole Come tell us how awesome it is Edited January 7, 2022 by modus Quote Link to comment Share on other sites More sharing options...
gil Posted January 9, 2022 Share Posted January 9, 2022 having a problem with the mks drills, from what i understand the 2 larger drills are meant to have 3 bays or more, which used to be the case in my game, but now they all give me the option to use only 1 bay Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted January 9, 2022 Share Posted January 9, 2022 4 hours ago, gil said: having a problem with the mks drills, from what i understand the 2 larger drills are meant to have 3 bays or more, which used to be the case in my game, but now they all give me the option to use only 1 bay That's a fairly recent change to help address some other problems with heat management, ect. Quote Link to comment Share on other sites More sharing options...
JamesonKerbal Posted January 11, 2022 Share Posted January 11, 2022 (edited) I'm having trouble with passenger routes. Having established a small number of routes, I'm now in the situation of trying to use them but the routes I want do not show up. As an example I have a route from KSC to Kerbin Orbit with 7 luxury seats, a second KSC to Kerbin Orbit route with 54 economy seats, a 90 seat economy route from Kerbin Orbit to Minmus Orbit, and a 7 seat luxury route from Kerbin Orbit to Mun Orbit. I now have a Kerbal in my Kerbin Orbit passenger terminal, and I want to send them from Kerbin Orbit to Minmus Orbit. When I have the Kerbin orbit passenger terminal active and open the Crew Transfers window, I can only see the two flights from KSC to Kerbin Orbit. There is no option to prepare the Kerbin Orbit to Minmus Orbit flight for boarding. When I have the Minmus terminal active, I can see the Kerbin Orbit to Minmus Orbit flight, but it's only in the "boarding" state and I can't select kerbals to board that flight (because the Minmus terminal is the destination not the origin, and the Kerbin orbit terminal isn't in range). How do I board passengers on the Kerbin Orbit to Minmus Orbit flight (flight 9E9 in my save)? edit: okay now I've fiddled around a bit and between selecting different departure/arival body/biome options and changing scenes I can now only see the 9E9 flight in the crew transfer window. When opening the Crew Transfer window from the toolbar button I seem to get results along the lines of "whatever filter was last applied". When opening the Crew Transfer window from the "show terminal window" action in the WOLF Terminal's PAW it appears to apply filters for flights arriving at this terminal. At this stage I can see both the luxury and economy flight from KSC to Kerbin Orbit from both the KSC and Kerbin Orbit terminals. I can only see the Kerbin Orbit to Mun/Minmus Orbit from the Mun terminal or Minmus terminal respectively. Terminal id strings: Kerbin KSC b048aa068e0847c3a0b3cfe22cbcb06e Kerbin Orbit 9be547e9cfcb4d2fa0c1647b11104d76 and e7f6e2ed43eb49469c570a461b467292 Minmus Orbit 3590dd2e4de84038a7f1549415c26332 Mun Orbit 440f26969dc5450a9fbe2f07ad12088d The 9be547 Kerbin Orbit terminal doesn't exist in the save, so I deleted that TERMINAL definition from the TERMINALS node in the save and reloaded. Immediately after the reload I'm in the "space centre" scene. When I open the Crew Transfers window from the toolbar, the only flights visible are 2Y4 and 9UN being the economy and luxury flights from KSC to Kerbin Orbit. I then switch to the Tracking Station and fly the Minmus Shipyard vessel (which is the Minmus passenger terminal). When I open the Crew Transfers window from the toolbar, the only flights visible are 2Y4 and 9UN. Then I open the (Minmus Passenger) Terminal's PAW and select "show terminal window" and the Crew Transfers window opens up with the Kerbin Orbit -> Minmus Orbit flight 9E9 visible. Changing the Departures and Arrivals dropdowns has no effect on the displayed Flights. I then switch to the Tracking Station and fly the Mun Passenger Terminal vessel. When I open the Crew Transfers window from the toolbar the only flight visible is Kerbin Orbit -> Minmus Orbit flight 9E9. Changing the Departures and Arrivals dropdown has no effect on displayed flights. Then I open the (Mun Passenger) Terminal's PAW and select "show terminal window" and the Crew Transfers window opens with the same detalis as when opened from the toolbar. Changing departures and arrivals dropdowns has no effect on displayed flights (only the 9E9 flight is listed under Flights). And that's my KSP play time for today. Time for my day job. Here's the relevant section of the save, just in case this helps figure out what's going on. Spoiler SCENARIO { name = WOLF_ScenarioModule scene = 6, 7, 5, 8 CREWROUTES { ROUTE { ArrivalTime = 6772761.2674578931 DestinationBiome = Orbit DestinationBody = Kerbin Duration = 102267.89783466281 EconomyBerths = 54 FlightNumber = 2Y4 FlightStatus = Boarding LuxuryBerths = 0 OriginBiome = KSC OriginBody = Kerbin UniqueId = 55dd7a5c8d5c4e8180afc9acd97cab66 } ROUTE { ArrivalTime = 0 DestinationBiome = Orbit DestinationBody = Minmus Duration = 1636142.3251785911 EconomyBerths = 90 FlightNumber = 9E9 FlightStatus = Boarding LuxuryBerths = 0 OriginBiome = Orbit OriginBody = Kerbin UniqueId = cc849f1277eb4a0da6073315d5c126fd } ROUTE { ArrivalTime = 13473968.82141884 DestinationBiome = Orbit DestinationBody = Kerbin Duration = 21600 EconomyBerths = 0 FlightNumber = 9UN FlightStatus = Enroute LuxuryBerths = 7 OriginBiome = KSC OriginBody = Kerbin UniqueId = fd5dba2dd1d54719be6a945130f6f7f8 PASSENGERS { PASSENGER { Name = Aldtop Kerman DisplayName = Aldtop Kerman IsTourist = False Occupation = Technician Stars = 5 } PASSENGER { Name = Andrea Kerman DisplayName = Andrea Kerman IsTourist = False Occupation = Scientist Stars = 5 } PASSENGER { Name = Ergard Kerman DisplayName = Ergard Kerman IsTourist = False Occupation = Farmer Stars = 5 } PASSENGER { Name = Henby Kerman DisplayName = Henby Kerman IsTourist = False Occupation = Mechanic Stars = 5 } PASSENGER { Name = Lanfrod Kerman DisplayName = Lanfrod Kerman IsTourist = False Occupation = Kolonist Stars = 5 } PASSENGER { Name = Macfurt Kerman DisplayName = Macfurt Kerman IsTourist = False Occupation = Engineer Stars = 5 } PASSENGER { Name = Mardon Kerman DisplayName = Mardon Kerman IsTourist = False Occupation = Miner Stars = 5 } } } ROUTE { ArrivalTime = 13364159.130969318 DestinationBiome = Orbit DestinationBody = Mun Duration = 43428.253153186291 EconomyBerths = 0 FlightNumber = 1XS FlightStatus = Boarding LuxuryBerths = 7 OriginBiome = Orbit OriginBody = Kerbin UniqueId = e8eb4d12815d4d94aad87444cfbe0792 } } Edited January 11, 2022 by JamesonKerbal Quote Link to comment Share on other sites More sharing options...
ninleafar Posted January 21, 2022 Share Posted January 21, 2022 (edited) Hi everyone, I hope I can explain well in English… I´m a veteran KSP Player, but I did´t play since KSP 1.9. Normally, I can find solution for all problems I had, but in this case I don´t know how solve this… I´m doing test my habitual mods, like MKS, and his new features, for my future save game and I found some problems: With KonFabricator… When I try to use this function, the KonFabricator windows show me: “Engineer not found in active Vessel”, and I can´t use them. This happened with the three parts (KF-250, KS-250 and KS-500) And when I try to freeze some Kerbals with USI LS, the game not find a scientific in the vessel… Spoiler But, of course, there are some engineers and scientific on board. I downloaded all USI mods (last releases) from: https://github.com/UmbraSpaceIndustries I know I had installed “unsteable release”, but I think nobody wrote about this problems… (except this… https://github.com/UmbraSpaceIndustries/MKS/issues/1516 ) I´ve installing and uninstalling a lot for mods for test them and for can open older ships, but, somebody can give me some clue about where could have the problems. Actual mod list: Spoiler Folders and files in GameData: 000_ClickThroughBlocker 000_FilterExtensions 000_FilterExtensions_Configs 000_Harmony 000_TexturesUnlimited 000_Toolbar 000_UICore 000_USITools 001_ToolbarControl 999_KSP-Recall B9PartSwitch Chatterer Coatl Aerospace CommunityCategoryKit CommunityResourcePack CommunityTechTree ConformalDecals ContractConfigurator ContractPacks CryoEngines CryoTanks DeployableEngines DMagicOrbitalScience DMagicScienceAnimate DMagicUtilities DynamicBatteryStorage EasyVesselSwitch EditorExtensionsRedux Firespitter FlightPlan FP_DPSoundFX HeatControl HideEmptyTechTreeNodes JanitorsClosetKAS KerbalAtomics KerbalFoundries KerbalHacks KerBalloons KerbalReusabilityExpansion Kerbaltek KerbetrotterLtdKIS KSP-AVC KspCraftOrganizer KSPRanks KSPRescuePodFix KSPWheel LETech MainSailor MechJeb2 MechJebForAll ModularLaunchPads NavyFish NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NEBULA Nereid PhantomAerospace ProceduralFairings ProceduralFairings-ForEverything ProceduralParts RealChute REPOSoftTech ReStock ReStockPlus SCANsat Shabby ShipManifest SpaceTuxLibrary Stock folder: Squad Stock folder: SquadExpansion SSTU StagedAnimation StationPartsExpansionRedux StationPartsExpansionReduxIVAs StationScience STMRibbons StretchySNTextures TacFuelBalancer TarsierSpaceTech TextureReplacer TriggerTech TweakScale TweakScaleCompanion UmbraSpaceIndustries UniversalStorage2 VesselNotes Waterfall WaterfallRestock ZeroMiniAVC [x]_Science! 999_Scale_Redist.dll FinalFrontier.dat ModuleManager.4.2.1.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree toolbar-settings.dat UPDATE: I had uninstalled KSP and do a clean install, now only "Unstable Release 112.0.1-bleeding-edge.3" is installed and the problem persist... UPDATE 2: somedays later, I decided try with "Constellation", Unstable Release 112.0.1-bleeding-edge.2, from here And the result was the same... Edited January 25, 2022 by ninleafar I did a clean install Quote Link to comment Share on other sites More sharing options...
Chilkoot Posted January 26, 2022 Share Posted January 26, 2022 On 1/17/2021 at 5:50 AM, roffl8 said: Hey, when recovering Containers from your mod i get negative funds back. Tried to recover mined Exotic Minerals and instead went bankrupt I hope this is the right place to ask and not some other Mod causing this. Other mods i have: KSPI-E, Near Future, GU, KAS I've been scouring for a resolution to this, but no luck. Has anyone found a workaround? Quote Link to comment Share on other sites More sharing options...
caipi Posted January 26, 2022 Share Posted January 26, 2022 2 hours ago, Chilkoot said: I've been scouring for a resolution to this, but no luck. Has anyone found a workaround? Have you tried the following? Quote RefundingOnRecovery [KSP 1.11.0 - 1.12.3] Vessel recovery funds properly account for modules implementing IPartCostModifier. This bug affect stock fairings, cargo parts and many modules from various mods (part switchers and procedural parts mods, USI, Kerbalism, Tweakscale, etc). Quote Link to comment Share on other sites More sharing options...
modus Posted January 26, 2022 Share Posted January 26, 2022 Can confirm communityfixes solves the problem. Quote Link to comment Share on other sites More sharing options...
Chilkoot Posted January 26, 2022 Share Posted January 26, 2022 7 hours ago, caipi said: Have you tried the following? This works!! Thanks so much for pointing this out. The Mining Guild of Thalia will be able to feed their children again. Quote Link to comment Share on other sites More sharing options...
Chilkoot Posted January 27, 2022 Share Posted January 27, 2022 Anyone know if there's a way to get methane (from Nertea's mods) into the USI warehousing system? I'd like to use local/planetary logistics to manage methane stocks, but I don't see Nertea's cryo fuel (LCH4) as an option in Bob's Kontainer Tanks, and Nertea's tanks don't participate in USI Warehouse. Any leads appreciated - not scared of diving into configs as necessary, but not smart enough to deconstruct and figure out what needs to go where. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 27, 2022 Author Share Posted January 27, 2022 5 minutes ago, Chilkoot said: Anyone know if there's a way to get methane (from Nertea's mods) into the USI warehousing system? I'd like to use local/planetary logistics to manage methane stocks, but I don't see Nertea's cryo fuel (LCH4) as an option in Bob's Kontainer Tanks, and Nertea's tanks don't participate in USI Warehouse. Any leads appreciated - not scared of diving into configs as necessary, but not smart enough to deconstruct and figure out what needs to go where. Module Manager. Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted January 28, 2022 Share Posted January 28, 2022 (edited) Heyo! I was wondering about the background production of resources, how does it work exactly ? (and not talking about wolf) To explain what I mean is when using the planetary warehouse I had it some time ago that I just had to switch to my miners to transfer it into it, all that was mined over that period of time ? Or does it have to do with the energy production, since I am using KSPIE fusion reactors with their generators and not solar panels or stock/USI ways of powergeneration Any suggestion/tips would be greatly appreciated! Also this seems a little weird ? (reports no rate and is still mining) Edited January 28, 2022 by Yuubari_ Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 29, 2022 Author Share Posted January 29, 2022 3 hours ago, Yuubari_ said: Heyo! I was wondering about the background production of resources, how does it work exactly ? (and not talking about wolf) To explain what I mean is when using the planetary warehouse I had it some time ago that I just had to switch to my miners to transfer it into it, all that was mined over that period of time ? Or does it have to do with the energy production, since I am using KSPIE fusion reactors with their generators and not solar panels or stock/USI ways of powergeneration Any suggestion/tips would be greatly appreciated! Also this seems a little weird ? (reports no rate and is still mining) Background production uses the stock system - that is, a catch-up mechanic when a ship is in focus. Same way stock drills and ISRU work. Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted January 29, 2022 Share Posted January 29, 2022 I see! Thank you very much then! ^^ Quote Link to comment Share on other sites More sharing options...
Distriaction Posted January 30, 2022 Share Posted January 30, 2022 (edited) Hi everyone, I have this problem with resources.. Extraplanetary launchpads is using Metal Ore,Metal and RocketParts as consumables for building stuff . And I know that with MKS installed it should transition to using Material kits and SP... But it does not . Same thing with Planetary base systems parts... not using MaterialKits and SpecializedParts....Maybe I am doing something wrong? Tried surfing every wiki, but cant find a solution... in the most popular MKS guide there is a screenshot of EL using there resources. Also I found some patches that should work \GameData\UmbraSpaceIndustries\MKS\Patches\PatchManager but in my game they do not , like deleting EL parts (Some thing with Firespitter parts, but I dont know if this is related) Edited January 30, 2022 by Distriaction Quote Link to comment Share on other sites More sharing options...
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