Martian Emigrant Posted November 3, 2016 Share Posted November 3, 2016 (edited) 1 hour ago, Thrawn889 said: So update 2 for my Career. I have updated to 1.2 - Thanks Steam, (but i'm good my mods are still working.) So i started today (after work) wanting to go to the Mun and do a encounter. So i built a new ship So as you can see im using the KER mod to help me do the calculations for Delta V and TWR. I watched one of quills vids where it was stated that i dont need over 1.25 TWR to take off i managed the SFB's down to about 1.72 which gave me a nice amount of lift to get me above 25k i think it was. This gave me the ability to use stage 6 my main engine to achieve orbit and then push myself out to a lunar encounter. With my stage 5 rocket a little terrier engine this pushed me into a nice encounter for my mission of fly by the mun, gather science and return. So as you can see this wasnt a perfect orbit by any means but again as shown by the Ker mod i was running out a little bit of DV. i actually let the craft do this without any adjustment from me. now using For Science was meant to get me the maximum science i could but i think it glitched due to 1.2.1 so i will have to manually do alot of the science this time. So after a little bit of fiddling with a maneuver node i managed to bring Valentina home safe. (with the minor loss of the science pod and goo canisters from the bottom of it. Long story short i walked away with 319 science to spend. I spent it on the below hoping that i can use my new parts to gain more science and my new mission Rescue Rodney Kerman from orbit... I can get to orbit but i haven't got a clue how to actually get Rodney on to my new ship and i don't have a multi person command pod just a crew cabin and MK1 command pod. Doing good. Rodney is a contract? Others have used two capsules stacked on top of each other. So if you have the capability to do an EVA your good. When you are withing 2.2 km I believe you can "Switch" to the other craft. You then own it and you can tell the little guy to EVA. That is until you unlock some probe cores and do without a pilot. The first EVAs are pure pannic. So make sure you have a save to revert to and try again...and again. And again. Grabing the lader is hard the first few times. ME EDIT If you transfer the pilot to the crew cabin the EVAed Kerbal can get in the the command pod. If he is a pilot he can stay there. Otherwise you can transfer him to the the cabin and transfer the pilot back to the front. Edited November 3, 2016 by Martian Emigrant Quote Link to comment Share on other sites More sharing options...
Brownhair2 Posted November 3, 2016 Share Posted November 3, 2016 (edited) Presenting the Peregrine! Named after the fastest bird of prey, this plane comes with 2 Whiplashes (speed), 2 RAPIERs (more speed), and 2 scramjets (too much speed). Sadly I have not been able to reproduce its amazing maiden voyage (see above). It is still more than capable of getting to orbit, however. Also comes with 5000 mono-propellant for small boosts and orbital maneuvers. Edited November 3, 2016 by Brownhair2 Quote Link to comment Share on other sites More sharing options...
RoboRay Posted November 3, 2016 Share Posted November 3, 2016 (edited) 3 hours ago, AccidentsHappen said: Ermagerd that lil' thing is adorable! Can I have one? Please? Pleeaase? Btw is SXT the only mod you're using on the plane, or are there others? The pop-up tent on top is from Ven's Stock Revamp, but I've removed it for now... It seems to add a bunch of drag, even when deflated. Top speed with the tent mounted is only 75 m/sec, but it's 100 without the tent. All of the other parts are either stock or from SXT. Some of the stock parts look different because Ven's is installed. Here's what it looks like without Ven's... The open cockpit (it's an external seat for two kerbals, not an actual command pod) has tremendous drag, which is why the top speed is so low. However, it's also extremely light (total ramp weight is just 3370 kg, of which 2050 kg is fuel), so it's got great short-field takeoff and landing capabilities. With the flaperons extended, you can take off at 28 m/sec and set down at 20 m/sec. The flaperons still provide roll control when extended, but it's reduced effectiveness. Don't use the flaps until you're properly lined up on final. Flaps-up, takeoff is about 35 m/sec and set down around 25. Actual stall speed is 16 m/sec with flaps, and around 20 without. I've been flying the approach at around 40 m/sec and then dumping in the flaps on short-final to slow down. Water landings should be made flaps-up at around 30 m/sec to ensure a gentle entry. I'm not quite through tweaking on the Bumblebee design, but I guess I can let you make some test flights in the prototype: https://dl.dropboxusercontent.com/u/14176520/Bumblebee.craft. Please don't forget to fill out your postflight feedback reports. Action Group 1 toggles the engine on and off. Action Group 4 toggles the flaps up and down. The Lights group toggles the landing light installed on the starboard sponson. There is no action group for the wing-fold... you don't want to hit that accidentally. Right click the wings to fold/unfold. The plane only has two hours of endurance at full throttle, so you can fly out almost 100 km from home-base and return. You'll need to send along refueling equipment if you want to get a lot of use out of the plane I'll post the production model to the Spacecraft Exchange forum in a couple of days, when I'm through hammering on it. I've been looking at the possibility of a SuperBee variant with an enclosed cockpit (the Firespitter helicopter cockpit) and a bigger engine that can fly much faster, but it gets so heavy that it loses its STOL abilities... I'm having trouble coming up with a good compromise. Edited November 3, 2016 by RoboRay Quote Link to comment Share on other sites More sharing options...
NoobTool Posted November 3, 2016 Share Posted November 3, 2016 (edited) Today I conducted a second air drop test, with a slightly different deployment method. Honestly, I was pretty shocked that it worked on the first try. Spoiler The plan was to deploy from the rear of the cargo bay allowing the stack to swing out over the tail jackknife style. To do this without any parts going boom, I put a couple of bumpers in the bay and built a sort of deployment sled attached to the probe core on the bottom of the stack. This gives the stack a pretty sturdy pivot point as it rotates around. This deployment method has a number of advantages. It uses fewer parts (I only used 2 sepatrons), it puts the weight further back in the cargo bay (good for take-off and ascent), and it allows me to utilize the rest of the space in the cargo bay without fear of a collision during deployment. This time deployment did go off without a hitch (shockingly), and everything was descending (legs deployed) under its own parachutes. Sadly (read: infuriatingly), the game crashed when I switched back to the Galactica to sort her out. So sorry, no pics of landing. Thanks for reading! Edited November 3, 2016 by NoobTool Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted November 3, 2016 Share Posted November 3, 2016 I tried playing around with some designs to (eventually) get my parts & crew back from low Kerbin orbit (once I finally get them back from Duna), since I got a lab instead of a cockpit. And, well, I kinda sorta accidentally made a spaceplane. I hate it when that happens! Ugly as flarp, pushed on by six Whiplashes, but all I was trying to do was test if it could re-enter. Dump the jets once they start loosing thrust, and continue on the Skipper I'll be returning. Means to an end. Made orbit easily. A more efficient ascent with more time on the jets might even leave enough fuel for a Münar swing-by. Enough room inside for the Hitchhiker I'll be cannibalizing from the rover, and the stupid lab I wasn't expecting. Should be able to shoehorn the big radiator in there, too. Mostly uneventful reentry. Don't think the lab could take that unshielded tho. Couldn't make it back to KSC, so I had to set down in a forest west of the mountains. Without hitting any of the solid trees (thanks @Galileo ). Still got it down in one piece. Glamour shot at sunset Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 3, 2016 Share Posted November 3, 2016 (edited) 6 minutes ago, CatastrophicFailure said: Couldn't make it back to KSC, so I had to set down in a forest west of the mountains. Without hitting any of the solid trees (thanks @Galileo ). Still got it down in one piece. Are you on 1.2.1? If so, kopernicus isn't working so SVT doesn't work either as long as kopernicus isn't updated, you are safe. . . But the collisions will be back. . . With a vengeance. I'm still winning the mind games though I see Edited November 3, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted November 3, 2016 Share Posted November 3, 2016 (edited) 8 minutes ago, Galileo said: Are you on 1.2.1? If so, kopernicus isn't working so SVT doesn't work either as long as kopernicus isn't updated, you are safe. . . But the collisions will be back. . . With a vengeance. I'm still winning the mind games though I see Nope, still on 1.2. Tho I have noticed the Duna polar rocks are not actually solid.... ETA: Well now, this is embarassing... Upon rechecking my modlist... apparently I don't have SVT installed at all. Edited November 3, 2016 by CatastrophicFailure Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 3, 2016 Share Posted November 3, 2016 (edited) 26 minutes ago, CatastrophicFailure said: Nope, still on 1.2. Tho I have noticed the Duna polar rocks are not actually solid.... ETA: Well now, this is embarassing... Upon rechecking my modlist... apparently I don't have SVT installed at all. Well i noticed you have maple trees in your screenshots. In svt I changed them all to pine trees Those mind games ARE at work I see Edited November 3, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
ThatHomelessGuy Posted November 3, 2016 Share Posted November 3, 2016 I'm currently halfway through a 100% IVA zero HUD mission. Flying to the north pole to pick up a contract and build a relay probe on the flats with Valentina, Bill and Bob. Then off to the south west or ummm south I guess since I'm at the pole to basically pick up another contract. Probably should have waited til morning to start this one... Well a bunch of night time landings it is then. Oh and did I mention the plane has NEVER even been flight tested let alone test landed. Figured out I had mixed up some of my yaw and pitch control surfaces at the pole AFTER landing it and fixed them. (kinda seems right if it were a real flight anyway to do fixes while landed). Was actually a pig to fly before but not such a gimpy pig now the tanks are nearly half empty and the wings are fixed. That leg of the nightmare is over. Landing this on the hilly polar caps for the contract was not fun at all the I've never landed on the hills before. Well not in this thing and not on white hills. Note to self send rover next time. I genuinely feel I could land a small plane first try in real life. I have an idea of the basics. Spoiler Dusk is upon us...... It's going to get allot colder before we see the sun again boys. Hope you brought some whiskey. That might just be Minimus in the corner. ICE!!!! And chasing glow to the literal ends of the Kerbin...... We need a new phrase for that..... HOW!!!! Wait what? this isn't my cockpit is it? Ummm yeah that's great but I need to see those instruments up front I'm supposed to be landing right now. Yeah those ones definitely those instruments!!!! Is this what you call an out of body experience by the way? I DID IT I DID IT!!!! First attempt too. *blows the back of the pressure suits mit like it was nothing* Time for a much needed break. Pity we couldn't fit any music or beer in the plane cargo. Pah too cold for a party anyway. Right enough time spent looking Epic it's time to get the damn relay built. Bill you know what to do..... Right?...... Doesn't look like any relay I've ever seen.... Ummm really Bill? Well I'll be a big pink man from outer space..... It does work. Bob wanted to stick around and search for his KoPro . He dropped it in the snow somewhere while Bill was busy working. Ok well Bob did do a little science in fairness but we aren't wasting any more time or batteries keeping the plane from freezing over. Leave it too long and we will be stuck here with dead batteries. You'll just have to let it go. I'm sure we will be back some day. That was way easier than at the KSC. Glad you fixed those control surfaces Bill. That was way harder than landing on the flats, I'm glad you insisted we put drogues on the plane Bob... And 30km backtracking later we cross some of the dodgiest terrain this plane has ever seen and launch up a hill.. "But this is it's firs..." Shutup Bob did you really have to butt in there? Am I lying????? "Err no I guess not no..." A tad less fuel than I had hoped... Leaving the polar region behind us along with Bobs KoPro. Maybe someone will find it some day and upload it to YouKube (TM) You'll have to wait for the rest another day I'm wrecked and it took a few hours to build this and fly it and then build something in the field too. On a side note does anyone know how to get parts to snap onto notes with KAS/KIS It ? seems odd I can select the node I want to use but nodes on the target piece seem irrelevant .I'm having to superglue everything together with surface attach which I don't mind too much but I definitely need to be able to attach by node at some point. Hope you like the pics. Quote Link to comment Share on other sites More sharing options...
ROXunreal Posted November 3, 2016 Share Posted November 3, 2016 10 hours ago, ThatHomelessGuy said: How? Just How? Whenever I do a straight down from HKO I impact the ground at about 1200m/s I don't have FAR installed yet because it's not ready for 1.2. That's the only thing I can think of. Quote Link to comment Share on other sites More sharing options...
DrLicor Posted November 3, 2016 Share Posted November 3, 2016 This is bassicly the same comment as in this thread Anyways, I recently started a RP-0 career, in RSS/RO ofcourse This is the 4th rocket I designed, I called it 'stella', which is means 'star'. It doesn't reach orbit, however it can reach space to get some experiments done there. Fully reusable for cost saving. Spoiler After that launch I had enough to create a sputnik R-7 rocket. I have 'enable stock crafts' turned off, so had to recreate everything myself with google as best friend. Spoiler I really love the real life look alike graphics here, especially in those last 2 images. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted November 3, 2016 Share Posted November 3, 2016 (edited) (1.1.3, still 2 to go...) After a review of the available science left on Mün and Minmus, I sat down and hammered out the design for the Fireball 7 science lander. Like the earlier Flaming Death Trap 7, the Fireball craft was designed along the premise of going biome hopping, gathering up as much data possible in an area before moving on. Unlike the Death Trap, Fireball was designed with Mün in mind, with the ability to bring back two samples from each biome and with all of the science instruments unlocked in the wake of Juluna's return from her Minmus science mission. I spent a fair amount of time testing out the ladder system, making sure whoever I sent on the mission wouldn't have to rely on their jetpack to get back into the craft. Ultimately launched two of these craft yesterday - Niigata, with Val and Bob headed to mop up Minmus, and Kokura, with Valcy and Juluna headed towards Mün. At 450 tonnes and √250k a pop, they're both the heaviest and most expensive craft I've launched to date. Hopefully the return on the investment will be worth it. Niigata shedding her fairing and deploying solar panels pre-orbital insertion (and before her christening). A number of my pre-existing craft also got tech upgrades, mainly swapping out OKTO and HEKS probe cores for RGUs and smaller battery packs for Z-1ks, reducing or eliminating the need for service bays. Affected craft included the Spamcan 7 (which also picked up RCS for docking capabilities), Beep-Beep 7 (to which more science instruments and a survey scanner was added) and Superfortress 7. A "Block II" Superfortress was launched with Buremy at the helm and a full load of tourists; the craft is now Mün-bound and has been dubbed Next Objective. Probe Beep-Beep 7k was launched towards Mün for contract, while the orbit of Beep-Beep 7a at Mün was successfully adjusted for contract and a Minmus surface rescue contract was picked up as its replacement. I had already launched Niigata, otherwise I would've left Val at home and incorporated the rescue mission into Bob's science mission. Last thing I did yesterday was a quick up to LKO with Brooke and Ludra aboard; I got them into orbit but ran out of time to bring them back down again. Didn't do anything with the Bad Idea 5 yesterday but I have a pretty nice glamour shot from its most recent mission a couple of days ago, and I figured I'd finish up on that note... Edited November 3, 2016 by capi3101 Had the wrong version up at the top there... Quote Link to comment Share on other sites More sharing options...
Martian Emigrant Posted November 3, 2016 Share Posted November 3, 2016 (edited) Good day Kerbal Meisters. http://imgur.com/a/qkqjA After my tech stop on Duna. I looked at some numbers and decided that another stop on Ike was warranted (That's a fancy word that means I tried to go toward Eve but didn't have enough fuel). Allan as been gone for 31 years and is starting to go peculiar. Tech stop. Ike. Leaving for Eve was normal and humdrum. The whole capture and transfer to Gilly was easier (And cheaper) than I ever anticipated. Stop 12. Eve. Not an actual stop as I can't land and get off again. Nice. We'll use that one on the space-corps pamphlet. Stop 13. Gilly. Poor Allan is really acting odd now. No more sending Kerbals for long duration trip on their own. I learned that: Nothing happens very fast on Gilly. Tediously slow actually. Who the heck orbits at 18.6 m/s? Next world to visit. Moho. Not the last one as I skipped the Mun on my way out. I played with it last night and I never imagined it would be so far (Delta-V). I can't land, can't orbit and leave later.....So it as to be a flyby. I worked it out. I can come back to Eve-Gilly. But poor Allan is in for a long one. Yesterday I got back to Gilly and the clock on the ship was at something like 78 years. Maybe I can reduce the number of orbits, to meet Eve, this time. Next move for Allan: Gilly-Moho-Eve-Gilly-Kerbin-Mun-Kerbin......IDK maybe a tech stop on Minmus....if required....I guess....We'll see. ME Edited November 3, 2016 by Martian Emigrant Quote Link to comment Share on other sites More sharing options...
ThatHomelessGuy Posted November 3, 2016 Share Posted November 3, 2016 11 hours ago, CatastrophicFailure said: Couldn't make it back to KSC, so I had to set down in a forest west of the mountains. Without hitting any of the solid trees (thanks @Galileo ). Still got it down in one piece. How do you get solid scatter? WANT!!!!!! Quote Link to comment Share on other sites More sharing options...
Leafbaron Posted November 3, 2016 Share Posted November 3, 2016 7 hours ago, ThatHomelessGuy said: I'm currently halfway through a 100% IVA zero HUD mission. Flying to the north pole to pick up a contract and build a relay probe on the flats with Valentina, Bill and Bob. Then off to the south west or ummm south I guess since I'm at the pole to basically pick up another contract. Probably should have waited til morning to start this one... Well a bunch of night time landings it is then. Oh and did I mention the plane has NEVER even been flight tested let alone test landed. Figured out I had mixed up some of my yaw and pitch control surfaces at the pole AFTER landing it and fixed them. (kinda seems right if it were a real flight anyway to do fixes while landed). Was actually a pig to fly before but not such a gimpy pig now the tanks are nearly half empty and the wings are fixed. That leg of the nightmare is over. Landing this on the hilly polar caps for the contract was not fun at all the I've never landed on the hills before. Well not in this thing and not on white hills. Note to self send rover next time. I genuinely feel I could land a small plane first try in real life. I have an idea of the basics. Hide contents Dusk is upon us...... It's going to get allot colder before we see the sun again boys. Hope you brought some whiskey. That might just be Minimus in the corner. ICE!!!! And chasing glow to the literal ends of the Kerbin...... We need a new phrase for that..... HOW!!!! Wait what? this isn't my cockpit is it? Ummm yeah that's great but I need to see those instruments up front I'm supposed to be landing right now. Yeah those ones definitely those instruments!!!! Is this what you call an out of body experience by the way? I DID IT I DID IT!!!! First attempt too. *blows the back of the pressure suits mit like it was nothing* Time for a much needed break. Pity we couldn't fit any music or beer in the plane cargo. Pah too cold for a party anyway. Right enough time spent looking Epic it's time to get the damn relay built. Bill you know what to do..... Right?...... Doesn't look like any relay I've ever seen.... Ummm really Bill? Well I'll be a big pink man from outer space..... It does work. Bob wanted to stick around and search for his KoPro . He dropped it in the snow somewhere while Bill was busy working. Ok well Bob did do a little science in fairness but we aren't wasting any more time or batteries keeping the plane from freezing over. Leave it too long and we will be stuck here with dead batteries. You'll just have to let it go. I'm sure we will be back some day. That was way easier than at the KSC. Glad you fixed those control surfaces Bill. That was way harder than landing on the flats, I'm glad you insisted we put drogues on the plane Bob... And 30km backtracking later we cross some of the dodgiest terrain this plane has ever seen and launch up a hill.. "But this is it's firs..." Shutup Bob did you really have to butt in there? Am I lying????? "Err no I guess not no..." A tad less fuel than I had hoped... Leaving the polar region behind us along with Bobs KoPro. Maybe someone will find it some day and upload it to YouKube (TM) You'll have to wait for the rest another day I'm wrecked and it took a few hours to build this and fly it and then build something in the field too. On a side note does anyone know how to get parts to snap onto notes with KAS/KIS It ? seems odd I can select the node I want to use but nodes on the target piece seem irrelevant .I'm having to superglue everything together with surface attach which I don't mind too much but I definitely need to be able to attach by node at some point. Hope you like the pics. Are you on 1.2? and if so does this mean that the RasterProp mod is available now!? Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted November 3, 2016 Share Posted November 3, 2016 27 minutes ago, ThatHomelessGuy said: How do you get solid scatter? WANT!!!!!! StockVisualTerrain, be careful what you wish for. Quote Link to comment Share on other sites More sharing options...
Curveball Anders Posted November 3, 2016 Share Posted November 3, 2016 MER-C appears to be able to hit 30m/h. Serendipitous Space Company's 'Nyfikenheten' hits 30 m/s. Even if the KER readout states "in space low" instead of "landed" which might explain some issues. Quote Link to comment Share on other sites More sharing options...
Sharpy Posted November 3, 2016 Share Posted November 3, 2016 *sigh* I always struggle with an airplane landing. Loading ten times before I stick the landing. Turning around and approaching a dozen times before trying to stick it - and still failing. And it's usually two or three reverts before my airplane takes off too. Then someone asked a question. So I whipped up a plane, flew it to the mountain west of KSC and landed on a mountain slope. All in a single try, no reloads, no reverts. tl;dr If you want to land on slopes and not slide, forget the landing legs, use landing gear and high friction value. Quote Link to comment Share on other sites More sharing options...
ThatHomelessGuy Posted November 3, 2016 Share Posted November 3, 2016 34 minutes ago, Leafbaron said: Are you on 1.2? and if so does this mean that the RasterProp mod is available now!? Yes I'm using Beta 2 at the moment as I feel Beta 3 and the cam mod that's needed for it isn't quite stable enough for my mod build. But that's beta for you. Quote Link to comment Share on other sites More sharing options...
purpleivan Posted November 3, 2016 Share Posted November 3, 2016 (edited) More rescues of hapless kerbanauts in my 1.2 career game, this time from Minmus orbit. Unmanned rescue pod headed for Minmus Rescue pod about to dock with the Minmus orbital science station to pick up fuel for the return trip. The rescue of Karelia Kerman... things had been getting desperate as she'd run out of her supply of Kerby Krisps Rendezvous with the multi re-entry pod vehicle in Kerbin orbit. Detaching a pod for the trip home I used up a two kerbal re-entry vehicle with only Karelia in it to grab some much needed funds. A shocking waste, but even Jeb had to get a part time job waiting tables to keep the lights on at the KSC. Edited November 3, 2016 by purpleivan Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 3, 2016 Share Posted November 3, 2016 40 minutes ago, CatastrophicFailure said: StockVisualTerrain, be careful what you wish for. I like being the villain. . . . Too much. Quote Link to comment Share on other sites More sharing options...
ThatHomelessGuy Posted November 3, 2016 Share Posted November 3, 2016 8 minutes ago, Galileo said: I like being the villain. . . . Too much. Just out of curiosity I have noticed that in vanilla sometimes I can leave a vehicle parked somewhere with no scatter intersecting the vehicle but when I come back to it or relaod a save the scatter has re randomised and can even be clipping through my vehicle. How does this effect SVT? You know since the Kraken would now have a new way to screw you over. It's bad enough that in 1.2 it has started creating cracks in the runway, KSC and terrain and sploding landing gear when loading a a scene. (That last one really sucks) See. Solution from KAS/KIS Quote Link to comment Share on other sites More sharing options...
LordFerret Posted November 3, 2016 Share Posted November 3, 2016 What I did today was run across a very annoying issue (bug? / feature?), where when viewing my ship and right-click dragging the view around, I suddenly find myself switched to another vessel. This has happened on three different occasions so far, of course, right when I'm about to do a crucial burn (seconds to go). Were punching the screen to serve any purpose, I'd have put my fist clean through it. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 3, 2016 Share Posted November 3, 2016 1 hour ago, ThatHomelessGuy said: Just out of curiosity I have noticed that in vanilla sometimes I can leave a vehicle parked somewhere with no scatter intersecting the vehicle but when I come back to it or relaod a save the scatter has re randomised and can even be clipping through my vehicle. How does this effect SVT? You know since the Kraken would now have a new way to screw you over. It's bad enough that in 1.2 it has started creating cracks in the runway, KSC and terrain and sploding landing gear when loading a a scene. (That last one really sucks) I have never noticed an issue with the scatter not being persistent in SVT. Quote Link to comment Share on other sites More sharing options...
ROXunreal Posted November 3, 2016 Share Posted November 3, 2016 (edited) Filled Minmus orbit with trash cans. Will have to make a new Kerbin relay network soon, the trash cans there with one omni antenna and one dish won't do after I go to Duna and Eve soon. Edited November 3, 2016 by ROXunreal Quote Link to comment Share on other sites More sharing options...
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