Jump to content

[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued


girka2k

Recommended Posts

Development PRE-RELEASE

Made up a dev version for public testing in 1.0.4 (should work in 1.0.2 too)

Download and please report back for any problems you may find.

ExperimentalStuff:

  • New weldedMeshSwitch works like an interstellarMeshSwitch is currently limited to InterstellarMeshSwitch FSMeshSwitch is ignored
  • Added some modules and attributes for the moduleAttributeList config
  • Fixed a major bug that could cause freeze of UI and welding
  • added experimental nodes in the weldment file for:
    • stackSymmetry
    • CoLOffset
    • CoPOffset
    • explosionPotential
    • thermalMassModifier
    • heatConductivity
    • emissiveConstant
    • radiatorHeadroom
    • bulkheadProfiles

Link to comment
Share on other sites

Hi

1: Depends on the size of your screen, the action menu increases with each docking port until you can't use it anymore. but no technical limitation.

2: Same parts with animation will not work only last in the list will be animated. With the current configuration will the welder combine every antenna and dish to work like a single one.

3: I always weld probecores, so should work flawless.

4: Same rules as for animations, lights will not work if welded.

I'm just starting to use this, but I see different conflicting statewments.

For #1, does this mean we can have multiple docking port which work?

Thanks in advance

Link to comment
Share on other sites

I'm just starting to use this, but I see different conflicting statewments.

For #1, does this mean we can have multiple docking port which work?

Thanks in advance

Nope it does not work.

Only one docking port per part allowed, that is something deep in the game logic.

Link to comment
Share on other sites

That is due to the way animations are located and assigned in the game code, I explained it one or two pages back.

Is this because of this explanation you gave?:


[COLOR=#333333]That is depending on the module, not on unity, the animation module now is like a 1:1 definition of what to do and where; but with welded parts you have a 1:x problem, and that is in case of animation mostly module based(Game or mod)
[/COLOR]

Are lights considered an animation?

Link to comment
Share on other sites

Is this because of this explanation you gave?:


[COLOR=#333333]That is depending on the module, not on unity, the animation module now is like a 1:1 definition of what to do and where; but with welded parts you have a 1:x problem, and that is in case of animation mostly module based(Game or mod)
[/COLOR]

Are lights considered an animation?

Yes KSP uses lights as animations.

Link to comment
Share on other sites

Is this because of this explanation you gave?:


[COLOR=#333333]That is depending on the module, not on unity, the animation module now is like a 1:1 definition of what to do and where; but with welded parts you have a 1:x problem, and that is in case of animation mostly module based(Game or mod)
[/COLOR]

Are lights considered an animation?

Yes, most lights (in stock) are animation based. You can only have one of each type of light welded (might be just 1 light total if they happen to use the same animation name).

Link to comment
Share on other sites

It's too bad there isn't a way for multiple lights to be included in a welded part. Even if all the lights had to be the same color and/or turn on/off at the same time. The biggest part addition to some of my larger constructions is from all the lights I put on so I can actually see what I've built.

I have numerous systems welded with lights and they work fine. In fact my large fuel station has 18+ welded in to it and works just fine. Now, as a precaution, I cannot remember if I welded it under .90 or 1.x. Lately, I've been doing my welding under a clean install copy of 1.04 with NO mods installed other then the parts mods that I need for the weld. I would suggest maybe trying under .90 if you can. I'll also try and weld something up tonight under 1.04 with lights and see what happens. But as everyone else says, YMMV. :)

- - - Updated - - -

They will be welded but their function will be broken or removed.

I made once a part with 14 docking ports and the part action menu was unusable. so I never managed to dock something to it. but in theory they should work, because they get the node assigned. I can take a look at it, but not as a priority.

In 1.x (didn't seem to do this under .90), I can weld multiple docking ports (at least the Universal Docking Ports for the mod) to a part, BUT, they all act as one docking port.

Also, I have recently found that I can weld a single docking port, however, I usually cannot access the "decouple or undock" feature of the port. I always have to use the opposing docking port to get them to release/decouple. Otherwise, the docking port works just fine. This is ONLY with the Universal Docking Ports, I have not tried any of this with stock ports.

- - - Updated - - -

Also, an FYI for everyone.....

I have found that pretty much all of the straight tanks in Fuel Tanks Plus mod do NOT work for welding. They cause all kinds of strange issues. However, the dome tanks and nose cones with fuel do work. From what I can tell, I believe the straight tanks use an automatic shroud if you attached a smaller unit to the tank so if you leave the end blank, the shroud closes and seals off the end of the tank during the weld. I've fought this quite a bit because I use a lot of FT+ tanks and have found if I use stock or Spacey or MRS tanks, everything is fine for the weld.

I've also found the FuelSwitch mod locks to the size of one of the tanks. Weld 10 tanks that each hold 2800 fuel and after completing the weld, the total fuel volume is 2800, not 28,000. If I take the mod out and re-weld, fuel quantity comes out correct.

Link to comment
Share on other sites

I have numerous systems welded with lights and they work fine. In fact my large fuel station has 18+ welded in to it and works just fine. Now, as a precaution, I cannot remember if I welded it under .90 or 1.x. Lately, I've been doing my welding under a clean install copy of 1.04 with NO mods installed other then the parts mods that I need for the weld. I would suggest maybe trying under .90 if you can. I'll also try and weld something up tonight under 1.04 with lights and see what happens. But as everyone else says, YMMV. :)

- - - Updated - - -

In 1.x (didn't seem to do this under .90), I can weld multiple docking ports (at least the Universal Docking Ports for the mod) to a part, BUT, they all act as one docking port.

Also, I have recently found that I can weld a single docking port, however, I usually cannot access the "decouple or undock" feature of the port. I always have to use the opposing docking port to get them to release/decouple. Otherwise, the docking port works just fine. This is ONLY with the Universal Docking Ports, I have not tried any of this with stock ports.

- - - Updated - - -

Also, an FYI for everyone.....

I have found that pretty much all of the straight tanks in Fuel Tanks Plus mod do NOT work for welding. They cause all kinds of strange issues. However, the dome tanks and nose cones with fuel do work. From what I can tell, I believe the straight tanks use an automatic shroud if you attached a smaller unit to the tank so if you leave the end blank, the shroud closes and seals off the end of the tank during the weld. I've fought this quite a bit because I use a lot of FT+ tanks and have found if I use stock or Spacey or MRS tanks, everything is fine for the weld.

I've also found the FuelSwitch mod locks to the size of one of the tanks. Weld 10 tanks that each hold 2800 fuel and after completing the weld, the total fuel volume is 2800, not 28,000. If I take the mod out and re-weld, fuel quantity comes out correct.

One Question, which Version of UbioWeldingLtd do you use?

I use FT+; Fuelswitch and don't have problems.

Link to comment
Share on other sites

For all users of this mod:

I've started creating a set of standardized fuel tanks which simply weld common parts together. As of now they simply have nose cones, and bottom domes, and both.

My intention is to eventually publish this mod of welded parts for people to use.

I'd be interested in any other welded parts which would make sense to make available for people to use. I'm not looking for exotic, one-offs, but rather something that people would use over and over.

I use about 100 mods right now (not B9), see the following list. If you submit something which uses a mod that I don't use, I'd be happy to install it to test and support. Of course, credit will be given to all submitters.

Actions Everywhere (ActsEW 1.5)

Adjustable Landing Gear (AdjustableLandingGear v1.2.0)

Animate Emissive Module (ModuleAnimateEmissive v1.5)

Aviation Lights (AviationLights 3.7)

BahamutoD Animation Modules (BDAnimationModules v0.6.2)

Better Science Labs Continued (BetterScienceLabsContinued 0.1.3.0)

BetterTimeWarp (BetterTimeWarp 2.0)

CapCom - Mission Control On The Go (CapCom 1.1)

Chatterer (Chatterer 0.9.5)

Coherent Contracts (CoherentContracts 1.02)

Color Coded Canisters (ColorCodedCans 1.1.1)

Contract Configurator (ContractConfigurator 1.5.1)

Contract Pack: Anomaly Surveyor (ContractConfigurator-AnomalySurveyor 1.2.2)

Contract Pack: Kerbin Space Station (ContractConfigurator-KerbinSpaceStation 2.2)

Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 1.1.4)

Contract Window + (ContractsWindowPlus 5.2)

Control Lock (ControlLock 1.4)

CraftHistory (CraftHistory 1.4.3)

Crew Manifest (CrewManifest 0.6.0)

Crowd Sourced Science (CrowdSourcedScience v3.0)

Distant Object Enhancement (DistantObject v1.5.6)

Distant Object Enhancement default config (DistantObject-default v1.5.6)

Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2)

Docking Sounds (DockingSounds 1.2)

Editor Extensions (EditorExtensions 2.12)

Engine Lighting (EngineLighting 1.4.0)

Enhanced Navball (EnhancedNavBall 1.3.6.0)

EVA Handrails Pack Continued (EVAHandrailsPackContinued 0.2.0)

EVAManager (EVAManager 6)

Ferram Aerospace Research (FerramAerospaceResearch 1:v0.15.3.1)

Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 2.3.0)

Filter Extensions - Plugin (FilterExtensions 2.3.0)

Final Frontier (FinalFrontier 0.8.6-1370)

Firespitter Core (FirespitterCore v7.1.4)

Firespitter Resources config (FirespitterResourcesConfig v7.1.4)

Fuel Tanks Plus (FuelTanksPlus 0.11.2)

Fusebox (Fusebox 1.50)

Graphic Memory Monitor (GCMonitor 1.2.6)

HyperEdit (HyperEdit 1.4.1)

Infernal Robotics Model Rework - Core Pack (IR-Model-Rework-Core v01b)

Infernal Robotics Model Rework - Expansion Pack (IR-Model-Rework-Expansion v01b)

JebediahKerman42's Procedural Parts Textures a.k.a. FreedomTex (FreedomTex 1.5)

Kerbal Alarm Clock (KerbalAlarmClock v3.4.0.0)

Kerbal Attachment System (KAS 0.5.2)

Kerbal Engineer Redux (KerbalEngineerRedux 1.0.17.0)

Kerbal Foundries Wheels and Repulsors ALPHA (KerbalFoundries Beta_1.8g)

Kerbal Inventory System (KIS 1.1.5)

Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4)

KerboKatz - SmallUtilities - AutoBalancingLandingLeg (KerboKatzSmallUtilities-AutoBalancingLandingLeg 1.0.0)

KerboKatz - SmallUtilities - DisableTempGagues (KerboKatzSmallUtilities-DisableTempGagues 1.0.0)

KerboKatzUtilities (KerboKatzUtilities 1.2.10)

Klockheed Martian General Plugin Functions - Gimbal module (KlockheedMartian-Gimbal 3.0.3.0)

kOS: Scriptable Autopilot System (kOS 0.17.3)

KSP AVC (KSP-AVC 1.1.5.0)

KW Rocketry (KWRocketry 2.7)

Landing Height Display (LandingHeight 1.4)

Magic Smoke Industries Infernal Robotics (InfernalRobotics v0.21.2)

MechJeb 2 (MechJeb2 2.5.2)

MechJeb and Engineer for all! (MechJebForAll 1.2.0.0)

MechJeb Modules for FAR (MechJebFARExt 1.0.0)

Modular Fuel Tanks (ModularFuelTanks 5.5.2)

Modular Rocket Systems - Parts Pack (ModularRocketSystem 1.7.2)

ModularFlightIntegrator (ModularFlightIntegrator 1.0.repackaged0)

Module Manager (ModuleManager 2.6.6)

ModuleRCSFX (ModuleRCSFX v4.1)

Navball Docking Alignment Indicator (NavballDockingIndicator 7)

NavHud (NavHud 1.2.1)

NovaPunch (NovaPunch 2.09)

PlanetShine (PlanetShine 0.2.3.1)

PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.3.1)

Procedural Fairings (ProceduralFairings v3.15)

Procedural Parts (ProceduralParts v1.1.6)

QuickSearch (QuickSearch v1.13)

Radial Engine Mounts by PanaTee Parts International (RadialEngineMountsPPI v0.40)

RasterPropMonitor (RasterPropMonitor v0.21.0)

RasterPropMonitor Core (RasterPropMonitor-Core v0.21.0)

RCS Build Aid (RCSBuildAid 0.7.2)

RealChute Parachute Systems (RealChute 1.3.2.3)

RemoteTech (RemoteTech 1.6.7)

S.A.V.E (SAVE 1.0.1-672)

SafeChute (SafeChute v1.7.1)

SCANsat (SCANsat v14.0)

ScienceAlert (ScienceAlert 1.8.8)

Ship Manifest (ShipManifest 4.4.1.0)

Smart Parts (SmartParts 1.6.6)

SmartStage (SmartStage v2.6.2)

Spacetux Shared Assets (SpacetuxSA 0.3.6)

SpaceY Heavy Lifters Parts Pack (SpaceY-Lifters 0.17.5)

StageRecovery (StageRecovery 1.5.6)

Stock Bug Fix Modules (StockBugFixModules v1.0.4a.1)

Stock Clamshell Fairings (StockClamshellFairings 1.0)

Stockalike parts for useful esthetics (TurboNisuReloaded 2015-05-06)

Strip Symmetry (StripSymmetry v1.6)

Surface Lights (surfacelights 1.0)

TAC Fuel Balancer (TacFuelBalancer v2.5.1)

ToadicusTools (ToadicusTools 15)

Toolbar (Toolbar 1.7.9)

Trajectories (Trajectories v1.3.0a)

TweakableEverything (TweakableEverything 1.12)

TweakScale - Rescale Everything! (TweakScale v2.2.1)

Vertical Velocity Controller (TWR1 1.21)

Waypoint Manager (WaypointManager 2.3.4)

Zero Point Inline Fairings (ZeroPointInlineFairings 1.0.1)

Link to comment
Share on other sites

For all users of this mod:

I've started creating a set of standardized fuel tanks which simply weld common parts together. As of now they simply have nose cones, and bottom domes, and both.

My intention is to eventually publish this mod of welded parts for people to use.

I'd be interested in any other welded parts which would make sense to make available for people to use. I'm not looking for exotic, one-offs, but rather something that people would use over and over.

I use about 100 mods right now (not B9), see the following list. If you submit something which uses a mod that I don't use, I'd be happy to install it to test and support. Of course, credit will be given to all submitters.

Actions Everywhere (ActsEW 1.5)

Adjustable Landing Gear (AdjustableLandingGear v1.2.0)

Animate Emissive Module (ModuleAnimateEmissive v1.5)

Aviation Lights (AviationLights 3.7)

BahamutoD Animation Modules (BDAnimationModules v0.6.2)

Better Science Labs Continued (BetterScienceLabsContinued 0.1.3.0)

BetterTimeWarp (BetterTimeWarp 2.0)

CapCom - Mission Control On The Go (CapCom 1.1)

Chatterer (Chatterer 0.9.5)

Coherent Contracts (CoherentContracts 1.02)

Color Coded Canisters (ColorCodedCans 1.1.1)

Contract Configurator (ContractConfigurator 1.5.1)

Contract Pack: Anomaly Surveyor (ContractConfigurator-AnomalySurveyor 1.2.2)

Contract Pack: Kerbin Space Station (ContractConfigurator-KerbinSpaceStation 2.2)

Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 1.1.4)

Contract Window + (ContractsWindowPlus 5.2)

Control Lock (ControlLock 1.4)

CraftHistory (CraftHistory 1.4.3)

Crew Manifest (CrewManifest 0.6.0)

Crowd Sourced Science (CrowdSourcedScience v3.0)

Distant Object Enhancement (DistantObject v1.5.6)

Distant Object Enhancement default config (DistantObject-default v1.5.6)

Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2)

Docking Sounds (DockingSounds 1.2)

Editor Extensions (EditorExtensions 2.12)

Engine Lighting (EngineLighting 1.4.0)

Enhanced Navball (EnhancedNavBall 1.3.6.0)

EVA Handrails Pack Continued (EVAHandrailsPackContinued 0.2.0)

EVAManager (EVAManager 6)

Ferram Aerospace Research (FerramAerospaceResearch 1:v0.15.3.1)

Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 2.3.0)

Filter Extensions - Plugin (FilterExtensions 2.3.0)

Final Frontier (FinalFrontier 0.8.6-1370)

Firespitter Core (FirespitterCore v7.1.4)

Firespitter Resources config (FirespitterResourcesConfig v7.1.4)

Fuel Tanks Plus (FuelTanksPlus 0.11.2)

Fusebox (Fusebox 1.50)

Graphic Memory Monitor (GCMonitor 1.2.6)

HyperEdit (HyperEdit 1.4.1)

Infernal Robotics Model Rework - Core Pack (IR-Model-Rework-Core v01b)

Infernal Robotics Model Rework - Expansion Pack (IR-Model-Rework-Expansion v01b)

JebediahKerman42's Procedural Parts Textures a.k.a. FreedomTex (FreedomTex 1.5)

Kerbal Alarm Clock (KerbalAlarmClock v3.4.0.0)

Kerbal Attachment System (KAS 0.5.2)

Kerbal Engineer Redux (KerbalEngineerRedux 1.0.17.0)

Kerbal Foundries Wheels and Repulsors ALPHA (KerbalFoundries Beta_1.8g)

Kerbal Inventory System (KIS 1.1.5)

Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4)

KerboKatz - SmallUtilities - AutoBalancingLandingLeg (KerboKatzSmallUtilities-AutoBalancingLandingLeg 1.0.0)

KerboKatz - SmallUtilities - DisableTempGagues (KerboKatzSmallUtilities-DisableTempGagues 1.0.0)

KerboKatzUtilities (KerboKatzUtilities 1.2.10)

Klockheed Martian General Plugin Functions - Gimbal module (KlockheedMartian-Gimbal 3.0.3.0)

kOS: Scriptable Autopilot System (kOS 0.17.3)

KSP AVC (KSP-AVC 1.1.5.0)

KW Rocketry (KWRocketry 2.7)

Landing Height Display (LandingHeight 1.4)

Magic Smoke Industries Infernal Robotics (InfernalRobotics v0.21.2)

MechJeb 2 (MechJeb2 2.5.2)

MechJeb and Engineer for all! (MechJebForAll 1.2.0.0)

MechJeb Modules for FAR (MechJebFARExt 1.0.0)

Modular Fuel Tanks (ModularFuelTanks 5.5.2)

Modular Rocket Systems - Parts Pack (ModularRocketSystem 1.7.2)

ModularFlightIntegrator (ModularFlightIntegrator 1.0.repackaged0)

Module Manager (ModuleManager 2.6.6)

ModuleRCSFX (ModuleRCSFX v4.1)

Navball Docking Alignment Indicator (NavballDockingIndicator 7)

NavHud (NavHud 1.2.1)

NovaPunch (NovaPunch 2.09)

PlanetShine (PlanetShine 0.2.3.1)

PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.3.1)

Procedural Fairings (ProceduralFairings v3.15)

Procedural Parts (ProceduralParts v1.1.6)

QuickSearch (QuickSearch v1.13)

Radial Engine Mounts by PanaTee Parts International (RadialEngineMountsPPI v0.40)

RasterPropMonitor (RasterPropMonitor v0.21.0)

RasterPropMonitor Core (RasterPropMonitor-Core v0.21.0)

RCS Build Aid (RCSBuildAid 0.7.2)

RealChute Parachute Systems (RealChute 1.3.2.3)

RemoteTech (RemoteTech 1.6.7)

S.A.V.E (SAVE 1.0.1-672)

SafeChute (SafeChute v1.7.1)

SCANsat (SCANsat v14.0)

ScienceAlert (ScienceAlert 1.8.8)

Ship Manifest (ShipManifest 4.4.1.0)

Smart Parts (SmartParts 1.6.6)

SmartStage (SmartStage v2.6.2)

Spacetux Shared Assets (SpacetuxSA 0.3.6)

SpaceY Heavy Lifters Parts Pack (SpaceY-Lifters 0.17.5)

StageRecovery (StageRecovery 1.5.6)

Stock Bug Fix Modules (StockBugFixModules v1.0.4a.1)

Stock Clamshell Fairings (StockClamshellFairings 1.0)

Stockalike parts for useful esthetics (TurboNisuReloaded 2015-05-06)

Strip Symmetry (StripSymmetry v1.6)

Surface Lights (surfacelights 1.0)

TAC Fuel Balancer (TacFuelBalancer v2.5.1)

ToadicusTools (ToadicusTools 15)

Toolbar (Toolbar 1.7.9)

Trajectories (Trajectories v1.3.0a)

TweakableEverything (TweakableEverything 1.12)

TweakScale - Rescale Everything! (TweakScale v2.2.1)

Vertical Velocity Controller (TWR1 1.21)

Waypoint Manager (WaypointManager 2.3.4)

Zero Point Inline Fairings (ZeroPointInlineFairings 1.0.1)

Caution

You will need the permission of the mod creators to release the welded parts you make, watch at the licenses that the different mods have.

Link to comment
Share on other sites

Caution

You will need the permission of the mod creators to release the welded parts you make, watch at the licenses that the different mods have.

Good point, thanks, I'll start contacting them now.

Edit: I've contacted both mod authors, but the licenses in question are CC-BY-NC-SA and CC-BY-SA, so there shouldn't be any problem. I'll keep this in mind for any future parts I make.

Thank you

Edited by linuxgurugamer
Link to comment
Share on other sites

Good point, thanks, I'll start contacting them now.

Edit: I've contacted both mod authors, but the licenses in question are CC-BY-NC-SA and CC-BY-SA, so there shouldn't be any problem. I'll keep this in mind for any future parts I make.

Thank you

It is always better to ask before, in the thread where you are going to release it you will need to provide the license in this case also an CC one.

Link to comment
Share on other sites

Hello, I'm using the newest dev release on 1.0.4 and i found that the mod didn't work well with Near Future Solar Panel. I couldn't extract my solar panels and they always spin. I created 4 docking-ports and Mech-jeb 2 couldn't recognize those ports. Anyway, this is an amazing mod. I helps me to build some huge station without losing fps. Thanks Alewx!

Link to comment
Share on other sites

Hello, I'm using the newest dev release on 1.0.4 and i found that the mod didn't work well with Near Future Solar Panel. I couldn't extract my solar panels and they always spin. I created 4 docking-ports and Mech-jeb 2 couldn't recognize those ports. Anyway, this is an amazing mod. I helps me to build some huge station without losing fps. Thanks Alewx!

It was discusses just the page before, it is a strict game limitation that only one docking port per part is allowed.

Yep that the NFT panels do not work did I notice also but that seems to be dedicated to Neartea's Solarpanel Module code.

I'm not able to load KSP with my welded part that uses 400% scaled up Mk3 parts and the square wing pieces and the small delta wings and idk why

A logfile please.

Link to comment
Share on other sites

I welded a part made from structural panels, the girder-type things and two radial attach structural parts from near future, and afterwards some of the parts in the weldment changed orientation (this is using the 1.X test version btw)

Sounds like rotated parts in the MODEL module, that is so far unfixable, Girka2k made it able to be useful at all. Did you weld in VAB or SPH?

Link to comment
Share on other sites

Hello, I'm using the newest dev release on 1.0.4 and i found that the mod didn't work well with Near Future Solar Panel. I couldn't extract my solar panels and they always spin. I created 4 docking-ports and Mech-jeb 2 couldn't recognize those ports. Anyway, this is an amazing mod. I helps me to build some huge station without losing fps. Thanks Alewx!

Have you tried with the recent updated Near Future Solar Panel? It is working fine here, it seems.

BTW, this dev release on 1.0.4 looks pretty stable.

Link to comment
Share on other sites

I re-built the part from scratch and the weld worked fine this time, so I'm not bothered about it now. Do you still want the craft file to investigate though?

If you found your Workaround, it is ok, but the rotation of the parts is always tricky.

Sadly Girka2k is not around he would now better than me how to fix this. If it happens again you can send the the craft.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...