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Old 01-07-20, 01:29 AM   #331
propbeanie
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Originally Posted by merc4ulfate View Post
Resolved?
So it looks like the AI fished its own ally and the american planes can not hit an object that isn't moving. Seriously messed up I'd say. Can the american planes be set higher as far as skill level such as elite. The american flyers were veterans or taught by veterans and I would think the AI skill level should reflect that.
Should I post you the video of them tearing up a CV, CVE, CL & 4 DD, sending all to the bottom in less than 30 minutes? Those are dive bombers only. No supporting TB, no fighters. Just slow dive bombers. They are set in 4 groups of 2. Most of the game has groups of six or more. When I made the CV Attack Group vid, all of the planes were indepent. Much better flying and weapons usage, but that is a LOT of work. The airplanes in that 4x2 Dauntless vid are set to Elite. There is nothing higher. If Set to Veteran, they would crash into each other every once in a while. If set to Competent, they crash into the ships and the ocean. Silent Hunter has never been any good at flying airplanes. Besides the fact, as stated in the video, that it is 8 Dauntless with the "Basic" loadout, which at the time of the video is the small bombs. They see the enemy. They attack the enemy, so they are "fixed" as far as the game is concerned. There might be a slight further improvement when s7rikeback gets ALL of the planes in conformance, but notice the framerate in that video, toward the upper left center. That is 30fps, locked with antilag, and you will see the occasional "blip", but nothing like we were seeing.


Quote:
Originally Posted by Kongo Otto View Post
It might be nit picking, but right now I'm patrolling the Davao Gulf and all I see are US Tugs and Dutch freighters coming out of Davao.

Davao irl was captured by the Japanese at 20th December 1941 and I'm patrolling at 11th February 1942, there shouldn't be any kind of tugs or allied freighters even near the vicinity.

[pic]
We minimized similar traffic in the Marshalls during the same time frame. I'll look at Davao.

Quote:
Originally Posted by von Zelda View Post
propbeanie,

I've been on several patrols near Okinawa in late 1944 and the game begins to freeze up when I get to within 20NM of Okinawa. The closer I get the worse it freezes up. I suspect there is just too much traffic within the Okinawa harbor. Too many ships, too many planes, etc. too much for my game to handle. It doesn't crash, it just freezes up and stops. Assigned to deliver an agent to the shoreline east of Okinawa on the right hand side of the island. The game froze as we got close to land and to Okinawa harbor on the opposite side of the island.

I could almost say the same thing about Pearl, Midway and Brisbaine; but, at least the game doesn't freeze up there.

Just my opinion but some of this harbor traffic is too much & unnecessary, I rather have a smooth running game while I'm seeing less shipping inside the harbor.

Any way you could check into the harbor traffic within Okinawa? I think this one is over the top. Thanks.
We could build you guys a "NO Harbors" version (we would delete the Harbors layers, and you would see nothing in them), but we do get more praise for a world that is "alive", than we do for criticism against traffic. Of note, is that I was running the game fine on a Core i3 with 4 gig of RAM on Windows 8 until recently when the machine died, and had it running on a low-end dual core with 2 gig of RAM and Windows XP until the Museum got too big for it. Also of note is that the FotRSU team has not edited anything around Okinawa, and there really isn't much going on around there. In fact, a lot of harbors in FotRSU actually have less traffic than when we started working on the mod, mostly because the ships were crashing into each other all of the time. The main thing to look out for near harbors are your radars. When near a friendly harbor, turn your radars off. Do not exceed 128x TC.

I will look for an Insertion mission for Okinawa, but I do not recall FotRSU as having one... Are you sure you've got a "clean" FotRSU install? Did you empty the Save folder after activating the mod?

I just got to thinking - are you running FotRSU (Ultimate), or are you using FOTRS, such as v1.2 or v1.3?? - If you have FOTRS, there are "run-a-way" spawns that FotRSU corrects, and the Okinawa corridor is where you potentially see two giant groups of DD. I mean groups of 60+ DD have been reported, sometimes congregating into a mess when none of them can move. The result from the player's perspective is a framerate that drops to the single-digits, and eventually crashes.
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Old 01-07-20, 04:36 AM   #332
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Default Slowing Okinawa frame rate problem

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Originally Posted by propbeanie View Post
We could build you guys a "NO Harbors" version (we would delete the Harbors layers, and you would see nothing in them), but we do get more praise for a world that is "alive", than we do for criticism against traffic...... Also of note is that the FotRSU team has not edited anything around Okinawa, and there really isn't much going on around there. In fact, a lot of harbors in FotRSU actually have less traffic than when we started working on the mod, mostly because the ships were crashing into each other all of the time. The main thing to look out for near harbors are your radars. When near a friendly harbor, turn your radars off. Do not exceed 128x TC.

I will look for an Insertion mission for Okinawa, but I do not recall FotRSU as having one...

I just got to thinking - are you running FotRSU (Ultimate), or are you using FOTRS, such as v1.2 or v1.3?? - If you have FOTRS, there are "run-a-way" spawns that FotRSU corrects, and the Okinawa corridor is where you potentially see two giant groups of DD. I mean groups of 60+ DD have been reported, sometimes congregating into a mess when none of them can move. The result from the player's perspective is a frame rate that drops to the single-digits, and eventually crashes.
The US & British ports are NOT a big problem although returning to one is a somewhat slow process. I turn radar off but that surface sonar is a real bug and it slows ya down. Maybe a "No Traffic Friendly Harbor Mod" in the future?

I'm using the new FothRS UE by the way. The time period is Oct, Nov, Dec 1944. This 20nm area around Okinawa is the only area that I've found where the frame rate drops so low the game stops. I'm not receiving any radar or sonar signals, just a slowing down. Per your DD description above, maybe there's a large task force or convoy positioned in or near the Okinawa harbor causing an issue?

Thanks for looking into it.
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Old 01-07-20, 06:23 AM   #333
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Default Okinawa Harbor UPDATE

propbeanie,

Dec. 19, 1944 after dark in Heavy Rain and Heavy Fog:

Eastbound at top speed on the surface, approx. 25 nm due west of Okinawa Harbor itself. Game now close to zero frame rate and could make no more orders or changes to the game. Had to quit.

Observed at least 68 ships by radar and sonar, probably more, mostly stationary, located mostly in deep water on the southern, shallow portion of the gulf some 8 nm to 24 nm due west of the Okinawa Harbor in groups of 11, 9, 8 and 39 (in 2 long rows) with multiple battleships and carriers of the same class or type.

Could not proceed any further due to low frame rate. Most likely more enemy ships out of radar and sonar range!

Hope this helps indicate the problem.
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Old 01-07-20, 07:43 AM   #334
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Originally Posted by von Zelda View Post
The US & British ports are NOT a big problem although returning to one is a somewhat slow process. I turn radar off but that surface sonar is a real bug and it slows ya down. Maybe a "No Traffic Friendly Harbor Mod" in the future?

I'm using the new FothRS UE by the way. The time period is Oct, Nov, Dec 1944. This 20nm area around Okinawa is the only area that I've found where the frame rate drops so low the game stops. I'm not receiving any radar or sonar signals, just a slowing down. Per your DD description above, maybe there's a large task force or convoy positioned in or near the Okinawa harbor causing an issue?

Thanks for looking into it.
Quote:
Originally Posted by von Zelda View Post
propbeanie,

Dec. 19, 1944 after dark in Heavy Rain and Heavy Fog:

Eastbound at top speed on the surface, approx. 25 nm due west of Okinawa Harbor itself. Game now close to zero frame rate and could make no more orders or changes to the game. Had to quit.

Observed at least 68 ships by radar and sonar, probably more, mostly stationary, located mostly in deep water on the southern, shallow portion of the gulf some 8 nm to 24 nm due west of the Okinawa Harbor in groups of 11, 9, 8 and 39 (in 2 long rows) with multiple battleships and carriers of the same class or type.

Could not proceed any further due to low frame rate. Most likely more enemy ships out of radar and sonar range!

Hope this helps indicate the problem.
If the friendly ports cause you no issues, then Okinawa surely shouldn't. I have run a set of test missions from Dec of 1943 when traffic is the heaviest there, through January of 1945 when it really starts to drop off in the area. I cannot find any issue around there. Here is a screen grab of the Mission Editor, with the player running on December 19, 1944:



In the immediate area are 3 coastal groups. No convoys, no task forces, no major groupings of any ship, other than those, of which two are sets of fishing boats, calling for one boat each 100% of the time, and a 2nd fishing boat 50% of the time. Those groups spawn about 80% of the time every 25 hours, and they do terminate after their runs. The 3rd group is a set of Daihatsu barges, with up to four of them in the group, with an armed one "escorting" them at times. In the harbors themselves, with Naha being the main one (lower-middle-right), and another just south of there, both having over a dozen ships along their respective docks, but each only spawning one ship - which is reduced from the highs back in 1943, to simulate the impact of the US subs and CV Attack Groups on Japanese shipping late in the war. That's all that shows for multiple runs in the ME. I cannot come close to replicating what you are experiencing. The US invasion occurs in April, and the IJN had already withdrawn most of their warships either to Singapore or the home islands.

I'll ask again, did you clear the Save folder contents after activating FotRSU, and do you have only FotRSU files in there? No RFB stuff or anything else from experimenting with the sonar on the subs? Any files from any other mod will render FotRSU useless and full of errors. We have completely different calls on most major ships, as well as different airplane calls.
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Old 01-07-20, 10:34 AM   #335
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I'm going to clear the save folder and try everything from the beginning.
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Old 01-07-20, 02:41 PM   #336
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- btw, if anyone has issues with being near harbors in general, you could always open the Data / Campaigns / Campaign folder, find all of the *_HarborTraffic.mis files, open them one by one, and delete all test out of them, and then Save them as an "*.*" All file, with the "MIS" extension, which even MS Notepad should be capable of doing without prompting. Write or Word, or any word processor would need to be lead by the nose to do that correctly, as does Notepad if you aren't careful. The files are called by the Campaign.cfg file, so have to be "found", else you'll bomb, but the game doesn't care if they're empty or not. Just be aware that doing such will eliminate a LOT of traffic. There most likely isn't anyone that would need to do that, unless you are on a computer barely above the Ubisoft minimum recommendations
-Minimum Configuration:
Windows® 7, Windows® 8.1, 10
DirectX 9.0c
2 GHz Pentium 4, AMD Athlon, or equivalent
1024 MB RAM
128MB DirectX 9.0c compatible graphics card with Pixel Shader 2.0 capability
DirectX 9.0C compatible sound device
DVD-ROM 4x or faster
6.0 GB hard drive space
Windows-compatible mouse required
Internet connection for play on Ubi.com (minimum 56k modem or broadband)

-Recommended Configuration:
Windows® 7, Windows® 8.1, 10
DirectX 9.0c
3 GHz Pentium 4, AMD Athlon or equivalent
2048 MB RAM
256MB DirectX 9.0c compatible graphics card with Pixel Shader 2.0 capability
DirectX 9.0c compatible sound device
DVD-ROM 4x or faster
6.0 GB hard drive space
Windows-compatible mouse required
Internet connection for play on Ubi.com (minimum 56k modem or broadband)

*Supported Video Cards at Time of Release:
ATI(r): 9600/9700/9800, X300 to X850, X1300 to X1800
NVIDIA(r): 6200/6600/6800/7800

*Not Supported Video Cards at Time of Release:
ATI(r): 9200 and below/9500
NVIDIA(r): 5200 and below/5600/5700/5800/5900
Laptop models of these cards are not supported.
We recommend a dual core machine with at least 4 gig of RAM and a 64-bit OS, to ease the application of memory management beyond 2 gig. You can do that in a 32-bit OS, it's just more difficult and "dangerous" to do... That said, as I've mentioned, I've had it running OK on a 2 gig machine with an nVidia 6200 AGP card, but with most everything turned down - and you will NOT get the Museum to run...
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Old 01-08-20, 01:08 AM   #337
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Thanks for the mod!
I see easy aob is being used, nice.

So, i played 3 patrols, my first time with fotrs, and at first i crash dived when detecting airplanes but i was surprised on the surface by airplanes and decided to stay on the surface: they do not attack, now it happened like lots of times that they pass very close and don't seem to see me, weird, everything else is working perfectly until now. I am on a s boat.

One other question, i modified the days spent at base in basic.cfg but the game it seems is not reflecting that, so this is correct place to modify that? i searched with google but i couldln't find an answer. Or that was for sh3 and obsolete?

Thanks!
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Old 01-08-20, 04:16 AM   #338
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Bug:
Ok, so i don't know what happened but the deck gun crew dissapeared after installing an AA gun (20 mm) and a refit of the same.
I went on patrol and no slot for crew on deck gun.
I tried removing "AdditionalRepository" in that file but i can't find this text in that file.

Also, like i posted, aircraft didn't attack even when passing right above me,
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Old 01-08-20, 08:37 AM   #339
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Quote:
Originally Posted by Nicolas View Post
Thanks for the mod!
I see easy aob is being used, nice.

So, i played 3 patrols, my first time with fotrs, and at first i crash dived when detecting airplanes but i was surprised on the surface by airplanes and decided to stay on the surface: they do not attack, now it happened like lots of times that they pass very close and don't seem to see me, weird, everything else is working perfectly until now. I am on a s boat.

One other question, i modified the days spent at base in basic.cfg but the game it seems is not reflecting that, so this is correct place to modify that? i searched with google but i couldln't find an answer. Or that was for sh3 and obsolete?

Thanks!
Use the Data / Cfg / UPC.cfg file for the Days In Base

Quote:
Originally Posted by Nicolas View Post
Bug:
Ok, so i don't know what happened but the deck gun crew dissapeared after installing an AA gun (20 mm) and a refit of the same.
I went on patrol and no slot for crew on deck gun.
I tried removing "AdditionalRepository" in that file but i can't find this text in that file.

Also, like i posted, aircraft didn't attack even when passing right above me,
The airplanes had a combination of issues. Some of the planes had a "custom" AI_Visual call that was missed, in spite of the "custom" dat file having been removed. Simple oversight there on several of them, hence they could not "see" anything... Probably made take-offs and landings interesting... - In addition to that, there were several planes that had issues with their Loadouts, either in the definition or the call, or both. Therefore, some of them could "see" you, but could not attack. Didn't even have an empty Coke bottle to throw out the cockpit... - and some planes just refused to do what we wanted... All of that has been re-worked for the next version, which is being put together now, and has advanced the version numbering scheme beyond comprehension ... fingers crossed for a new version in just a few more days.

As for the deck guns. They were 'cemented' in position, under the hope that an update would not cause any issues. This apparently has introduced a new problem. When you did your AA upgrade, there was probably already a deck gun upgrade that the game 'gave' you. When the game attempts to upgrade the deck gun, the one that is placed on the sub already is not editable, so therefore the game goes ahead and puts the new one in the empty deck gun position. ie: You have a submarine with an aft-mounted deck gun. When it comes time for the 'upgrade', the aft-mounted gun is seemingly "write-protected" and cannot be removed, for whatever reason. The fore-mount on the submarine is empty, so that's where the game puts the new one. Unfortunately, the positions are no longer there, but the game doesn't care, and once again overwrites what the modder intended... - Once we get the new version out, that will be wrenched on, and we might end up with the player having a choice once again for deck gun placement, and probably still losing the crew slots, but at least being able to recover from it... maybe... lol -
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Old 01-08-20, 09:45 AM   #340
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Default Officer Ranks

Began new campaign at Manila in the S-35 on December 9th.

Noticed that Glynn Summers (O2), Bruce Rosencrans (02) and Blish Greco (01) were all wearing the collar insignia of O3. As I always like my officers to wear long sleeve shirts with proper insignias at all time (like crew to look sharp since my service on the USS Caine), I fixed this and corrected the insignias in ActiveUserPlayerUnits.upc file.

Was ordered to patrol Verde Bay and Verde Is. area. December 12th, while on station at 3 pm and 5 pm, I was on surface (I know, I know) and was attacked by single Kawanishi H6K Type 97 Large Flying Boat on both occasions. Went to battle stations, manned Ma Deuce and told Petty Officer 2nd class Ian Callaghan, manning the AA gun to fire at will. The first aeroplane made a strafing run and then a bombing run with a near miss, no damage to boat in either case. The second aeroplane made his bombing run and then his strafing run, again with a near miss and no damage. In both cases Callaghan got hits on aeroplanes and both left on fire.

So, it would seem that some planes do sometimes see boats.

Last edited by Michael Wood; 01-08-20 at 02:09 PM.
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Old 01-08-20, 11:58 AM   #341
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Originally Posted by propbeanie View Post
Use the Data / Cfg / UPC.cfg file for the Days In Base


The airplanes had a combination of issues. Some of the planes had a "custom" AI_Visual call that was missed, in spite of the "custom" dat file having been removed. Simple oversight there on several of them, hence they could not "see" anything... Probably made take-offs and landings interesting... - In addition to that, there were several planes that had issues with their Loadouts, either in the definition or the call, or both. Therefore, some of them could "see" you, but could not attack. Didn't even have an empty Coke bottle to throw out the cockpit... - and some planes just refused to do what we wanted... All of that has been re-worked for the next version, which is being put together now, and has advanced the version numbering scheme beyond comprehension ... fingers crossed for a new version in just a few more days.

As for the deck guns. They were 'cemented' in position, under the hope that an update would not cause any issues. This apparently has introduced a new problem. When you did your AA upgrade, there was probably already a deck gun upgrade that the game 'gave' you. When the game attempts to upgrade the deck gun, the one that is placed on the sub already is not editable, so therefore the game goes ahead and puts the new one in the empty deck gun position. ie: You have a submarine with an aft-mounted deck gun. When it comes time for the 'upgrade', the aft-mounted gun is seemingly "write-protected" and cannot be removed, for whatever reason. The fore-mount on the submarine is empty, so that's where the game puts the new one. Unfortunately, the positions are no longer there, but the game doesn't care, and once again overwrites what the modder intended... - Once we get the new version out, that will be wrenched on, and we might end up with the player having a choice once again for deck gun placement, and probably still losing the crew slots, but at least being able to recover from it... maybe... lol -
Thanks.
Looking forward for the next update.
I had to discard one patrol and go back to fix the gun sadly.
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Old 01-08-20, 01:26 PM   #342
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Quote:
Originally Posted by Michael Wood View Post
Began new campaign at Manila in the S-35 on December 9th.

Noticed that Glynn Summers (O2), Bruce Rosencrans (02) and Blish Greco (01) were all wearing the collar insignia of O3. As I always like my officers to war long sleeve shirts with proper insignias at all time (like crew to look sharp since my service on the USS Caine), I fixed this and corrected the insignias in ActiveUserPlayerUnits.upc file.

Was ordered to patrol Verde Bay and Verde Is. area. December 12th, while on station at 3 pm and 5 pm, I was on surface (I know, I know) and was attacked by single Kawanishi H6K Type 97 Large Flying Boat on both occasions. Went to battle stations, manned Ma Deuce and told Petty Officer 2nd class Ian Callaghan, manning the AA gun to fire at will. The first aeroplane made a strafing run and then a bombing run with a near miss, no damage to boat in either case. The second aeroplane made his bombing run and then his strafing run, again with a near miss and no damage. In both cases Callaghan got hits on aeroplanes and both left on fire.

So, it would seem that some planes do sometimes see boats.
Well... we don't want you having to go into the Save folder for edits on Rank Insignia... we'll do some digging.

Some planes do attack, so you do still have to be careful. The big floatplanes are rather cumbersome, but can hit every once in a while, plus they have more bombs and more chances to try. Some of the smaller planes are rather precise in their attacks - but only the ones that see you. This issue is 'fixed' in the next release. Still stepping through them all though to make certain they aren't blind as the three blind mice...
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Old 01-08-20, 05:06 PM   #343
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propbeanie,
On my 1st patrol of my second career in a Porpoise (with a new SAVE folder) out of Midway on Dec 9th.

I'm sailing southbound along the coastline of NW Guam on Dec 25, 1941 at 10pm and tracking a sonar signal for a slow moving warship. ID'd it as US Bagley class destroyer at 9300 yards that looks like he's just (merrily) patrolling the waters off Guam; but Guam has already been captured by the Japanese? Why is he out here tooling around by himself?

Found the harbor on south west side of Guam and had difficulty with the photo recon mission. Got a sonar line for a stationary vessel and even briefly, a little photo icon but could not see or lock onto a ship to photograph.

Maybe these items have already been examined? Looking forward to the upcoming update. Will I need to create a new SAVE folder? Thanks.
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Old 01-08-20, 09:25 PM   #344
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I'll look for that DD. I may have missed terminating one, and it's stuck in a continuous loop. As for the photo recon, there's not much to be done about that at this time and it is mentioned on page 1 of the thread, but you do have to get within as close as 900 yards at times, depending upon the sea state and visibility. I've never gotten one from further away than 1200 yards, sometimes have to get even closer. That particular mission, the FotoRecon isn't worth very much, and are secondary objectives.
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Old 01-09-20, 03:27 PM   #345
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Have this strange thing on both night and attack periscope.
I don't know if that's a stock game bug or not so I thought I let you know.
Happens on s-class boat.
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