View Full Version : Real Mortars by Jones
Jonescrusher
Aug 26 2009, 21:01
This mod is based off of my Mortar scripts. I added 4 charges of each ammo class for more control over the ballistics.
Additionally I added a feature that allows you to open the map and click the map to verify traget data. No tweaking or scripting required it is all self contained.
I had planned on releasing it as part of a full artillery conversion pack but realised that I wanted to Do completely different user interfaces and options with the M119 and D30
So I decided to release this as a stand alone mod as the time it will require to finish my othe rprojects might be some time.
I haven't been able to test it on a dedicated server so there is the possibility of an issue. I doubt it, because I had none with the scripts but I am not 100% sure.
So if you come across any MP issues let me know I and I will fix it ASAP.
There is the ability to over ride the default settings with the init.sqf I added a copy of the init.sqf in a demo mission. and copies of the text in the readme for how to over ride them.
Download here
http://www.filedropper.com/realmortars
Features:
High explosive 4 powder charges (High damage 10 meter blast area)
white phosphorus 4 powder charges (Low damage 20 meter blast area)
Target area data (While sitting in mortar open map and single click data will appear in top right of screen)
Registration fire, Returns gun data with impact data.
Ammo restrictions such as reload times and ammo truck proximity.
Default options over ride, Default setting can be changed via the mission "init.sqf" file
All displays are shown Milradians and meters
SWT_Janowich
Aug 27 2009, 02:41
Unfortunately has nothign to do with the reality at all.
The whole angle is wrong.
No illumination rounds? Probably a very solid minority here, but my gaming group uses them in our throwback '85 missions.
Other than that, awesome, awesome mod. Now to build a firing table...
Jonescrusher
Aug 27 2009, 03:47
I tried using the Illum rounds right out of the box and they wouldn't fire off. I am still messing around with them to see if I can get them to work with out having to script them.
As far as reality....I guess I could have 5 players use the system, a couple players to go pound survey sticks in to the ground one to act as the crusty noncom that can't hear himself think because he done lost his hearing 10 years earlier. one person to take a nap under a truck and another person complain because he had to carry the base plate 3 times in a row. Luckly this isn't reality it is just a game.
gunterlund21
Aug 27 2009, 04:51
HI Jonesy. Do we have the sound of arty shells coming in? Dont hear any. Also the old version was scripted instead of a pbo. any chance of re-releasing as scripts? then users dont have to have the pbo and the mission maker can drive it in.
NouberNou
Aug 27 2009, 05:36
Awesome.... How does this work? :confused:
gunterlund21
Aug 27 2009, 06:13
Unfortunately has nothign to do with the reality at all.
The whole angle is wrong.
Not quite sure what you mean by this. According to my calcs he is spot on given the parameters the game allows.
Foxhound
Aug 27 2009, 07:19
Thanks a lot for informing us :cool:
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7079).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7078)
Real Mortars mod (http://www.armaholic.com/page.php?id=7078)
Awesome.... How does this work? :confused:
It works more or less like a real (albeit already emplaced) mortar. Instead of aiming using 360 degrees, you have 6400 mils. Once you are on your mortar, figure out your own location, as accurately as possible. When you recieve a fire mission, first determine tangent (deflection) by physically turning the mortar towards the grid. I've found that placing the map compass over my position, turning, adjusting, turning, adjusting, etc. works. Once you are on target, figure out (roughly) what the range is. Each grid is 100m and simply counting grids usually gets you in the ballpark. Match that to your range table (because you did build your own range table, right?!) and apply the proper elevation. If the altitude of your target differs significantly take the difference and either add (higher alt) or subtract (lower alt) from your range.
Fire.
At a period of some time, your forward observer/mortar fire controller (because you do have an FO/MFC, right?!) should report back with an adjustment. Make the adjustment and fire again. Repeat the process until you've exhausted your ammo, your target or your patience.
Or you could do what I do, download BlakeAce's Fire Control Calculator from Armaholic, import the friction and speed values and call it your Mortar Ballistic Computer.
Believe me, if you like easy mode artillery, this mod is not for you. The only people I remember using similar in ArmA1 were former or aspiring artillerymen themselves, as two of us were former or active artillerymen (of a sort) and of the three HS kids in my unit's battery, two went into real life artillery, one in the Army, one in the USMC.
NouberNou
Aug 27 2009, 17:25
Yea, I pretty much figured that out. I just do not know the values I need to put in to calculate a firing/range table... I will look into that Fire Control Calculator.
There are 4 different types of HE rounds and I am not sure of what their muzzle velocities are (I assume each type has a different amount of boost charge).
I play in a tactical realism unit and I my MOS is 11C so I would like to maybe see about using this for our unit. It would add another level of realism to the group.
We actually do have FO and someone running FDC and people manning the tubes. It would be interesting to see how this can fit in with it. :P
Inkompetent
Aug 27 2009, 17:25
Pythagoras is nice for ranging the artillery, but does need a calculator at hand.
distance = sqrt ( (x-distance)^2 + (y-distance)^2 )
So if the target is 2.4km east of you, and 1.9km south, the horizontal distance will be:
sqrt ( 2.4^2 + 1.9^2 ) = sqrt ( 5.76 + 3.61 ) = sqrt ( 9.37 ) = 3.06km.
Just make sure to keep the units of measurement consistent throughout the calculation, be it in kilometers, hundreds of meters or single meters.
Maybe not overly useful when putting down a howitzer barrage over a wider area, but really nice for pintpoint first-shot strikes on fixed positions.
gunterlund21
Aug 27 2009, 17:39
The mod actually calcs distance and heading for you. Its the elevation calc that you need to do. Ive created a calc for this in a spreadsheet if anyone is interested.
Inkompetent
Aug 27 2009, 17:41
Ahhh. I got the impression one had to punch in the wished for distance as well (or at least know it to determine needed elevation). Never ever used artillery in neither ArmA or ArmA2, so haven't felt the need to try this myself, even though I like the concept :)
The mod actually calcs distance and heading for you. Its the elevation calc that you need to do. Ive created a calc for this in a spreadsheet if anyone is interested.
Never noticed that before. Even though it's written on the demo map.
Jonescrusher
Aug 28 2009, 00:22
There are 4 different types of HE rounds and I am not sure of what their muzzle velocities are (I assume each type has a different amount of boost charge).
airFriction = -0.0002000;
Muzzle velocities
Charge 1: 150 meters per seconds
Charge 2: 210
charge 3: 270
charge 4: 330
As far as doing this all in scripts, it wouldn't work right with out being able to modify the airfriction values. The first scripts I released was the general concept but I want to keep the rounds configs so they actually leave the tube and follow the full trajectory. I might do some scripting on nonleathal munitions like illum and smoke seeing I can get them to work otherwise.
Rythmshifter
Aug 28 2009, 00:42
where do I put the SQF and SQM files? I am guessing this is the reason nothing happens when I left click the map in the editor?
gunterlund21
Aug 28 2009, 01:26
Here is a calculator I whipped up for this system. Let me know how it runs. Basically it works by punching the coordinates of the target and gun along with the elevation of each, then use the slider of the charge in use to match the target range with the charge. Read the elevation and use it in the game. Let me know how it works. This is a spreadsheet for Excel.
Download Here (http://rapidshare.com/files/272390837/Projectile5.rar.html)
Jonescrusher
Aug 28 2009, 16:53
where do I put the SQF and SQM files? I am guessing this is the reason nothing happens when I left click the map in the editor?
It is used as an addon so you have to put the @<hidden> folder in your arma root directory and add this bit to the end of your shortcut
-mod=@<hidden>
then start the game with the modified shortcut.
in the editor look for the "LRM252" all the mortars start with"LR"
For more info on how to load addons search around the forums here and there is a good tutorial at armaholic on it.
redrumNL
Aug 28 2009, 20:05
Nice, going to try this..Maybe all night :D
trickster1982
Aug 28 2009, 21:12
All we need now is a protractor add on in the inventory to stick over the map for adjusting fire :p
warpuppy
Aug 28 2009, 21:20
@<hidden>
Many thanks mate this just fantastic hopefully you will get the illum/smoke rounds in man this really makes arty worth playing
@<hidden>
Sent you a pm regarding your calculator
Ludovico Technique
Aug 29 2009, 07:32
Have given this a go and it's great fun to use, but of course I haven't been on the receiving end yet.
Could somebody give me an indication of how much damage these modded mortars do compared to the default? A ten metre radius on the HE rounds sounds very small compared to what the mortars usually do. Is it a ten metre burst, which you can cheerfully stand outside, or is it a ten metre burst plus shrapnel?
If it is a big reduction from the default damage is there a way to tinker finagle it back to the ordinary level?
Jonescrusher
Aug 29 2009, 16:48
the original blast radius was 20 meters, however the blact radius of a 120 mm mortar 20 meters. I was going to go with 15, but I went with 10 to balance the play. It forces better accuracy. I basically took 10 meters off of each round, Increased the damage of HE so that it would have more effect on vehicles and reduced the damage on WP so that it could really only affect infantry.
You could crack the pbo and change all these values if you don't care about the addon being signed.
The file is "configs\CfgAmmo.hpp"
These would be the values you want to alter.
hit = 180;
indirectHit = 70;
indirectHitRange = 10;
Keep in mind that if you crack open the mod the signiture is invalid if you are running a server with signiture checks.
warpuppy
Aug 29 2009, 17:22
Hi Jonescrusher
Sorry to ask but hows the m119 /D30 coming on? cant thank you enough for the mortars mate. This is an awesome addon, looking forward to the smoke/illum
gunterlund21
Aug 30 2009, 16:24
Added Time to Target on the Calculator. You can get it
Here (http://rapidshare.com/files/273485060/Projectile5.rar.htm)
blakeace
Aug 31 2009, 05:22
As usual Jones love your work, killing click on map arty one mod at a time!
Or you could do what I do, download BlakeAce's Fire Control Calculator from Armaholic, import the friction and speed values and call it your Mortar Ballistic Computer.
I have updated the calculator to use mils and comes default with Jones Mortar addon's ballistic values. For those that don't know it, it is an Excel spreadsheet used to calculate fire solutions for arty addons "usually Jone's awesome stuff" in a more realistic way, by communication between FO and the battery.
http://img56.imageshack.us/img56/5121/fcc13a.th.jpg (http://img56.imageshack.us/i/fcc13a.jpg/)
You can get it here
http://www.gamingsa.com/forums/showthread.php?t=3055
or
http://www.armaholic.com/page.php?id=2892
A quick tute can be found for it here.
http://www.zspecialunit.org/forums/arma-2-armed-assault-2/1036-fire-control-calculator.html
there is a small wrong number in the Fire Control Cal. v.1.3a
airFriction = -0.0002000; (your Int Vel was 0.0002) !!!!!!!
after i put a minus before the number, i it the correct target coordination.
As a AD FO in the Army, I had a shitload of fun with this mod.
I just can't wait for the real artillery.
NouberNou
Nov 4 2009, 00:58
there is a small wrong number in the Fire Control Cal. v.1.3a
airFriction = -0.0002000; (your Int Vel was 0.0002) !!!!!!!
after i put a minus before the number, i it the correct target coordination.
I didn't have this problem.
Avandir, I am working on a system to put Blakeaces calculator into ArmA2, and integrate all this sort of stuff together with the whole line of FA parts, FO, FDC, and the Gun Line.
All sorts of cool stuff FAATDS, PFED, all sorts of goodies I hope to get in there. Also LA fire (thats working but is a bitch to aim), and working with Charon Productions to make sure we can easily port in his artillery addons like DPICM, ADAM, RAAMS, Excalibur, etc. Also if he brings out new units (like SP artillery) then I am going to try and get that in the game as well.
Granted this is all sort of pie in the sky right now... I am having issues with the calculator since it can't run in game fast enough to be effective so I am using my own ballistics table. Oh well, when I have something more interesting to show than what I have now I will make a thread about it.
Thanks again to Jones and Blakeace for all the work you have done!
I didn't have this problem.
Avandir, I am working on a system to put Blakeaces calculator into ArmA2, and integrate all this sort of stuff together with the whole line of FA parts, FO, FDC, and the Gun Line.
All sorts of cool stuff FAATDS, PFED, all sorts of goodies I hope to get in there. Also LA fire (thats working but is a bitch to aim), and working with Charon Productions to make sure we can easily port in his artillery addons like DPICM, ADAM, RAAMS, Excalibur, etc. Also if he brings out new units (like SP artillery) then I am going to try and get that in the game as well.
Granted this is all sort of pie in the sky right now... I am having issues with the calculator since it can't run in game fast enough to be effective so I am using my own ballistics table. Oh well, when I have something more interesting to show than what I have now I will make a thread about it.
Thanks again to Jones and Blakeace for all the work you have done!
Keep AFATDS out of this. It's sensitive information.
But other then that, FASCAM, DPICM, it's all good shit. I don't know anything about mods, but if you need any info, just let me know.
NouberNou
Nov 4 2009, 03:07
Keep AFATDS out of this. It's sensitive information.
But other then that, FASCAM, DPICM, it's all good shit. I don't know anything about mods, but if you need any info, just let me know.
Haha I am civilian, so I only can glean what I can from people that might know and stuff I find digging through the internets and FAMAG and stuff like that.
I'm just a big nerd who loves complex weapons systems and programming... :p
Alderman
Nov 4 2009, 07:31
He found it online..... can we say OPSEC Violation... haha...
. Avandir here just joined the 3rd MD and I showed him this calculator and we just spent part of the day working with it. I would love to see this with the M119. That would make a world of change.
And I no I am not a FO :p .... MP is what I do.
Anyway good work, and we really look forward to more and improve things here.
NouberNou
Nov 4 2009, 09:09
;1480558']He found it online..... can we say OPSEC Violation... haha...
. Avandir here just joined the 3rd MD and I showed him this calculator and we just spent part of the day working with it. I would love to see this with the M119. That would make a world of change.
And I no I am not a FO :p .... MP is what I do.
Anyway good work, and we really look forward to more and improve things here.
Haha I can be very persuasive... :P But no, if it comes close to OPSEC violations in my opinion, or I am told it violates OPSEC then no go for inclusion. If I happen to make something out of my own imagination/logical thought process and it ends up violating OPSEC... well then maybe Raytheon should look into hiring me... ;)
On the M119, I have a version working that can take calculations from Blakeaces calculator, it only has 4 charge levels, but it still fires out to the max range of the M760 cartridge. I just figured 8 charges was a bit too much for in game and 4 seems to hit most everything it should, low and high angle.
Sorry, I feel like I am hi-jacking this thread... :P
CarlGustaffa
Nov 5 2009, 03:09
No illumination rounds? Probably a very solid minority here, but my gaming group uses them in our throwback '85 missions.
I belong in this minority too. Illumination is still used today, at least for artillery. We prefer artificial illumination on modern missions over the too powerful and convenient NVGs. Oh, and it does add sooo mcuh atmosphere :)
Alderman
Nov 5 2009, 15:20
Well I am not sure if its sensitive. Ask Pez (Avandir) since he brought it up. I will remind him to drop by this thread later when I see him on vent.
But also I just found this, which is nice since its server side scripts I believe :) !!
http://www.armaholic.com/page.php?id=6728
Says in changelog it works with M119. So Would we need a calc for that now then?
I plan on including the scripted version in my multi-player missions however my feeling is it's a little hardcore for a public server (though infinitely better than clicking on a map to target). I feel displaying a fourth value showing the calculated range at +/-0 altitude would take the edge off that difficulty.
Alderman
Nov 6 2009, 20:06
Ya that would be neat. I would love to be able to have this all as serverside so we can still use the calc and all while playing on our public mission files where we dont have/need pubbers to download. It also makes it easier for the unit to not have a file to download and all to. But if we were able to get in game calc system then I think it would be great thing to show pubbers and be able to teach them. My unit runs a very tight crwe of people, both in our unit and with our pubbers who are regular and who we develop strong ties with.
Jonescrusher
Nov 12 2009, 05:25
The problem with the scripted version is the airfriction values and muzzle velocities. I could script different muzzle velocities in but the airfriction is set in configs files. The scope of which is private so you can alter those variables on the fly. Altering the configs makes for a better deal in the long run. Ownership of the round is still ties to player so kill credit is given. I don't care about stats so much but it is still nice for credit to be given where it is due.
Defunkt
Nov 12 2009, 06:03
It's true that you can often only achieve 75% of the solution in script but you can reach so many more players so much more easily. IMO scripts are the only way to extend gameplay on a public server, I hope where feasible you'll at least consider both versions in any future improvement.
[GCA] Salah ad Din
Nov 25 2009, 16:49
As usual Jones love your work, killing click on map arty one mod at a time!
I have updated the calculator to use mils and comes default with Jones Mortar addon's ballistic values. For those that don't know it, it is an Excel spreadsheet used to calculate fire solutions for arty addons "usually Jone's awesome stuff" in a more realistic way, by communication between FO and the battery.
http://img56.imageshack.us/img56/5121/fcc13a.th.jpg (http://img56.imageshack.us/i/fcc13a.jpg/)
You can get it here
http://www.gamingsa.com/forums/showthread.php?t=3055
or
http://www.armaholic.com/page.php?id=2892
A quick tute can be found for it here.
http://www.zspecialunit.org/forums/arma-2-armed-assault-2/1036-fire-control-calculator.html
blakeace, is there any possibility of making a version of your spreadsheet for Open Office Calc? I don't have Excel, not going to buy it, your macros don't work in Calc and the MS Excel Viewer cannot change any values.
Help?
gunterlund21
Dec 28 2009, 03:05
Jones you still working on the other arty pieces for this?
NouberNou
Dec 28 2009, 03:10
I am working on something similar to Jones scripts. I should have a post with some units and other information in the next few weeks. Its an over all realism package for artillery, the whole system from FO to FDC to the gun line.
I'm interested specially in the FO department, a bit more options should be available when doing firemissions. And I'm not a hardcore artillery guy but it would be usefull even from a gameplay pov.
blakeace
Dec 29 2009, 01:19
Salah ad Din;1497794']blakeace, is there any possibility of making a version of your spreadsheet for Open Office Calc? I don't have Excel, not going to buy it, your macros don't work in Calc and the MS Excel Viewer cannot change any values.
Help?
I have been very busy and didn't see this. Sorry I have not had any exp with Open office, and haven't got time to really look into it. Though I am more than happy for somebody else to convert it if they want.
As a side note to this, NouberNou is working on something similar, that is actually ingame not a seperate application. I haven't heard where he is at with it at the moment though?
Blakeace, I have a somewhat working ballistics computer in ArmA2 now... I used your algorithms to generate the right firing solutions.
Only issue is that its too slow in ArmA2... much much much to slow.
So I had to calculate ballistics tables. I actually still use your algorithm though. I get a high-low value for the elevation and then I run your algorithm and get the corrected value between the precomputed ones. So a big thanks to you! I still need to figure out how to calculate flight times for low angle artillery.
I'd just use a linear interpolation but I couldnt find one that was accurate enough and this is still pretty quick.
Anyways I am integrating all of this into a somewhat real/somewhat fantasy version of the US AFATDS. I have a version of the M119 that works much like Jones M252, and I am working on getting them to have a better way of aiming, using granular animations to adjust azimuth and elevations.
This is all player controlled stuff by the way, I actually am in a unit with people willing to do it... :P We also do all the cool stuff like polar plots and OT line adjustments and stuff too. Its good fun and we are learning a lot. Lots of real life artillery people I have talked to are impressed! :P
From here http://forums.bistudio.com/showthread.php?t=86016&highlight=artillery&page=3
Sorry for the slow reply.
NouberNou
Dec 29 2009, 01:47
I have been very busy and didn't see this. Sorry I have not had any exp with Open office, and haven't got time to really look into it. Though I am more than happy for somebody else to convert it if they want.
As a side note to this, NouberNou is working on something similar, that is actually ingame not a seperate application. I haven't heard where he is at with it at the moment though?
From here http://forums.bistudio.com/showthread.php?t=86016&highlight=artillery&page=3
Sorry for the slow reply.
The interface still needs work... I actually moved away from your calculator Blake when I realized how easy it was to use BIS's ballistics table generator and included functions... Like nearly a month of work was replaced by 3 functions in the artillery module... :rolleyes: On the other hand I learned a ton of stuff about math I didn't know from you and BIS so it wasn't in vain.
If you check out this video I have my main issue solved with the aiming portion...
wcBxVaHQMpA
Uses animations instead of the mouse... Million times easier to aim.
I am going to be starting a thread soon with some more stuff in it. I am waiting on a couple of people to talk about including additional artillery units in my pack.
That's awesome Nouber, can't wait for more info, keep it. Will you add different sort of options for firemission from FO's (spread, rof, whatever), and can these FO's be AI as well as human? Won't derail the thread more though, will wait until you open the thread.
Evil_Echo
Dec 29 2009, 13:46
Impressive tool NouberNou.
Jonescrusher
Dec 29 2009, 20:06
Jones you still working on the other arty pieces for this?
I am actually adding the d30 and m119 today. Have some free time due to the holidays. it will take a couple of hours to config and test it but I should have it released this evening. I am just going to throw the peices on top of the current build, I already added most of the code in the first release just haven't had much time lately.
IceBreakr
Dec 29 2009, 20:35
Excellent news!
Jonescrusher
Dec 30 2009, 18:23
I configed everything and what not but there is this problem I am having. i am unable to enter the M119. And the D30 enter actions only pop up if I wiggle around in front of the gun. This isn't mod related it happens with no mods and 3 seperate computers. Does anyone else have this issue? Until this is resolved I can't test it, kind of bummer.
.kju [PvPscene]
Dec 30 2009, 18:40
Might be related to 1.05 fixing static weapon get points.
Might be (still) buggy (or some are now).
Also with negative rating you are unable to get in most static weapons from some reason.
Jonescrusher
Dec 30 2009, 19:38
I went through the change log and noticed that. I hadn't messed with the sataic weapons through most of 1.04. Not sure what was wrong with them to begin with, but the surely need fixing now.
.kju [PvPscene]
Dec 30 2009, 19:49
You could try the model from a1 to test.
It should be very simple to port it for testing.
Jonescrusher
Dec 30 2009, 20:07
Not big deal I can use place holders to test, which I can manage to wiggle in to the d30so everything will be in place but no point in releasing the mod until BIS fixes the issue. Besides I have a dozen other projects going on right now.
.kju [PvPscene]
Dec 30 2009, 20:09
Cool - very much looking forward to them (hoping they are for a2 :)).
NouberNou
Dec 31 2009, 01:55
Just tried with my M119.... Which uses the ArmA1 model and its own model.cfg.... Doesn't work at all. I can't get in it. :(
Easy solution right now would be to add ones own user action to get in as the gunner... but wtf! :(
Jonescrusher
Dec 31 2009, 19:34
Good thing I didn't attempt to import that model then, I would have been a bit upset at that. Well seeing the game was just patched it will probably remain broken for a while. Hadn't has time to play with the toys for a while and when I do they don't work, damn Murphy and his stupid law.
Gives me a good reason to work on soemthign else or start a new project.
.kju [PvPscene]
Dec 31 2009, 19:47
A CIT ticket (http://dev-heaven.net/wiki/cis) with repro description will sure help to see it fix faster.
johncage
Jan 1 2010, 00:41
I tried using the Illum rounds right out of the box and they wouldn't fire off. I am still messing around with them to see if I can get them to work with out having to script them.
As far as reality....I guess I could have 5 players use the system, a couple players to go pound survey sticks in to the ground one to act as the crusty noncom that can't hear himself think because he done lost his hearing 10 years earlier. one person to take a nap under a truck and another person complain because he had to carry the base plate 3 times in a row. Luckly this isn't reality it is just a game.
uhh, he's talking about angles.
Jonescrusher
Jan 1 2010, 01:47
I really want to be nice to people........
Would you please elaborate more on a 4 month old post that lacked any kind of constructive critism to begin with. I am all for constructive critism and advice. A one line comment that has no substance doesn't qualify as constructive. Imagine what I think about a one line comment that is attempting to support a 4 month old one line comment........ You wasted a minute of your time, and I actually was dumb enough to waste a minute of mine responding to it. But I really do want to be nice to people.
The interface still needs work... I actually moved away from your calculator Blake when I realized how easy it was to use BIS's ballistics table generator and included functions... Like nearly a month of work was replaced by 3 functions in the artillery module... :rolleyes: On the other hand I learned a ton of stuff about math I didn't know from you and BIS so it wasn't in vain.
If you check out this video I have my main issue solved with the aiming portion...
wcBxVaHQMpA
Uses animations instead of the mouse... Million times easier to aim.
I am going to be starting a thread soon with some more stuff in it. I am waiting on a couple of people to talk about including additional artillery units in my pack.
When might we see a download for that aiming system. The spreadsheet combined with that would make for good targeting.
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