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-   -   [WIP] Lighthouses mod (https://www.subsim.com/radioroom/showthread.php?t=228731)

Kendras 08-17-17 02:44 PM

V12 - p12
 
Here patch 12 :

- a bigger splash effect for stormy conditions.

- the experimental foam texture has been replaced with a basic texture used by SH3. This foam effect is more visible in calm sea. Flickering effect due to the waves, not looking very nice ... :-? What do you think ? If it was only me, I would not add any foam effect.

http://www.mediafire.com/file/7qm552..._-_Patch_12.7z

gap 08-17-17 03:42 PM

Hey Kendras, sorry for the concise answer but I am writing from my mobile. I have seen the screenies relative to patch 11 and they look good!
I will test patch 12 and let you know my impressions, together with my answers to your remarks, ASAP.

Keep up the great work, :yeah:
gap

Kendras 08-19-17 07:14 AM

So, after the splash effects, the only feature which has to be done is the damage model ? Let try it together with La Vieille lighthouse, as this lighthouse will have different damage boxes types, and is located very close to La Plate ... :D

MLF 08-19-17 07:44 AM

Sorry for the delay in giving feedback, RL took over.

The splash and spray looks good now, more explosive (?). One suggestion, possibly, is to make the spray (not splash) more windblown - dependant upon windspeed? I couldn't see any difference between patches 11 and 12 as far as the foam is concerned - still white circles around the lighthouse looking like ripples.

Regards,

MLF

gap 08-19-17 05:39 PM

Quote:

Originally Posted by Kendras (Post 2506914)
Here V12 with Patch 11

Quote:

Originally Posted by Kendras (Post 2507069)
Here patch 12 :

How should I use them? Do they require any previous patch? I see no particle library file in your patches, are the modified particle generators stored directly in materials.dat? :doh:

Quote:

Originally Posted by Kendras (Post 2506893)
Preparing Patch 11 with full explanations.

New main features :

[...]

- created a totally new concept to create foam around the rock

Quote:

Originally Posted by Kendras (Post 2506914)
About the new foam effect, we have to replace the experimental texture, but the idea is there ...

Quote:

Originally Posted by Kendras (Post 2507015)
Not the easiest thing to create. Please test patch 11, which contains a new method to create foam, with an 'experimental' texture. Once again, a nice texture is needed for it. May I ask you to create these textures, I know you're very skilled (among other things) in creating textures. :yep:

Quote:

Originally Posted by Kendras (Post 2507069)
- the experimental foam texture has been replaced with a basic texture used by SH3. This foam effect is more visible in calm sea. Flickering effect due to the waves, not looking very nice ... :-? What do you think ? If it was only me, I would not add any foam effect.

I have been experimenting myself with the foam effect, but I didn't release anything related with it as I wasn't not even remotely satified with it (yet).

I didn't get time to look into your files yet, so I don't know how you implemented the effect, but in my case the flickering problem was caused by foam particles being flat and not following wave ripples. The best solution would be finding a controller forcing the game to render particles directly on the sea surface (provided that devs had thought about such a controller). If that wasn't possible, I suppose that the second best solution would be making single foam particles quite small, and linking them to their particle generator as object particles, each of them with a floating object controller attached. I hope I am amking myself clear.

As for textures, please have a look at the link below:

http://unigine.com/articles/procedur...ent-generation

We could extract a single frame from that big texture or, preferably, we could use it as a whole and set it as an amimated texture (has I have noticedm PG's support them). Should the resulting animation look too stuttering, we could extract just a few frames, and generate the intermediate frames with a morphing program :03:

Quote:

Originally Posted by Kendras (Post 2506914)
About the Depth bias controller, we should always set it at zero, else it's useless (IMO) and there are side effects.

Quote:

Originally Posted by Kendras (Post 2507015)
Very interesting controller. This was the kind of effect I was searching for light halos to be always placed in front of the lantern. We should use it for this purpose.

Tests with this controller have not given univocal results so far: sometimes it seems to work, other times it seems not to have any effect, and some other times it seems to do things worse. The game randomizing environmental parameters every time the testing mission is loades, doesn't help either :hmmm:

Quote:

Originally Posted by MLF (Post 2506930)
All in all looking really good, but still missing the full fury of a storm IMO

Worst scene scenario:-
http://twistedsifter.com/videos/huge...ses-in-france/ :03:

Quote:

Originally Posted by Kendras (Post 2506933)
Yeah, cool video ! :up: I will try to copy the effect.

Quote:

Originally Posted by Kendras (Post 2506932)
Our model should be this :

http://i.imgur.com/49V7WWq.jpg

Terrific and frightful at the same time :o :up:

I wonder how lighthouse keepers could live in those wet traps in days like those lol, anyway I hope you guys aren't really aiming at mimicing that effect: wind speeds in SH games are limited to 15 m/s and such an huge splashes would be totally unrealistic even for the highest wave we can experience in game :yep:

Quote:

Originally Posted by Kendras (Post 2507015)
I made a big splash effect in patch 11, but with same texture used with medium splash (i don't like new textures very much). We might also use a white smoke texture. Now, I would like to add to it this vapourized water effect, but I didn't manage to create a nice one so far.

To answer your question, this new effect (vapourized water) should be added only with the generator used for the highest waves. Let me create this effect, I only need a correct texture for it (I will try with white smoke).

[...]

a better texture is needed. More looking like vapors.

The horizontal splash texture used for smaller waves is okay IMO, but I agree with you that the spray texture could be a bit better. Vapour mixed with small water drops is what whe should aim for. I don't think any of the smoke particles already in game are fit for it. I will see what I can do with it :up:

Quote:

Originally Posted by Kendras (Post 2507015)
With all the new particle generators we are creating, the number of placement nodes has a real inpact on game fluidity. I think we should go back to 8 nodes for the little La Plate beacon. Keep in mind that with La Vieille lighthouse, which is a much bigger object with its rock, we will have to add more than 8 placement nodes (or create a new effect with bigger particles to reduce this number of nodes). I'm searching for the minimum number of particles to have a correct effect.

I have increased placement nodes under request by MLF, who complained about the poor look of the splashes when seen from top. During my tests with the modified files, I coudn't notice any notable side-effect, but I agree with you that, when in the same area we will have many models linked to the same PG's, some lagging could happen especially on low-end computers.
The cure to that could be restoring the number of placement nodes to 8 (as I think you did with your latest patches), or decreasing the number o particles per particle generator, so that the total number of particles won't change. In other words, the same number of particles would be distributed more evenly around the model (overall visual effect shouldn't change much when seen from the sea level, and it should be better from the top).
Talking more in general, something we should do is setting PG's opacity/density scale far parameters appropriately. By doing that, we would save computer resources and improve the far look of splash effects (not being affected by haze, when seen from far distance our splashes stand a bit too much on the horizon).

Quote:

Originally Posted by Kendras (Post 2507015)
Let's give up. I don't think we will manage to make our particles to follow the wind. Of course, this would be a very nice addition, and could be used also for ships' funnel smoke. But it probably requires a hardcode modification. So, I suggest using this feature only for big splashes and vaporised water, with a fake wind going north.

I couldn't agree more :yep:

Quote:

Originally Posted by Kendras (Post 2507015)
Yes, I agree on having a new and loudlier sound for very big splashes.

Have you found any good sound for that? The submerged wave sound could be improved too. Oddly, it sounds okay inside the sub, but I can hear some sound distorsion (like a clipping) at the end of the SFX when it is heard in free camera :hmmm:

Quote:

Originally Posted by Kendras (Post 2507015)
Yes, permissions granted to adapt this mod to other SH series, but with full credits and non commercial use, as always.

:up:

Quote:

Originally Posted by Kendras (Post 2507362)
So, after the splash effects, the only feature which has to be done is the damage model ? Let try it together with La Vieille lighthouse, as this lighthouse will have different damage boxes types, and is located very close to La Plate ... :D

During your absence I dealed mostly with effects, but now that you are back on duty I will leave them to you. Damage models are nearly ready. Below you can see how the top tower will look (more or less) after all the detachable eave pieces (12 in total) are blown up:

http://i.imgur.com/LmKMiuc.png

I only need to twist/smash up/rip away the rebar frame (most of it will be gone in the final version).

Talking about effects and features that still need(ed) our attenction, I have reworked a bit your light effect. I have set its flashing period according to this graph:

http://www.sailingissues.com/light/cardinal-buoys.png

light flashes duration: ca. 0.4 s
short dark pauses duration: ca. 0.3 s
long dark pausel duration: 4 s

All in all, flashes last a bit longer now, and they are more easily conted. I hope you don't mind me modifying your setting; tomorrow i will post here my update.

Still talking about the light effect, I have calculated that its range in the SH world, for the La Plate lighthouse, should be ca. 15 km (eqivalent of 8 nm at the same latitude in RW), and I have set effect's LOD distance accordingly. Despite that, in calm weather and with perfect visibility, the effect becomes invisible at a distance of ca. 9 km, whereas the lights of the generic lighthouse models you have added with patch 1 are visible from further away. I don't know if this difference is caused by the different sizes of the two light effect, or by the fact that 'unit' objects become invisible before 'terrain' objects. I have also read that SHIII's skydome is a 3d model, and that different mods have been released to increase the visible range of far objects; this limitation might also come in the picture. What do you know on the topic? What's the radius of the stock SHIII atmosphere, and what the rendering radius? Talking about the latter, as far as you know, is there any differenece between units and terrain objects?

Kendras 08-20-17 05:17 AM

Quote:

Originally Posted by gap (Post 2507470)
How should I use them? Do they require any previous patch? I see no particle library file in your patches, are the modified particle generators stored directly in materials.dat?

No, they don't require any previous patch, the particles generators are stored directly in LLH_LaPlate.dat and Materials.dat.

Quote:

Originally Posted by gap (Post 2507470)
but in my case the flickering problem was caused by foam particles being flat and not following wave ripples.

That's my problem too ...

Quote:

Originally Posted by gap (Post 2507470)
If that wasn't possible, I suppose that the second best solution would be making single foam particles quite small, and linking them to their particle generator as object particles, each of them with a floating object controller attached.

... even with floating objects.

Quote:

Originally Posted by gap (Post 2507470)
As for textures, please have a look at the link below:

http://unigine.com/articles/procedur...ent-generation

We could extract a single frame from that big texture or, preferably, we could use it as a whole and set it as an amimated texture (has I have noticedm PG's support them). Should the resulting animation look too stuttering, we could extract just a few frames, and generate the intermediate frames with a morphing program

Very nice textures, but can be used only if they are following the waves' shape.

Quote:

Originally Posted by gap (Post 2507470)
The best solution would be finding a controller forcing the game to render particles directly on the sea surface

Sure ! :yep:

Quote:

Originally Posted by gap (Post 2507470)
(provided that devs had thought about such a controller).

I think they didn't think about such a controller ... :damn:

Quote:

Originally Posted by gap (Post 2507470)
Tests with this controller have not given univocal results so far: sometimes it seems to work, other times it seems not to have any effect, and some other times it seems to do things worse. The game randomizing environmental parameters every time the testing mission is loades, doesn't help either

Mmh. I set 0,5 for the light halo, and there is no visible change, the halo is not in front of the lantern as expected ... :-?

Quote:

Originally Posted by gap (Post 2507470)
I wonder how lighthouse keepers could live in those wet traps in days like those

A horrible noise preventing you to sleep, and the building quaking as if it was on the point to fall in the raging sea ... :Kaleun_Sick:

Quote:

Originally Posted by gap (Post 2507470)
I hope you guys aren't really aiming at mimicing that effect: wind speeds in SH games are limited to 15 m/s and such an huge splashes would be totally unrealistic even for the highest wave we can experience in game

True. Just a bigger splash effect when waves are 2 meters a. s. l.

Quote:

Originally Posted by gap (Post 2507470)
The horizontal splash texture used for smaller waves is okay IMO

Precisely, it's not. I explain. This texture has not a round shape. And it's always looking at camera. So when you see it from the air, you see 'lines'. Don't know if I'm clear enough. This results in this problem :

Quote:

Originally Posted by gap (Post 2507470)
I have increased placement nodes under request by MLF, who complained about the poor look of the splashes when seen from top.

So, we have to not use it.

Quote:

Originally Posted by gap (Post 2507470)
Talking more in general, something we should do is setting PG's opacity/density scale far parameters appropriately. By doing that, we would save computer resources and improve the far look of splash effects (not being affected by haze, when seen from far distance our splashes stand a bit too much on the horizon).

Really don't understand what you're talking about.

PS : What do you mean with FX, SFX and PG's ?

Quote:

Originally Posted by gap (Post 2507470)
The submerged wave sound could be improved too. Oddly, it sounds okay inside the sub, but I can hear some sound distorsion (like a clipping) at the end of the SFX when it is heard in free camera

:huh:

Quote:

Originally Posted by gap (Post 2507470)
During your absence I dealed mostly with effects, but now that you are back on duty I will leave them to you. Damage models are nearly ready. Below you can see how the top tower will look (more or less) after all the detachable eave pieces (12 in total) are blown up

Good work. :up:

Quote:

Originally Posted by gap (Post 2507470)
I only need to twist/smash up/rip away the rebar frame (most of it will be gone in the final version).

You mean the rusty metalic structure all around the top of the tower ?

Quote:

Originally Posted by gap (Post 2507470)
Talking about effects and features that still need(ed) our attenction, I have reworked a bit your light effect. I have set its flashing period according to this graph:

http://www.sailingissues.com/light/cardinal-buoys.png

light flashes duration: ca. 0.4 s
short dark pauses duration: ca. 0.3 s
long dark pausel duration: 4 s

All in all, flashes last a bit longer now, and they are more easily conted. I hope you don't mind me modifying your setting; tomorrow i will post here my update.

Yes, ok, no problem.

Quote:

Originally Posted by gap (Post 2507470)
Still talking about the light effect, I have calculated that its range in the SH world, for the La Plate lighthouse, should be ca. 15 km (eqivalent of 8 nm at the same latitude in RW), and I have set effect's LOD distance accordingly. Despite that, in calm weather and with perfect visibility, the effect becomes invisible at a distance of ca. 9 km, whereas the lights of the generic lighthouse models you have added with patch 1 are visible from further away. I don't know if this difference is caused by the different sizes of the two light effect, or by the fact that 'unit' objects become invisible before 'terrain' objects. I have also read that SHIII's skydome is a 3d model, and that different mods have been released to increase the visible range of far objects; this limitation might also come in the picture. What do you know on the topic? What's the radius of the stock SHIII atmosphere, and what the rendering radius? Talking about the latter, as far as you know, is there any differenece between units and terrain objects?

In stock game, the radius of the sky is 8 km. In GWX, it's 16 km. So, if the object is more than 8 km away from you, it will disappear.

The 'rendering radius' is controlled by the fog parameters.

gap 08-20-17 09:13 AM

Quote:

Originally Posted by Kendras (Post 2507541)
No, they don't require any previous patch, the particles generators are stored directly in LLH_LaPlate.dat and Materials.dat.

Okay, I will test them right after replying your other remarks :up:

Quote:

Originally Posted by Kendras (Post 2507541)
That's my problem too ...

... even with floating objects.

Very nice textures, but can be used only if they are following the waves' shape.

Sure ! :yep:

I think they didn't think about such a controller ... :damn:

Okay, let me see if by digging stock files I can find any useful controller. If we don't, I think that animated particles might make the flickering lesser obvious. If also that trick doesn't work, we can always scrap the effect, though not seeing any foam on the sea surface after those big splashes, would be a bit unnatural :hmm2:

Quote:

Originally Posted by Kendras (Post 2507541)
Mmh. I set 0,5 for the light halo, and there is no visible change, the halo is not in front of the lantern as expected ... :-?

You might try some higher values, what do you want to achieve? On my system, after restoring the dummy 3D model linked to the same node as the light effect, the light is normally in front of the lantern (its glass looks illuminated) unless I move the camera too close to the lantern, in which case, depending on the angle, the light pops on the back of the lantern. When this happens, clicking again on the free camera (eye) icon, resets the effect and moves it back in front of the glass :yep:

Quote:

Originally Posted by Kendras (Post 2507541)
A horrible noise preventing you to sleep, and the building quaking as if it was on the point to fall in the raging sea ... :Kaleun_Sick:

I hope they were well paid for having to go through such an horrible experience throughout their lives :D

Quote:

Originally Posted by Kendras (Post 2507541)
True. Just a bigger splash effect when waves are 2 meters a. s. l.

:up:

Quote:

Originally Posted by Kendras (Post 2507541)
Precisely, it's not. I explain. This texture has not a round shape. And it's always looking at camera. So when you see it from the air, you see 'lines'. Don't know if I'm clear enough. This results in this problem :

During my tests I have never noticed anything similar to what you are describing, and I find that texture pretty appropriate as main particle for low-medium waves, but to be honest my comments are only relative to side views of the effect: I don't care too much how the overall effect looks from the top, as we will rarely see it from that perspective anyway :03:

Quote:

Originally Posted by Kendras (Post 2507541)
Really don't understand what you're talking about.

http://i.imgur.com/LnYmy5s.jpg

Quote:

Originally Posted by Kendras (Post 2507541)
PS : What do you mean with FX, SFX and PG's ?

FX = effects
SFX = sound effects
PG = particle generator

Quote:

Originally Posted by Kendras (Post 2507541)
Good work. :up:

Thanks :smug:

Quote:

Originally Posted by Kendras (Post 2507541)
You mean the rusty metalic structure all around the top of the tower ?

Exactly. Except for being rusty, that framework looks like it has been just set up and waiting for fresh concrete to be casted around it. I must try and imagine how the same structure would look after an explosion, with entire portions of it ripped away together with the eaves it supported, and the remaining portions badly twisted due to the explosion :D

Quote:

Originally Posted by Kendras (Post 2507541)
Yes, ok, no problem.

You can copy/paste the reworked effect from the dat file linked below:

https://www.mediafire.com/file/5cpmf...ghthouse_FX.7z

I also suggest you to copy the light halo material embedded in the same file: it represents a light glow with rays not sticking out from the glow (as in the stock texture), but being part of the glow itself. The effect is best appreciated against a dark background, as the sea surface.

Quote:

Originally Posted by Kendras (Post 2507541)
In stock game, the radius of the sky is 8 km. In GWX, it's 16 km.

The 16 km atmosphere mod is a separate mod of GWX, but during my tests I didn't enable it. I will for my next tests and I will let you know the results :up:

Quote:

Originally Posted by Kendras (Post 2507541)
So, if the object is more than 8 km away from you, it will disappear.

This radius is actually longer than 8 km; a little more than 9 km measured on the nav map. After that limit the light disappears. What is strange, is that the effect linked to the generic models is visible from a longer distance...

Quote:

Originally Posted by Kendras (Post 2507541)
The 'rendering radius' is controlled by the fog parameters.

I am talking about the radius beyond which any unit is treated in game as a dimensionless point on the map and information of its damage and remaining ammo storage is reset to standard values. This value in stock SH5 is equal to ca. 20 km and it is hardcoded (though there is a patch by TheDarkWraith for setting it at wish); I suspect it replaced the soft-coded atmosphere radius of older SH games.

Still talkin about SH5, dunno about SHIII and IV, fog parameters are only for player's visual, and they have nothing to do with the actual rendering radius (as far as an unit is within 20 km from the player, it will be treated as a physical object, whether the player can see it or not depending on weather conditions and fog settings).

Talking about our mod, I think the highest and most powerful lighthouses emit a light signal that, at best visibility conditions, can be seen as far as 60 km away from their source. I wish our mod to reflect those nominal ranges, but I am afraid that setting in-game rendering/atmosphere radius to 60 km, will be beyond the possibilies of the game engine and of our poor machines.
I am wondering what could be a good alternative. Scaling down the ranges by a factor 4-5 maybe, so that the longest ranged lights will be visible from a distance of 15-12 km, and shorter lights as La Plate will be visible within a radius of only 4-5 km? what do you think? :hmmm:

MLF 08-20-17 11:26 AM

1 Attachment(s)
Quote:

Originally Posted by gap (Post 2507570)
Talking about our mod, I think the highest and most powerful lighthouses emit a light signal that, at best visibility conditions, can be seen as far as 60 km away from their source. I wish our mod to reflect those nominal ranges, but I am afraid that setting in-game rendering/atmosphere radius to 60 km, will be beyond the possibilies of the game engine and of our poor machines.
I am wondering what could be a good alternative. Scaling down the ranges by a factor 4-5 maybe, so that the longest ranged lights will be visible from a distance of 15-12 km, and shorter lights as La Plate will be visible within a radius of only 4-5 km? what do you think? :hmmm:

The range of La Plate is 8 Miles (13km) - modern chart in screenshot shows characteristic as:
A group of 9 very quick flashes over a 10 second period, 19m high (as you said gap:)) with a range of 8 Miles (13km)

Link to abbreviations and symbols - still searching for 1940's era symbols.

http://www.yachter.fr/shom/html5/sym...ndex.html#56/z

Regards,

MLF

gap 08-20-17 12:31 PM

Quote:

Originally Posted by gap (Post 2507570)
Talking about our mod, I think the highest and most powerful lighthouses emit a light signal that, at best visibility conditions, can be seen as far as 60 km away from their source. I wish our mod to reflect those nominal ranges, but I am afraid that setting in-game rendering/atmosphere radius to 60 km, will be beyond the possibilies of the game engine and of our poor machines.
I am wondering what could be a good alternative. Scaling down the ranges by a factor 4-5 maybe, so that the longest ranged lights will be visible from a distance of 15-12 km, and shorter lights as La Plate will be visible within a radius of only 4-5 km? what do you think? :hmmm:

@ Kendras

I have noticed that Hitman had created a 20-km environment mod, but unfortunately the link is down :-?

I have also seen that you had a 30-km environment mod planned. Did you make any progress with it?

A set of optional long-range environment mods especially developped for this mod would be a cool addition to it, but I am afraid their settings are a bit tricky :hmmm:

Quote:

Originally Posted by MLF (Post 2507593)
The range of La Plate is 8 Miles (13km) - modern chart in screenshot shows characteristic as:
A group of 9 very quick flashes over a 10 second period, 19m high (as you said gap:)) with a range of 8 Miles (13km)

I have followed an empirical method in order to calculate (more or less) the equivalent range of 8 miles in the SHIII world.

What I have done, is plotting that 8-nm range on a nautical chart. Radius length on map was calculated based on the length of one degree of latitude/longitude at Raz de Sein's latitude. There are many on-line calculators that you can get this data from; I used the one below:

http://www.csgnetwork.com/degreelenllavcalc.html

The next step was squeezing the nautical chart I was drawing on, so that one minute of latitude was as long as one minute of longitude (as in the SH world). After doing that, La Plate's circular range became an ellipse.

I then measured the length of major and minor axes of this ellipse (real range), and I calculated the radius of the best-fitting SHIII range as the square root of the square of ellipse's semimajor axis plus the square of ellipse's semiminor axis. This is the result after drawing the SHIII radius on map:

 

http://i.imgur.com/WM853Vt.jpg

Legend:
Red ellipse - 'squeezed' real radius
Yellow circle - SHIII radius (calculated for maximizing overlapping over non-overlapping areas)
Orange area - overlapping area between the two ranges


At this point, knowing that in SHIII one minute of latitude/longitude is always equal to 2 km, calculating the desired in-game radius was a simple math. My result is 15,107 metres, with an ecceptable margin of error caused by the approximations used :)

Quote:

Originally Posted by MLF (Post 2507593)
Link to abbreviations and symbols - still searching for 1940's era symbols.

http://www.yachter.fr/shom/html5/sym...ndex.html#56/z

Still looking forward to them :O:

MLF 08-20-17 01:46 PM

If only all these converters were available when I was at sea:roll:

I'll resume the search for chart 5011 symbols mid-september. Off and away now:) Leave you in peace:yep:

Regards,

MLF

gap 08-20-17 02:10 PM

Quote:

Originally Posted by MLF (Post 2507646)
If only all these converters were available when I was at sea:roll:

Were you in the navy? :)

Quote:

Originally Posted by MLF (Post 2507646)
I'll resume the search for chart 5011 symbols mid-september. Off and away now:) Leave you in peace:yep:

Enjoy your holidays mate, when you are back you will find us here :salute:

MLF 08-20-17 02:38 PM

Quote:

Originally Posted by gap (Post 2507662)
Were you in the navy? :)



Enjoy your holidays mate, when you are back you will find us here :salute:

18 years :03:

Thank you gap.

regards,

MLF

Kendras 08-20-17 02:49 PM

Bonnes vacances !

:Kaleun_Salute:

MLF 08-20-17 02:59 PM

J'espère bien.
Merci Kendras.

gap 08-20-17 04:43 PM

Quote:

Originally Posted by MLF (Post 2507669)
18 years :03:

You have all my respect Sir :salute:


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