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KSP Interstellar Extended Continued Development Thread


FreeThinker

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1 hour ago, Rob2222 said:

It is working without interstellar. With Interstellar it was only working, when removing the "@PART[foldingRadMed]:FOR[WarpPlugin]" section from the kspstockthermal.cfg file, making it basically a stock radiator.
I was using the stock medium folding heat control system. However it seems to be normal that it works, when removing the interstallar changes from the part making the part stock again. Can you reproduce the problem or does it cool the drills for you?

An important modifier is, is this in campaign or in sandbox? The reason is because the number of radiator techs influences the heat pump rate

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1 hour ago, FreeThinker said:

An important modifier is, is this in campaign or in sandbox? The reason is because the number of radiator techs influences the heat pump rate

I had problems in the campaign, but all testing I've made in sandbox. I just wonder when I switch the radiators on and off on the launchpad, the drill core temperature does not sink even a single kelvin.

LjoPqqM.jpg

Without interstellar... with enabled heat control systems ... the drill sets at 100% thermal efficiency and 500K. With interstellar it is going to 740K, 12% and I have no idea how to cool it.

Maybe I am doing something wrong, I don't know.

 

Edited by Rob2222
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5 hours ago, FreeThinker said:

 

Yes, posting on phone sucks hard.

You accidentally quoted me, and inserted Rob's post inside on last page.

3 hours ago, Liquid5n0w said:

There is NASA project into that idea, the recently announced the project completed phase 1 and is going into phase 2, it seems they are testing hardware that could actually accomplish this.

http://www.nasa.gov/feature/magnetoshell-aerocapture-for-manned-missions-and-planetary-deep-space-orbiters

Here is the phase 1 final report:

http://www.nasa.gov/sites/default/files/files/Kirtley_2012_PhI_PlasmaAerocapture.pdf

I suspect an engine like the ATILLA or Plasma thruster could do something exactly like this.

Hmm so we could have it as early as nuclear propulsion and have higher energy consumption depending on dynamic pressure, density and temperature.

Edited by raxo2222
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45 minutes ago, Nansuchao said:

So, finally, a guide for beginner players is released. For now it just covers most of the engine. I will add then also reactors and all the other Interstellar Extended parts.

Thanks to @Liquid5n0w for the unvaluable help.

 

We should keep working on that guide, would it be possible to put it on the wiki and keep updating it?

Also, could it get linked on the OP so new players can find it easily?  Perhaps at the top of the post.

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@FreeThinker

I think you missed oceanic resource definitions several pages ago - added RSS Earth and Titan to it.

 

OCEANIC_RESOURCE_PACK_DEFINITION_KSPI
{
name = KSPI_OceanicPack
OCEANIC_RESOURCE_DEFINITION
{
    name = EveWater
    guiName = Water
    celestialBodyName = Eve
    abundance = 0.9783
    resourceName = Water
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EveSodium
    guiName = Sodium
    celestialBodyName = Eve
    abundance = 0.0094
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EveChlorine
    guiName = Chlorine
    celestialBodyName = Eve
    abundance = 0.0078
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EveMagnesium
    guiName = Magnesium
    celestialBodyName = Eve
    abundance = 0.003436
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EveLithium
    guiName = Lithium
    celestialBodyName = Eve
    abundance = 0.000000093
    resourceName = Lithium
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EveUF4
    guiName = Uranium
    celestialBodyName = Eve
    abundance = 0.000003
    resourceName = EnrichedUranium
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinWater
    guiName = Water
    celestialBodyName = Kerbin
    abundance = 0.9666
    resourceName = Water
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinChlorine
    guiName = Chlorine
    celestialBodyName = Kerbin
    abundance = 0.0194
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinSodium
    guiName = Sodium
    celestialBodyName = Kerbin
    abundance = 0.0108
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinMagnesium
    guiName = Magnesium
    celestialBodyName = Kerbin
    abundance = 0.001292
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinSulphur
    guiName = Sulphur
    celestialBodyName = Kerbin
    abundance = 0.00091
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinCalcium
    guiName = Calcium
    celestialBodyName = Kerbin
    abundance = 0.0004
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinPotassium
    guiName = Potassium
    celestialBodyName = Kerbin
    abundance = 0.0004
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinLithium
    guiName = Lithium
    celestialBodyName = Kerbin
    abundance = 0.00000017
    resourceName = Lithium
}
OCEANIC_RESOURCE_DEFINITION
{
    name = KerbinUF4
    guiName = Uranium
    celestialBodyName = Kerbin
    abundance = 0.000000003
    resourceName = EnrichedUranium
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthWater
    guiName = Water
    celestialBodyName = Earth
    abundance = 0.9666
    resourceName = Water
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthChlorine
    guiName = Chlorine
    celestialBodyName = Earth
    abundance = 0.0194
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthSodium
    guiName = Sodium
    celestialBodyName = Earth
    abundance = 0.0108
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthMagnesium
    guiName = Magnesium
    celestialBodyName = Earth
    abundance = 0.001292
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthSulphur
    guiName = Sulphur
    celestialBodyName = Earth
    abundance = 0.00091
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthCalcium
    guiName = Calcium
    celestialBodyName = Earth
    abundance = 0.0004
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthPotassium
    guiName = Potassium
    celestialBodyName = Earth
    abundance = 0.0004
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthLithium
    guiName = Lithium
    celestialBodyName = Earth
    abundance = 0.00000017
    resourceName = Lithium
}
OCEANIC_RESOURCE_DEFINITION
{
    name = EarthUF4
    guiName = Uranium
    celestialBodyName = Earth
    abundance = 0.000000003
    resourceName = EnrichedUranium
}
OCEANIC_RESOURCE_DEFINITION
{
    name = TitanMethane
    guiName = Methane
    celestialBodyName = Titan
    abundance = 0.1
    resourceName = LqdMethane
}
OCEANIC_RESOURCE_DEFINITION
{
    name = TitanNitrogen
    guiName = Nitrogen
    celestialBodyName = Titan
    abundance = 0.00001
    resourceName = LqdNitrogen
}
OCEANIC_RESOURCE_DEFINITION
{
    name = TitanArgon
    guiName = Argon
    celestialBodyName = Titan
    abundance = 0.000001
    resourceName = ArgonGas
}
OCEANIC_RESOURCE_DEFINITION
{
    name = LaytheWater
    guiName = Water
    celestialBodyName = Laythe
    abundance = 0.8435
    resourceName = Water
}
OCEANIC_RESOURCE_DEFINITION
{
    name = LaytheAmmonia
    guiName = Ammonia
    celestialBodyName = Laythe
    abundance = 0.11567
    resourceName = LqdAmmonia
}
OCEANIC_RESOURCE_DEFINITION
{
    name = LaytheChlorine
    guiName = Chlorine
    celestialBodyName = Laythe
    abundance = 0.02346
}
OCEANIC_RESOURCE_DEFINITION
{
    name = LaytheSodium
    guiName = Sodium
    celestialBodyName = Laythe
    abundance = 0.0152
}
OCEANIC_RESOURCE_DEFINITION
{
    name = LaytheMagnesium
    guiName = Magnesium
    celestialBodyName = Laythe
    abundance = 0.001177
}
OCEANIC_RESOURCE_DEFINITION
{
    name = LaytheLithium
    guiName = Lithium
    celestialBodyName = Laythe
    abundance = 0.000000237
    resourceName = Lithium
}
OCEANIC_RESOURCE_DEFINITION
{
    name = LaytheUF4
    guiName = Uranium
    celestialBodyName = Laythe
    abundance = 0.000000001
    resourceName = EnrichedUranium
}
OCEANIC_RESOURCE_DEFINITION
{
    name = TektoMethane
    guiName = Methane
    celestialBodyName = Tekto
    abundance = 0.744
    resourceName = LqdMethane
}
OCEANIC_RESOURCE_DEFINITION
{
    name = TektoAmmonia
    guiName = Ammonia
    celestialBodyName = Tekto
    abundance = 0.032
    resourceName = LqdAmmonia
}
OCEANIC_RESOURCE_DEFINITION
{
    name = TektoWater
    guiName = Water
    celestialBodyName = Tekto
    abundance = 0.025
    resourceName = Water
}
OCEANIC_RESOURCE_DEFINITION
{
    name = SlateMethane
    guiName = Methane
    celestialBodyName = Slate
    abundance = 0.144
    resourceName = LqdMethane
}
OCEANIC_RESOURCE_DEFINITION
{
    name = SlateAmmonia
    guiName = Ammonia
    celestialBodyName = Slate
    abundance = 0.032
    resourceName = LqdAmmonia
}
OCEANIC_RESOURCE_DEFINITION
{
    name = SlateWater
    guiName = Water
    celestialBodyName = Slate
    abundance = .80
    resourceName = Water
}


}

On unrelated note drill is bit broken - doesn't work on RSS (only mines ore), and resources are listed twice.

6kEakRC.jpg

 

BTW Alternative Resource Panel is updated to 1.1.2 - this means you can see how long your reactor will last :D

Lifetime of all reactors is broken except for antimatter reactors, since it doesn't have any products.

Suggestion what about 3 different tank types:

One to hold lithium, alumina (ore, that you convert in isru), aluminum, ore, thorium and uranium (you could have switchable one, and miniature buffer for drill, it would be build into drill).

Second to hold all noble gases.

Third for everything else.

 

So far there are 6 bugs in KSPI (3 caused by mod interactions):

Warp drive NRE spam while in VAB/SPH

Drills not working in RSS

Lack of alumina/aluminum/he3 tanks for MFT

Wrong mass ratios in MFT/clash with SMURFF?

Reactor lifetime not working, if it generates any products.

Warp instability, when going over 50c.

Edited by raxo2222
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On 14.6.2016 at 9:57 PM, raxo2222 said:

One to hold lithium, alumina (ore, that you convert in isru), aluminum, ore, thorium and uranium (you could have switchable one, and miniature buffer for drill, it would be build into drill).

I have made a OreSwitch.cfg to add alumina and aluminum to all ore-tanks

 

Spoiler

@PART[*]:HAS[@RESOURCE[Ore],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[ModuleResourceConverter],!MODULE[ModuleResourceHarvester],!MODULE[ModuleAnalysisResource]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:FOR[InterstellarFuelSwitch]
{
	%totalCap = #$RESOURCE[Ore]/maxAmount$
	
	%masswore = #$%totalCap$
	@masswore /= #$mass$
	@masswore /= 100


	%masswalu = 0.398
	@masswalu *= #$masswore$
	
	
	%masswalum = 0.277
	@masswalum *= #$masswore$
	
	
	MODULE
	{
		name = InterstellarFuelSwitch
		tankSwitchNames = Ore;Alumina;Aluminium
		resourceGui = Ore;Alumina;Aluminium
		resourceNames = Ore;Alumina;Aluminium
		resourceAmounts = #$../totalCap$;$../totalCap$;$../totalCap$
		hasGUI = true
		availableInFlight = true
		availableInEditor = true
		tankResourceMassDivider = #$../masswore$;$../masswalu$;$../masswalum$	
		
	}

   
}
@PART[*]:FINAL
{
	// Remove temporary variables to eliminate log spam
	

	!totalCap = 0
	!masswore = 0
	!masswalu =0
	!masswalum = 0
}

Verson 16.06.2016


@PART[*]:HAS[@RESOURCE[Ore],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[TankContentSwitcher],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[ModuleResourceConverter],!MODULE[ModuleResourceHarvester],!MODULE[ModuleAnalysisResource]]:NEEDS[InterstellarFuelSwitch&!SMURFF]:FOR[InterstellarFuelSwitch]
{
	%totalCap = #$RESOURCE[Ore]/maxAmount$
	
	%masswore = #$%totalCap$
	@masswore /= #$mass$
	@masswore /= 100 


	%masswalu = 0.398
	@masswalu *= #$masswore$
	
	
	%masswalum = 0.277
	@masswalum *= #$masswore$

	%masswbor = 0.246
	@masswbor *= #$masswore$

	
	
	MODULE
	{
		name = InterstellarFuelSwitch
		tankSwitchNames = Ore;Alumina;Aluminium;Boron
		resourceGui = Ore;Alumina;Aluminium;Boron
		resourceNames = Ore;Alumina;Aluminium;Boron
		resourceAmounts = #$../totalCap$;$../totalCap$;$../totalCap$;$../totalCap$
		hasGUI = true
		availableInFlight = true
		availableInEditor = true
		tankResourceMassDivider = #$../masswore$;$../masswalu$;$../masswalum$;$../masswbor$
		
	}  
}

@PART[*]:FINAL
{
	// Remove temporary variables to eliminate log spam
	

	!totalCap = 0
	!masswore = 0
	!masswalu =0
	!masswalum = 0
	!masswbor = 0
}
@PART[*]:HAS[@RESOURCE[Ore],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[TankContentSwitcher],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[ModuleResourceConverter],!MODULE[ModuleResourceHarvester],!MODULE[ModuleAnalysisResource]]:NEEDS[InterstellarFuelSwitch&SMURFF]:FOR[InterstellarFuelSwitch]
{
	%totalCap = #$RESOURCE[Ore]/maxAmount$
	
	%masswore = #$%totalCap$
	@masswore /= #$mass$
	@masswore /= 30


	%masswalu = 0.398
	@masswalu *= #$masswore$
	
	
	%masswalum = 0.277
	@masswalum *= #$masswore$

	%masswbor = 0.246
	@masswbor *= #$masswore$

	
	
	MODULE
	{
		name = InterstellarFuelSwitch
		tankSwitchNames = Ore;Alumina;Aluminium;Boron
		resourceGui = Ore;Alumina;Aluminium;Boron
		resourceNames = Ore;Alumina;Aluminium;Boron
		resourceAmounts = #$../totalCap$;$../totalCap$;$../totalCap$;$../totalCap$
		hasGUI = true
		availableInFlight = true
		availableInEditor = true
		tankResourceMassDivider = #$../masswore$;$../masswalu$;$../masswalum$;$../masswbor$
		
	}  
}

@PART[*]:FINAL
{
	// Remove temporary variables to eliminate log spam
	

	!totalCap = 0
	!masswore = 0
	!masswalu =0
	!masswalum = 0
	!masswbor = 0
}

 





 
PS: Am I the only one for which some part-updates are appear in the VAB?
Edited by EnigmaG
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KSPI is very resourceful mod.

VVEUFMq.jpg

Non KSPI resources are: liquid fuel, oxidizer, solid fuel, ablator/ablative shield (lets say DR shields have different specs than normal ones), monopropellant, xenon, ore, air intake and electric charge. Alumina (you have to drill it and then convert it to aluminum) is missing in big list - no tank for it.

Rest of resources are from KSPI - Extended.

Edited by raxo2222
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I just created a radially attached warp drive I call F.O.L.D. (Field Oscillating Light Drive), the concept is a little less hard science but may be possible with more research into warp engines. The concept is this: much like how radio is modulated, a carrier field is modulated around the vessel to create the warp 'doughnut' then the wap field is modulated off of that. 

I am also creating a palladium reactor allowing reactor and generator to be more compact. This is a core component to another mod that I am working on. 

Also I'd like to create a patch for my Thermonuclear Turbines mod for KSPI-E. Since most of the themal energy is used for propulsion, the engine produces a little auxiliary power for other generators. Currently it has a stock alternator to generate electricity.

Edited by Eskandare
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26 minutes ago, Eskandare said:

I just created a radially attached warp drive I call F.O.L.D. (Field Oscillating Light Drive), the concept is a little less hard science but may be possible with more research into warp engines. The concept is this: much like how radio is modulated, a carrier field is modulated around the vessel to create the warp 'doughnut' then the wap field is modulated off of that. 

I am also creating a palladium reactor allowing reactor and generator to be more compact. This is a core component to another mod that I am working on. 

Also I'd like to create a patch for my Thermonuclear Turbines mod for KSPI-E. Since most of the themal energy is used for propulsion, the engine produces a little auxiliary power for other generators. Currently it has a stock alternator to generate electricity.

Palladium reactor? So youcane it become an Ark reactor when upgraded :D

I want an Iron Man suit!

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2 hours ago, EnigmaG said:

I have made a OreSwitch.cfg to add alumina and aluminum to all ore-tanks

 

  Reveal hidden contents


@PART[*]:HAS[@RESOURCE[Ore],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[ModuleResourceConverter],!MODULE[ModuleResourceHarvester],!MODULE[ModuleAnalysisResource]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:FOR[InterstellarFuelSwitch]
{
	%totalCap = #$RESOURCE[Ore]/maxAmount$
	
	%masswore = #$%totalCap$
	@masswore /= #$mass$
	@masswore /= 100


	%masswalu = 0.398
	@masswalu *= #$masswore$
	
	
	%masswalum = 0.277
	@masswalum *= #$masswore$
	
	
	MODULE
	{
		name = InterstellarFuelSwitch
		tankSwitchNames = Ore;Alumina;Aluminium
		resourceGui = Ore;Alumina;Aluminium
		resourceNames = Ore;Alumina;Aluminium
		resourceAmounts = #$../totalCap$;$../totalCap$;$../totalCap$
		hasGUI = true
		availableInFlight = true
		availableInEditor = true
		tankResourceMassDivider = #$../masswore$;$../masswalu$;$../masswalum$	
		
	}

   
}
@PART[*]:FINAL
{
	// Remove temporary variables to eliminate log spam
	

	!totalCap = 0
	!masswore = 0
	!masswalu =0
	!masswalum = 0
}

 

 




 

PS: Am I the only one for which some part-updates are appear in the VAB?

Add only Alumina to ore tank.

Aluminum, HE3, Boron and Hexaborane should be in MFT config for all tanks.

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2 hours ago, Nansuchao said:

Palladium reactor? So youcane it become an Ark reactor when upgraded :D

I want an Iron Man suit!

You mean ARC reactor, well... 

Daily Mail, UK, MIT article, although this is a tritium/deuterium gas fusion reactor.

Radioactive isotopes of palladium, they do exist and are often used for treating cancer.

I perfer palladium reactor, over the Marvel comics ARC reactor term. The TDD-1 Tuatha de Danaan from Full Metal Panic uses a palladium reactor. I know it is fairly sci-fi, but it would be fun as a high tier technology.

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4 hours ago, raxo2222 said:

KSPI is very resourceful mod.

VVEUFMq.jpg

Non KSPI resources are: liquid fuel, oxidizer, solid fuel, ablator/ablative shield (lets say DR shields have different specs than normal ones), monopropellant, xenon, ore, air intake and electric charge. Alumina (you have to drill it and then convert it to aluminum) is missing in big list - no tank for it.

Rest of resources are from KSPI - Extended.

I know, this is the reason why I was hesitant to add every possibly usable resource to ISRU parts, as chanses are very high that you are never going to use them. Therefore I think it would be better to only add the resources which are actualy using, either consuming or producting.

21 hours ago, Rob2222 said:

I had problems in the campaign, but all testing I've made in sandbox. I just wonder when I switch the radiators on and off on the launchpad, the drill core temperature does not sink even a single kelvin.

LjoPqqM.jpg

Without interstellar... with enabled heat control systems ... the drill sets at 100% thermal efficiency and 500K. With interstellar it is going to 740K, 12% and I have no idea how to cool it.

Maybe I am doing something wrong, I don't know.

 

Great, at least now I can use something as a reference when fixing the issie

Edited by FreeThinker
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31 minutes ago, FreeThinker said:

I know, this is the reason why I was hesitant to add every possibly usable resource to ISRU parts, as chanses are very high that you are never going to use them. Therefore I think it would be better to only add the resources which are actualy using, either consuming or producting.

 

With Alternative Resource Panel you can hide empty resource bars.

Actually there is no isru part on this test craft - I wanted to see how many resources you can actually put here :P

You would see this many resources if you had crazy mothership with everything on it.

Normally this list would be 1/3 - 1/2 long of what is on screenshot at max unless you were doing grandtour.

Edited by raxo2222
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Version 1.8.28 for Kerbal Space Program 1.1.2

Released on 2016-06-15

  • Fixed Energy Transfer for Radiators
  • Fixed Exception in VAB for radiators with Near Future Electric
  • Updated Oceanic resource for RSS (tanks to raxo2222)
  • Added Solid Resource Switching for Stock Ore Tanks (thanks to EnigmaG)
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1 hour ago, FreeThinker said:

Version 1.8.28 for Kerbal Space Program 1.1.2

Released on 2016-06-15

  • Fixed Energy Transfer for Radiators
  • Fixed Exception in VAB for radiators with Near Future Electric
  • Updated Oceanic resource for RSS (tanks to raxo2222)
  • Added Solid Resource Switching for Stock Ore Tanks (thanks to EnigmaG)

Now land resources for RSS left.... someone said he would do that earlier.

Also solid resource switching doesn't work in any ore tank.

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8 hours ago, raxo2222 said:

Now land resources for RSS left.... someone said he would do that earlier.

Also solid resource switching doesn't work in any ore tank.

 

Is anyone else using Interstellar with Procedural Tanks?

Since the last update today, my copy of KSP hangs when loading the Procedural Ore tanks...

Sad KSP is sad.

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1 hour ago, RCampbell said:

Is anyone else using Interstellar with Procedural Tanks?

Since the last update today, my copy of KSP hangs when loading the Procedural Ore tanks...

Sad KSP is sad.

same here with last patch which i installed manually because on ckan doesn't work.

L.E.

with 1.8.27 it's working fine

Edited by Acvila
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On 16.6.2016 at 8:56 AM, Acvila said:

same here with last patch which i installed manually because on ckan doesn't work.

L.E.

with 1.8.27 it's working fine

Sorry here is the fix

Edited by EnigmaG
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