piloteer Posted March 20 Share Posted March 20 (edited) I've always been very unhappy with some aspects of KSP. When KSP2's plans were announced, I, as a 14-year-old KSP fan, like many others, was ecstatic at the ideas of proper colonies, orbital construction, multiplayer, etc., until Take-Two ripped that away from us. I was devastated, and I returned to modded KSP1. With the help of mods from modding veterans, KSP1 became a serious game that I loved even more, but it always left a bitter taste in my mouth. And because KSA won't even have an early access game for another year minimum, I decided to take this into my own hands. I would like to announce that I will be working on… KSP Redux, or another name that can still be decided. You all don’t know me, but if I have my sights set on something, it will happen, eventually. I will work on this, but since I don’t know Blender, Unity, C#, or anything like that, expect a long wait. I thought this project would be better than KSP2 Redux because instead of trying to bring an incomplete game to normal standards with KSP2 Redux, I plan on perfecting the original to the promised levels in KSP2. This project will also be completely transparent; I’ll try to post updates each weekend, and if you’re a modder, I would highly appreciate it if you could teach me the ways of the Force. Also, I will always take feedback from the community and try to build off it. Here’s what I plan on adding in rough chronological order: Completely dependency-free mods (with the exception of Module Manager) A more simple version of EPL, which looks better and is simpler—this gap has never properly been filled, and that’s currently a priority DebDeb star system More parts Colonies A rework of the science system (I’m talking no more tech tree, rather you invest science in part research and other things—very rough) I’m sure there’s more that I just temporarily forgot, but it’ll come back to me. This roadmap might look super ambitious for someone who doesn’t know anything about developing, well, anything, but if you can trust me, I’m sure that I can change this game for the better with the help of fellow community members. Any help would be appreciated. I will say more about KSP Redux this weekend when I remember what I temporarily forgot, lol. I hope to also bring some news about how C# is going. Now finally, I really don’t like giving a release date for something that I’m not sure will leave the drawing board, but maybe I can get simplified EPL out by August if everything goes to plan—but don’t rely on this date! Once I’ve released that mod and already gotten a mod under my belt, I expect other mods to take a shorter amount of time. But anyway, this is maybe a bit too ambitious, but with the help of the community, I’m sure I can get maybe a rough early access version of the DebDeb system out by the end of the year! I hope to see some of you this weekend! Edited March 20 by piloteer spelling and grammatical errors Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted March 21 Share Posted March 21 4 hours ago, piloteer said: I've always been very unhappy with some aspects of KSP. When KSP2's plans were announced, I, as a 14-year-old KSP fan, like many others, was ecstatic at the ideas of proper colonies, orbital construction, multiplayer, etc., until Take-Two ripped that away from us. I was devastated, and I returned to modded KSP1. With the help of mods from modding veterans, KSP1 became a serious game that I loved even more, but it always left a bitter taste in my mouth. And because KSA won't even have an early access game for another year minimum, I decided to take this into my own hands. I would like to announce that I will be working on… KSP Redux, or another name that can still be decided. You all don’t know me, but if I have my sights set on something, it will happen, eventually. I will work on this, but since I don’t know Blender, Unity, C#, or anything like that, expect a long wait. I thought this project would be better than KSP2 Redux because instead of trying to bring an incomplete game to normal standards with KSP2 Redux, I plan on perfecting the original to the promised levels in KSP2. This project will also be completely transparent; I’ll try to post updates each weekend, and if you’re a modder, I would highly appreciate it if you could teach me the ways of the Force. Also, I will always take feedback from the community and try to build off it. Here’s what I plan on adding in rough chronological order: Completely dependency-free mods (with the exception of Module Manager) A more simple version of EPL, which looks better and is simpler—this gap has never properly been filled, and that’s currently a priority DebDeb star system More parts Colonies A rework of the science system (I’m talking no more tech tree, rather you invest science in part research and other things—very rough) I’m sure there’s more that I just temporarily forgot, but it’ll come back to me. This roadmap might look super ambitious for someone who doesn’t know anything about developing, well, anything, but if you can trust me, I’m sure that I can change this game for the better with the help of fellow community members. Any help would be appreciated. I will say more about KSP Redux this weekend when I remember what I temporarily forgot, lol. I hope to also bring some news about how C# is going. Now finally, I really don’t like giving a release date for something that I’m not sure will leave the drawing board, but maybe I can get simplified EPL out by August if everything goes to plan—but don’t rely on this date! Once I’ve released that mod and already gotten a mod under my belt, I expect other mods to take a shorter amount of time. But anyway, this is maybe a bit too ambitious, but with the help of the community, I’m sure I can get maybe a rough early access version of the DebDeb system out by the end of the year! I hope to see some of you this weekend! i and Maybe @Mr. Kerbin could help, as they are working on a KSP2- derived star system pack Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted March 21 Share Posted March 21 I present to you (only first two systems KSP2 related) Quote Link to comment Share on other sites More sharing options...
arbsoup Posted March 21 Share Posted March 21 Quote This roadmap might look super ambitious for someone who doesn’t know anything about developing, well, anything, I would strongly advise against pretty much everything in this approach. As a beginner, it's really important not to hype yourself up too much about all the stuff you want to do, because in addition to likely disappointing whoever else might've been excited by the words on the page, you are likely to burn out and disappoint yourself. Pick a thing and do it well. And if you don't know how to do that yet, pick a smaller thing and do it decently. You say that you have problems with EPL being too complex, for example (which is surprising, because my complaint is that it is almost too simple, especially in its complete isolation from CRP). Could you identify a change and make it? The source is on Github and it's under the GPL license, so you're welcome to make a fork to tinker around with it. In the process, you'll learn about the C# build environment and using git, and you'll do it in a context where you know what's supposed to happen so it's easier to fix bugs. My one true code contribution so far is my tiny little USI-LS fork to fix some issues with the habitation time system. I could've decided to make a life support mod that does everything I want it to, from the ground up — but that would be a lot, and I wouldn't even know where to start coding. But I have a bit of a better idea now, because of that experience getting into the guts of someone else's project and figuring out how they made it work. And in the meantime I've produced a small thing done decently that improves my KSP experience, and that's something I could be proud of even if I quit afterwards. Quote Link to comment Share on other sites More sharing options...
piloteer Posted March 21 Author Share Posted March 21 5 hours ago, arbsoup said: I would strongly advise against pretty much everything in this approach. As a beginner, it's really important not to hype yourself up too much about all the stuff you want to do, because in addition to likely disappointing whoever else might've been excited by the words on the page, you are likely to burn out and disappoint yourself. Pick a thing and do it well. And if you don't know how to do that yet, pick a smaller thing and do it decently. You say that you have problems with EPL being too complex, for example (which is surprising, because my complaint is that it is almost too simple, especially in its complete isolation from CRP). Could you identify a change and make it? The source is on Github and it's under the GPL license, so you're welcome to make a fork to tinker around with it. In the process, you'll learn about the C# build environment and using git, and you'll do it in a context where you know what's supposed to happen so it's easier to fix bugs. My one true code contribution so far is my tiny little USI-LS fork to fix some issues with the habitation time system. I could've decided to make a life support mod that does everything I want it to, from the ground up — but that would be a lot, and I wouldn't even know where to start coding. But I have a bit of a better idea now, because of that experience getting into the guts of someone else's project and figuring out how they made it work. And in the meantime I've produced a small thing done decently that improves my KSP experience, and that's something I could be proud of even if I quit afterwards. I understand and take this into account, I am new and I don't know everything so thank you, I didn't mention in this post but I plan on doing other super simple projects first, and for EPL I plan on doing texture changes, and simplifying the build process, i would consider that not too much as a first mob but still I highly appreciate this, regarding my road map, I'm not sure if it will ever leave the drawing board but I really focus on 1 project at a time, I think I can do this at a slow pace not to burn myself out, and I think the initial hurdle will be learning modding, so that's the main problem i have. So in short my road map is purely what I could or would add if I got over the initial hurdle. Still, I don't have experience so please tell me what I'm doing wrong if i did and lastly, this is just to show the community what i will be working on for a while, and I can't promise anything but I just want to show what could become of ksp. Still if there's anything I don't understand about this, please tell, me I highly appreciate it! Quote Link to comment Share on other sites More sharing options...
piloteer Posted March 21 Author Share Posted March 21 5 hours ago, Kevin_kerman said: i and Maybe @Mr. Kerbin could help, as they are working on a KSP2- derived star system pack All the help would be appreciated! Thanks for reading my ambitious post! Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted March 21 Share Posted March 21 4 hours ago, piloteer said: All the help would be appreciated! Thanks for reading my ambitious post! i could also model in blender, though no dependencies but MM would be insanely hard as kopernicus is already a really good mod for adding new planets and that stuff. Quote Link to comment Share on other sites More sharing options...
piloteer Posted March 21 Author Share Posted March 21 26 minutes ago, Kevin_kerman said: i could also model in blender, though no dependencies but MM would be insanely hard as kopernicus is already a really good mod for adding new planets and that stuff. Of course kopernicus but that's the only thing I want to use Quote Link to comment Share on other sites More sharing options...
Yaroslav Posted March 21 Share Posted March 21 8 minutes ago, piloteer said: Конечно, коперник, но это единственное, что я хочу использовать You are on discord?, I have ideas to tell about them. Quote Link to comment Share on other sites More sharing options...
towermom9 Posted March 21 Share Posted March 21 18 hours ago, piloteer said: I've always been very unhappy with some aspects of KSP. When KSP2's plans were announced, I, as a 14-year-old KSP fan, like many others, was ecstatic at the ideas of proper colonies, orbital construction, multiplayer, etc., until Take-Two ripped that away from us. I was devastated, and I returned to modded KSP1. With the help of mods from modding veterans, KSP1 became a serious game that I loved even more, but it always left a bitter taste in my mouth. And because KSA won't even have an early access game for another year minimum, I decided to take this into my own hands. I would like to announce that I will be working on… KSP Redux, or another name that can still be decided. You all don’t know me, but if I have my sights set on something, it will happen, eventually. I will work on this, but since I don’t know Blender, Unity, C#, or anything like that, expect a long wait. I thought this project would be better than KSP2 Redux because instead of trying to bring an incomplete game to normal standards with KSP2 Redux, I plan on perfecting the original to the promised levels in KSP2. This project will also be completely transparent; I’ll try to post updates each weekend, and if you’re a modder, I would highly appreciate it if you could teach me the ways of the Force. Also, I will always take feedback from the community and try to build off it. Here’s what I plan on adding in rough chronological order: Completely dependency-free mods (with the exception of Module Manager) A more simple version of EPL, which looks better and is simpler—this gap has never properly been filled, and that’s currently a priority DebDeb star system More parts Colonies A rework of the science system (I’m talking no more tech tree, rather you invest science in part research and other things—very rough) I’m sure there’s more that I just temporarily forgot, but it’ll come back to me. This roadmap might look super ambitious for someone who doesn’t know anything about developing, well, anything, but if you can trust me, I’m sure that I can change this game for the better with the help of fellow community members. Any help would be appreciated. I will say more about KSP Redux this weekend when I remember what I temporarily forgot, lol. I hope to also bring some news about how C# is going. Now finally, I really don’t like giving a release date for something that I’m not sure will leave the drawing board, but maybe I can get simplified EPL out by August if everything goes to plan—but don’t rely on this date! Once I’ve released that mod and already gotten a mod under my belt, I expect other mods to take a shorter amount of time. But anyway, this is maybe a bit too ambitious, but with the help of the community, I’m sure I can get maybe a rough early access version of the DebDeb system out by the end of the year! I hope to see some of you this weekend! Personally, to make ksp 100x times better for me is just a faster loadtime. take a while to load all of the mods Quote Link to comment Share on other sites More sharing options...
Second Hand Rocket Science Posted March 21 Share Posted March 21 19 hours ago, piloteer said: I've always been very unhappy with some aspects of KSP. When KSP2's plans were announced, I, as a 14-year-old KSP fan Quote Link to comment Share on other sites More sharing options...
piloteer Posted March 21 Author Share Posted March 21 1 hour ago, towermom9 said: Personally, to make ksp 100x times better for me is just a faster loadtime. take a while to load all of the mods i think mods cant do that, im not sure but if it was possible im sure it would have happened already, but if its possible ill try it 47 minutes ago, Second Hand Rocket Science said: im happy to see people being interested! Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted March 22 Share Posted March 22 Thread moved since it's not ready for release yet. Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted March 22 Share Posted March 22 On 3/20/2025 at 4:01 PM, piloteer said: I've always been very unhappy with some aspects of KSP. When KSP2's plans were announced, I, as a 14-year-old KSP fan, like many others, was ecstatic at the ideas of proper colonies, orbital construction, multiplayer, etc., until Take-Two ripped that away from us. I was devastated, and I returned to modded KSP1. With the help of mods from modding veterans, KSP1 became a serious game that I loved even more, but it always left a bitter taste in my mouth. And because KSA won't even have an early access game for another year minimum, I decided to take this into my own hands. I would like to announce that I will be working on… KSP Redux, or another name that can still be decided. You all don’t know me, but if I have my sights set on something, it will happen, eventually. I will work on this, but since I don’t know Blender, Unity, C#, or anything like that, expect a long wait. I thought this project would be better than KSP2 Redux because instead of trying to bring an incomplete game to normal standards with KSP2 Redux, I plan on perfecting the original to the promised levels in KSP2. This project will also be completely transparent; I’ll try to post updates each weekend, and if you’re a modder, I would highly appreciate it if you could teach me the ways of the Force. Also, I will always take feedback from the community and try to build off it. Here’s what I plan on adding in rough chronological order: Completely dependency-free mods (with the exception of Module Manager) A more simple version of EPL, which looks better and is simpler—this gap has never properly been filled, and that’s currently a priority DebDeb star system More parts Colonies A rework of the science system (I’m talking no more tech tree, rather you invest science in part research and other things—very rough) I’m sure there’s more that I just temporarily forgot, but it’ll come back to me. This roadmap might look super ambitious for someone who doesn’t know anything about developing, well, anything, but if you can trust me, I’m sure that I can change this game for the better with the help of fellow community members. Any help would be appreciated. I will say more about KSP Redux this weekend when I remember what I temporarily forgot, lol. I hope to also bring some news about how C# is going. Now finally, I really don’t like giving a release date for something that I’m not sure will leave the drawing board, but maybe I can get simplified EPL out by August if everything goes to plan—but don’t rely on this date! Once I’ve released that mod and already gotten a mod under my belt, I expect other mods to take a shorter amount of time. But anyway, this is maybe a bit too ambitious, but with the help of the community, I’m sure I can get maybe a rough early access version of the DebDeb system out by the end of the year! I hope to see some of you this weekend! theres a solution to all of this, just it takes time and may be fake Spoiler youtube tutorials Quote Link to comment Share on other sites More sharing options...
piloteer Posted March 22 Author Share Posted March 22 ok! i just wasnt sure where to post it 5 hours ago, Vanamonde said: Thread moved since it's not ready for release yet. Quote Link to comment Share on other sites More sharing options...
piloteer Posted March 22 Author Share Posted March 22 Hi everyone! It’s great to hear from the community and everyone interested in my project. Over the past three days, I’ve been researching how to even start learning to code—because let’s be honest, it’s not the easiest thing to learn, lol. I’ve installed VS Code and the .NET SDK, and I already have Unity and Blender installed, so I think I’m ready to start coding. However, the issue is how to learn. I’ve been looking into it but haven’t found a good website yet. So if you have recommendations, please let me know! That said, my chances of quitting this project have dropped even further because of a little dream I have. It will probably stay on the drawing board for the next 2–3 years, but if I can accomplish it, it will be the pride and joy of my teenage years. Updated Roadmap EPL+ My plan for this first mod is to build a solid foundation in C#, then start tinkering with in-game and mod files to get a better grasp of KSP modding. Once I understand the basics, I’ll start developing EPL+. Essentially, EPL+ will feature: Better textures (because I think the current ones are pretty bad). A simplified process—mine ore, convert it into components with an ISRU, and then easily assemble rockets. I think this would be a great quality-of-life improvement for these kinds of mods, so that’s my goal for EPL+. KKS (Kerbal Kolonization System) Once I have a firm grasp of KSP modding, modeling in Blender, and UI design, I will take on my biggest and most ambitious challenge: KKS. KKS will be a seamless colonization system, similar to what KSP2 colonies were supposed to be. Features I’m planning include: A brand-new UI for colonies (not Kerbal Konstructs). Real incentives to build colonies, such as science output, kerbal birth rates, ore extraction, etc. The option to create orbital or ground colonies. The ability to launch vehicles from KKS launchpads. Colonies will not carry over between save files. A huge variety of parts for customization. To achieve this, I’ll study how KSP2 handles colonies and adapt that concept. Additionally, colonies will have a cost, meaning players will need to transport resources via heavy freighters or mine materials on-site. I also plan to implement automated delivery routes similar to KSP2's system. Debdeb System This project would be a breath of fresh air for me after working on two groundbreaking mods. Debdeb System will add a new planetary system using Kopernicus. The reason I haven’t prioritized this is that, without proper colonies, there isn’t much reason to go there aside from science. However, once KKS is complete, this will become much more interesting. Since planetary modding is already well-documented, I’m not venturing into completely unknown territory here, but I still plan to put in a ton of effort to make it look great. Future plans for Debdeb may include: Parallax support. Volumetric clouds. PUE (Parts Unlimited Expansion) This has been done before, so I’m not exploring unknown territory, but I want to create a professional-quality parts mod, similar to: Far Future Technologies (FFT) Near Future Mods Stockalike Station Parts I want to incorporate every part I’ve ever thought was missing in KSP. Ideally, this would double the total number of parts in the game while maintaining high-quality models. This could potentially be the parts mod for KSP. SR (Science Redone) Don’t get me wrong—I love KSP. But, as I always say, there are flaws, and one of the biggest is science progression. I want to completely overhaul the science system by: Removing the tech tree and the existing science system entirely. Implementing a new system from scratch. My idea is that instead of gathering science points, players will: Launch missions with a purpose that they choose. If the mission is successful, they earn funds to research new parts. This allows for a more dynamic progression system. It’s sort of like career mode, but less restrictive—you still have a purpose, unlike in the current science mode, which feels like sandbox with a small goal. This would likely require months, maybe years of coding knowledge to pull off, but if I can do it, I’d be giving the community something truly groundbreaking. Final Thoughts Thank you to everyone who read this "devlog"! If you can help me on my programming journey, I’d greatly appreciate it. Also, if you have any ideas or feature suggestions, feel free to share them! I never expected to receive so much support for this idea, but once KSPR is developed, we will have the best spaceflight experience in our hands. That said, this is still just an idea, and if I don’t make solid progress in learning C# within the next three months, I might lose motivation and quit. However, that’s unlikely—but just be prepared for that possibility. I hope to see you all next weekend, and I wish you all a wonderful week! Quote Link to comment Share on other sites More sharing options...
piloteer Posted Saturday at 09:38 PM Author Share Posted Saturday at 09:38 PM Hey everyone, it's been one week, and as promised in my original post, I do a dev log every weekend—if you can call it that, anyway. My last dev log wasn’t really seen by people, unlike the announcement of KSPR, but I put the bulk of what I plan to do in my first dev log, so make sure to check that out if you're interested in my little project. I've finally found some places to learn C#, and although I'm only scratching the surface with variables and WriteLines, I'm already understanding how a mod (or a game) is made more than I did before I started. Anyway, I have two extra ideas that I won’t be sharing because these will probably take years, and I don’t want to hype anyone up—but I hope they will eventually happen. Thanks for reading this short update on my project, and I hope to see the day with you guys when I announce that KSPR starts development! Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted 10 hours ago Share Posted 10 hours ago Overlapping threads have been merged. Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted 10 hours ago Share Posted 10 hours ago On 3/29/2025 at 5:38 PM, piloteer said: Hey everyone, it's been one week, and as promised in my original post, I do a dev log every weekend—if you can call it that, anyway. My last dev log wasn’t really seen by people, unlike the announcement of KSPR, but I put the bulk of what I plan to do in my first dev log, so make sure to check that out if you're interested in my little project. I've finally found some places to learn C#, and although I'm only scratching the surface with variables and WriteLines, I'm already understanding how a mod (or a game) is made more than I did before I started. Anyway, I have two extra ideas that I won’t be sharing because these will probably take years, and I don’t want to hype anyone up—but I hope they will eventually happen. Thanks for reading this short update on my project, and I hope to see the day with you guys when I announce that KSPR starts development! On 3/22/2025 at 5:22 PM, piloteer said: Hi everyone! It’s great to hear from the community and everyone interested in my project. Over the past three days, I’ve been researching how to even start learning to code—because let’s be honest, it’s not the easiest thing to learn, lol. I’ve installed VS Code and the .NET SDK, and I already have Unity and Blender installed, so I think I’m ready to start coding. However, the issue is how to learn. I’ve been looking into it but haven’t found a good website yet. So if you have recommendations, please let me know! That said, my chances of quitting this project have dropped even further because of a little dream I have. It will probably stay on the drawing board for the next 2–3 years, but if I can accomplish it, it will be the pride and joy of my teenage years. Updated Roadmap EPL+ My plan for this first mod is to build a solid foundation in C#, then start tinkering with in-game and mod files to get a better grasp of KSP modding. Once I understand the basics, I’ll start developing EPL+. Essentially, EPL+ will feature: Better textures (because I think the current ones are pretty bad). A simplified process—mine ore, convert it into components with an ISRU, and then easily assemble rockets. I think this would be a great quality-of-life improvement for these kinds of mods, so that’s my goal for EPL+. KKS (Kerbal Kolonization System) Once I have a firm grasp of KSP modding, modeling in Blender, and UI design, I will take on my biggest and most ambitious challenge: KKS. KKS will be a seamless colonization system, similar to what KSP2 colonies were supposed to be. Features I’m planning include: A brand-new UI for colonies (not Kerbal Konstructs). Real incentives to build colonies, such as science output, kerbal birth rates, ore extraction, etc. The option to create orbital or ground colonies. The ability to launch vehicles from KKS launchpads. Colonies will not carry over between save files. A huge variety of parts for customization. To achieve this, I’ll study how KSP2 handles colonies and adapt that concept. Additionally, colonies will have a cost, meaning players will need to transport resources via heavy freighters or mine materials on-site. I also plan to implement automated delivery routes similar to KSP2's system. Debdeb System This project would be a breath of fresh air for me after working on two groundbreaking mods. Debdeb System will add a new planetary system using Kopernicus. The reason I haven’t prioritized this is that, without proper colonies, there isn’t much reason to go there aside from science. However, once KKS is complete, this will become much more interesting. Since planetary modding is already well-documented, I’m not venturing into completely unknown territory here, but I still plan to put in a ton of effort to make it look great. Future plans for Debdeb may include: Parallax support. Volumetric clouds. PUE (Parts Unlimited Expansion) This has been done before, so I’m not exploring unknown territory, but I want to create a professional-quality parts mod, similar to: Far Future Technologies (FFT) Near Future Mods Stockalike Station Parts I want to incorporate every part I’ve ever thought was missing in KSP. Ideally, this would double the total number of parts in the game while maintaining high-quality models. This could potentially be the parts mod for KSP. SR (Science Redone) Don’t get me wrong—I love KSP. But, as I always say, there are flaws, and one of the biggest is science progression. I want to completely overhaul the science system by: Removing the tech tree and the existing science system entirely. Implementing a new system from scratch. My idea is that instead of gathering science points, players will: Launch missions with a purpose that they choose. If the mission is successful, they earn funds to research new parts. This allows for a more dynamic progression system. It’s sort of like career mode, but less restrictive—you still have a purpose, unlike in the current science mode, which feels like sandbox with a small goal. This would likely require months, maybe years of coding knowledge to pull off, but if I can do it, I’d be giving the community something truly groundbreaking. Final Thoughts Thank you to everyone who read this "devlog"! If you can help me on my programming journey, I’d greatly appreciate it. Also, if you have any ideas or feature suggestions, feel free to share them! I never expected to receive so much support for this idea, but once KSPR is developed, we will have the best spaceflight experience in our hands. That said, this is still just an idea, and if I don’t make solid progress in learning C# within the next three months, I might lose motivation and quit. However, that’s unlikely—but just be prepared for that possibility. I hope to see you all next weekend, and I wish you all a wonderful week! This all looks great, I could help with most of it if needed Quote Link to comment Share on other sites More sharing options...
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