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#41 =Fifi=

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Posted 07 February 2014 - 08:18

Hi Fifi,

I just got a "Destroy Road Bridge" mission in my Strutter squad the other night, so they're out there. Haven't gotten a "Destroy Railway Bridge" yet. It was one of those 2-seater missions that say "Bomb Available Targets" or something like that, and when I got there the bombing target icon was on a bridge heavily defended by flak and AAA. Almost at the same time 4 Albs came down on us and 3 of my Strutters turned to engage them. I took another Strutter that stuck with me into the target. They shot us up but we knocked out the bridge and made it back across the mud before I lost my engine, then glided into a friendly field. It was fantastic!


:shock: Very good news! Can't believe Pat already inserted those mission!

Maybe we should start a thread where we can argue over who's having the most fun with PWCG :)

Hehe…was thinking about starting a screen shot thread dedicated to PWCG!…
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#42 Barkhorn1x

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Posted 07 February 2014 - 18:01

Pat:

Any progress on the ace skin assignment bug?

Suggestion = allow the player to assign skins to aces just as he can to the other flyers. This change will sidestep the issue.
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#43 PatAWilson

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Posted 07 February 2014 - 20:04

Aces is going to take some work. What I found was that the ace skin data entries do not have a plane indicator. This used to work but is now a bad thing. It's just data entry but there are nearly 200 of them. I think that I can manage a first cut by this weekend.

I am resisting the ability to let the player assign skins to squadrons and aces. What I will do is add and/or fix any ace or squadron skins, which will let everybody can take advantage. The software change is also not nearly as trivial as it sounds. The aces exist in a different files and are merged into your squad and other squads. It is pretty complex and maintaining the data integrity of user selected skins through the transitions is not something that I want to do.

So, the basic fix is my responsibility. However, if there are skins in the historical skin pack that I am not using, please let me know and I will fix it. Example: I changed the 56 sq SE5as because HQ_Reflected gave me the info that I needed to do that (skin name, plane name, date of use, used by).
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#44 Lanzfeld

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Posted 07 February 2014 - 20:43

Pat I just did an early war bombing mission in a DFW and 2 things came up.

1. Of the 6 of us, 2 did NOT have bombs.

2. Got to the target in formation and was waiting for leader to drop but instead he dived down and made a low run at target instead of 2000 meter formation drop. Normal?
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#45 Barkhorn1x

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Posted 07 February 2014 - 20:56

Aces is going to take some work. What I found was that the ace skin data entries do not have a plane indicator. This used to work but is now a bad thing. It's just data entry but there are nearly 200 of them. I think that I can manage a first cut by this weekend.

Thank you for figuring this out and understand it is work to fix it. We can wait.
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#46 PatAWilson

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Posted 07 February 2014 - 21:08

Pat I just did an early war bombing mission in a DFW and 2 things came up.

1. Of the 6 of us, 2 did NOT have bombs.

2. Got to the target in formation and was waiting for leader to drop but instead he dived down and made a low run at target instead of 2000 meter formation drop. Normal?

The two without bombs would be your escort.

the attack pattern might be OK as I do have non-strategic bombers mix up attack runs and level bombing runs.

If you open up the mission file and look at the attack or attack area MCU that will tell. If it is an Attack Area MCU set to "Attack Ground" with a high altitude then it should be a level run. Otherwise it is a low alt run.

Getting the AI to bomb has long been a lesson in frustration for me. Sometimes they dive on a target. Sometimes they don't drop at all. If they decide to drop they always do this extra maneuver that can get really wacky (Gothas in a 70 degree bank) during the run. So it could be correct or it might not be.
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#47 Bucksnort

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Posted 07 February 2014 - 21:57

Pat I just did an early war bombing mission in a DFW and 2 things came up.

1. Of the 6 of us, 2 did NOT have bombs.

2. Got to the target in formation and was waiting for leader to drop but instead he dived down and made a low run at target instead of 2000 meter formation drop. Normal?

The two without bombs would be your escort.

I really like the 2-seater escort feature. Is it on a random basis…I think I remember seeing a setting for it in advanced config.

The escort 2-seaters can sometimes give you some breathing room to finish your attack, and better yet when attacking 2-seaters I sometimes forget escorts can be in a formation and I get lazy and don't check my six and they get in behind me and shoot me up!
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#48 PatAWilson

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Posted 07 February 2014 - 22:45

No config setting (at least I don't think so). This really happened. A two seater mission may or may not have an escort. If it does the escort may be a nearby scout squadron or it may be other two seaters from the same squadron.

Yeah, I remember being shocked when my Alb got bounced by an RE8 :).
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#49 Panthercules

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Posted 08 February 2014 - 05:44

However, if there are skins in the historical skin pack that I am not using, please let me know and I will fix it. Example: I changed the 56 sq SE5as because HQ_Reflected gave me the info that I needed to do that (skin name, plane name, date of use, used by).

Pat - I believe that I have already provided you with this information for all the approved historical skins used in the career mode (it was in that .csv file I sent you some time ago) - if you would like me to resend you that file or provide the information in some other fashion, or help you modify your text/config/data files in some fashion, please let me know.
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#50 hq_Reflected

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Posted 08 February 2014 - 21:34

Another example of the low spawn. We flew a 14,000 and the 2 seater spawned at 3,000.

I haven't see an e/a above 4-5,000 :? I hope the attached mission helps.

Attached Files


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#51 PatAWilson

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Posted 09 February 2014 - 03:16

Another example of the low spawn. We flew a 14,000 and the 2 seater spawned at 3,000.

I haven't see an e/a above 4-5,000 :? I hope the attached mission helps.

Go a fix in place. It will be out in the next release, hopefully tomorrow.
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#52 =Fifi=

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Posted 09 February 2014 - 04:08

Go a fix in place. It will be out in the next release, hopefully tomorrow.

EXCELLENT!!! :P
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#53 hq_Reflected

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Posted 09 February 2014 - 10:12

Fantastic news!

Here's a list of 56 sqn bases translated to RoF aerodromes:

07/04/1917 - Vert Galant *
31/05/1917 - Estrée Blanche *
21/06/1917 - Bekesbourne, UK (Stay at Estrée Blanche if one doesn't have the Channel map)
05/07/1917 - Estrée-Blanche *
21/01/1918 - Baizieux *
25/03/1918 - Valheureux *
15/10/1918 - Lechelle * (with no moving front : Lealvillers)
27/10/1918 - Awoingt (with no moving front : Lealvillers)

* means custom shaped airfield, so be careful with the extra object placement.
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#54 Spag

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Posted 09 February 2014 - 12:23

Hello Everybody,

Just a little bit of help please with two things that I cannot get to work since changing computers.

1. I cannot get a 'combat report' to work. I have an error which refers to 'mission text log' being set to 1 in RoF, which it is.
I have a number 1 in PWCG in 'campaign preferences' AAR section, as well as a number 1 in 'user preferences' which is 'delete all log files after AAR'.

2. Please tell me once again where the GUI mod goes.

Cheers and thanks in advance.
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#55 =Fifi=

=Fifi=
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Posted 09 February 2014 - 21:10

Spag,

1)
- it's always recomanded to install ROF outside program or programfiles X86.
Make a folder called whatever you want in C/ (i.e Game) and install ROF inside
- make sure you give admins rights for ROF and PWCG
- use 7Zip to unzip PWCG and all mods

2)
- download and unzip the GUI mod for 1.32 to your desktop (using 7Zip is always recomanded)
- you can manually drop the "interface.gfx" found inside directly in your ROF/data/swf folder
- or you can drop the whole GUI mod folder inside your MODS folder, making sure the path is GUI mod/data/swf/interface.gfx, and then activate it via JSGME (if you have installed JSGME - best solution for mods)
- in all cases play ROF with mods on!
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#56 Spag

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Posted 09 February 2014 - 21:59

Hello FiFi,
Thankyou once again, so very very much.
I think you are one of RoF's top ten gurus.
Cheers,
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#57 catobird

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Posted 10 February 2014 - 19:31

Hi Pat

I think the cumulus clouds are still too high.

The base of this type should average 1000 metres above ground.

I have seen PWCG cumulus clouds well over 3000 metres.

Not a big deal but still …

Thanks
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#58 =Fifi=

=Fifi=
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Posted 10 February 2014 - 19:48

There is a major improvment in clouds layer though:
(first mission i got with 15.7.1)

Image

There is also an improvment in spawning altitudes.
Good job Pat!
Now planes can be above me.

But have you seen the bug latest version introduced :?:
riseofflight.com/Forum/viewtopic.php?p=589180#p589180
Winter and autumn textures are missing!
In winter, i get only winter buidings, and autumn is not there at all…

EDIT: am i alone to get this season bug?…as no comments on it :?
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#59 J2_SteveF

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Posted 10 February 2014 - 23:38

No issues here
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sig.png


#60 =Fifi=

=Fifi=
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Posted 10 February 2014 - 23:44

Pat, here is mission example from PWCG: Attached File  Ulricht Schneider 1917-02-07.zip   199.05KB   2 downloads

I opened it with ROF ME, and in mission property, i don't get landscape_winter at all, only landscape —>

Image

…hence no winter textures for ground!

All my missions PWCG generated are like that. What do you think? :?
Maybe i should try to re-download new PWCG, if others don't get this issue?

EDIT: re-downloaded and re-installed clean PWCG and still no season textures.
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#61 Pointy

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Posted 11 February 2014 - 06:11

Probably more of a question, when my flight disengages a furball, the seem to want to fly straight without avoiding enemy fire from persuers.
My flight doesn't seem to be physically wounded as the AAR doesn't state any wounded casualties so what's happening here?
I have also seen the same characteristics perusing the enemy, they seem to lock to their flight plan unaware of the 200 rounds I just pumped into them…lol

Bug?
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#62 Spag

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Posted 11 February 2014 - 06:32

Spag,

1)
- it's always recomanded to install ROF outside program or programfiles X86.
Make a folder called whatever you want in C/ (i.e Game) and install ROF inside
- make sure you give admins rights for ROF and PWCG
- use 7Zip to unzip PWCG and all mods

2)
- download and unzip the GUI mod for 1.32 to your desktop (using 7Zip is always recomanded)
- you can manually drop the "interface.gfx" found inside directly in your ROF/data/swf folder
- or you can drop the whole GUI mod folder inside your MODS folder, making sure the path is GUI mod/data/swf/interface.gfx, and then activate it via JSGME (if you have installed JSGME - best solution for mods)
- in all cases play ROF with mods on!

Hello FiFi,
That all worked perfectly, thankyou.
I have PWCG back in perfect working order on the new kickass puter.
You are now, imho, the number uno Guru in RoF.
Can I repay you in any way? A plane / Mod / New Car, or something?
Cheers,
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#63 =Fifi=

=Fifi=
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Posted 11 February 2014 - 11:44

Probably more of a question, when my flight disengages a furball, the seem to want to fly straight without avoiding enemy fire from persuers.
My flight doesn't seem to be physically wounded as the AAR doesn't state any wounded casualties so what's happening here?
I have also seen the same characteristics perusing the enemy, they seem to lock to their flight plan unaware of the 200 rounds I just pumped into them…lol

Bug?

When they disangage, that's because they return to base (not necessarily home base) after beeing hitted, and they lost any ennemy awareness.
They can't fight anymore or even avoid bullets, just fly straight.
Not really a bug, but more a uncomplete feature.
They could have coded some plane movment when AI is detecting someone behind trying to catch up, to simulate kind of avoidance.

Can I repay you in any way? A plane / Mod / New Car, or something?

:lol: No, nothing…my pleasure mate :S!:
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#64 Pointy

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Posted 11 February 2014 - 12:54

Thanks Fifi, so it's ROF or PWCG? I just haven't noticed it in the B career, if an aircraft disengages from damage they still use evasive maneuvers, albeit with limited effect and generally try to stay alive to the bitter end while fleeing.
Edit: I realise sometimes the enemy is so damaged/wounded that they are just struggling to keep the aircraft in the air while you administer the coup de grass.

I thought it was a bug in PWCG, as in hitting the last waypoint and somehow losing awareness, as it seems to happen regardless of damage and quite often on further play. It like the AI pilot goes zombie following happily along the flight path.

Anyway thanks mate.
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#65 PatAWilson

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Posted 11 February 2014 - 13:50

I am pretty sure that you have never seen an aircraft try to escape while using evasive maneuvers. There is, as far as I know, no AI to do that. If they are evading then they are still fighting.

In PWCG I made the AI run when they were either wounded or suffered severe damage. If they are flying straight and level then that is what happened. I would also like to have AI evade while escaping, but that is not possible at the moment.
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#66 Pointy

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Posted 11 February 2014 - 14:20

Escaping may not be the right word, in the background they may be damaged and still on mission in the B career so they may be evading slowly as far as the code goes.

That's probably while it stands out in PWCG as the AI is running. Could it be possible the AAR didn't pick up my wingmen were both wounded Pat?

Thanks for the reply.
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#67 PatAWilson

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Posted 11 February 2014 - 14:41

Escaping may not be the right word, in the background they may be damaged and still on mission in the B career so they may be evading slowly as far as the code goes.

That's probably while it stands out in PWCG as the AI is running. Could it be possible the AAR didn't pick up my wingmen were both wounded Pat?

Thanks for the reply.

Very possible. I simplify the AAR for squadron mates. I ignore light wounds and transfer pilots on serious wounds. It would be nightmarish to try to put a pilot on temporary leave and bring them back. It is possible that your squadron mates were lightly wounded, causing them to run, but not seriously enough to show up as badly wounded in the AAR.

Another less than ideal compromise in PWCG: I originally wanted to make pilots run only when seriously wounded. Can't do that because the mission creation logic is binary: wounded or not wounded. So I make them run when wounded.
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#68 Pointy

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Posted 11 February 2014 - 14:52

Actually, thinking further about what you said, in the B career when two seaters on recon or bombing missions are evading while fleeing, essentially they are on mission, most likely on the home leg and not fleeing at all.
Fighters are usually toast before they get a chance to disengage, but if they do I always put their non responsiveness down to excessive damage.

So the PWCG ai bugs out in a more realistic timing but cops the "unable to evade while fleeing" code from ROF in turn……am I on the right track here Pat?…lol

Edit: just read your post, makes total sense now, hence when I was lightly wounded in a crash landing the AAR report didn't pick it up even tho I had the token blood splatter mixed with oil…..the penny's dropped…..
Thanks Pat will enjoy it more now I know what's up.

Edit 2, Just squad mates with the lightly wounded? Because I'm sure there was light blood splatter on my goggle when I ground looped….or it could be my bad.
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#69 PatAWilson

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Posted 11 February 2014 - 15:13

Just squad mates. Player lightly wounded is picked up and generally results in being sidelined for a few weeks. Not sure what happened, but sometimes the logs or PWCG handling of the logs is less than perfect.
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#70 Pointy

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Posted 11 February 2014 - 15:26

Thanks Pat, all is clear. I have no idea why the devs don't finish the B career with your PWCG features, at least fix the now non aggressive AI……anyway that's another topic.

Thanks again mate.
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#71 =Fifi=

=Fifi=
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Posted 11 February 2014 - 21:40

I've been flying B career a lot, mean really a lot, but i'm seeing in PWCG much more believable AI reactions. And what's great, is it's not always the same way!

In PWCG, when hitted, they can break the fight and head directly for friendly base…or not!
I saw some still fighting, untill they get hitted more and then finally break the fight. Love it!
I also like the way i can be surprised by some AI crossing my way up or down, trying to RTB. Sometime i dive and finish him, sometimes not because of AA…

As for global AI flying in PWCG, probably greatly improved by the AI pilots mod, it is the best we can pressurize from actual ROF IMO.
I've seen great flying from fighters but from 2 seaters too! Very different of B career.
2 seaters can be very dangerous (as it was in RL) and most of time don't remain seating ducks.

All in all, i don't think Pat should touch the nice AI we have now, except if he can find a better way to make them drop their bombs on target everytime ;)

About the last major fixes, Pat did a very good job.
- All balloons are always spawning at the right place now.
- AI can spawn above us now.
- Cloud layer is more often at medium altitude now, and weather diversity is improved.

Now what i think he could give an adjustment, is in the odd of weather…
What is strangely called "very low dense clouds" should be still the most common average weather in France. Here is a pict of it in PWCG:

Image

…and should be chosen by generator at least half of the time :)
But maybe with an other name, like "heavy clouds" for instance (very low dense clouds, is more appropriate for rainy overcast IMO)

For the anecdote, what we see on picture is fine good weather in France! :D
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#72 Bucksnort

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Posted 11 February 2014 - 22:40

I've seen great flying from fighters but from 2 seaters too! Very different of B career.
2 seaters can be very dangerous (as it was in RL) and most of time don't remain seating ducks.

All in all, i don't think Pat should touch the nice AI we have now, except if he can find a better way to make them drop their bombs on target everytime ;)

Now what i think he could give an adjustment, is in the odd of weather…
What is strangely called "very low dense clouds" should be still the most common average weather in France. Here is a pict of it in PWCG:

Image

…and should be chosen by generator at least half of the time :)
But maybe with an other name, like "heavy clouds" for instance (very low dense clouds, is more appropriate for rainy overcast IMO)

For the anecdote, what we see on picture is fine good weather in France! :D

+1 on all of the above :S!:


Plus haven't flown v15.7.1 yet so maybe it has changed with the addition of the Central Powers theme song by Matt Milne, but please get rid of the sudden random cut from one song to the next…it makes me crazy! :xx:

Here's one idea:

Play Title Theme on a loop when you start PWCG. This will take you through selecting your first mission and anything else you do like looking at the Intel Map, Assigning Skins, etc.

Then play the Allied Theme on a loop when you file your Combat Report, Debriefing, AA Report, and Creating your next mission, etc. if you are an Allied pilot,

or same as above for the Central Theme at the Combat Report for Central pilots.

Or play all 3 songs uninterrupted in a string starting on the Title page and then loop the string, or random generate each song…but after they have finished playing. My mind can cope with the song changing at the point of a screen change or at the end of the song, but the random sudden change while I'm pondering my mission or the Intel Map is like someone knocking the needle off the record on a turntable :xx:

Maybe someone has a better idea, but anything would be better than the sudden random cut to another song :)
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#73 thedudeWG

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Posted 11 February 2014 - 23:17

My wish … A random percentage that airfields in range DO NOT send out a flight. I like random sized flights, from one or two planes, up to seven or more. I have these ranges set in AC limits, and a max of 16 planes per side. As you can imagine, every flight is an absolute sh*tstorm, and lots of fun, but I'd like it to be a bit less frequent. Does every airfield in range ALWAYS generate a flight? Could we put a percentage on it that can randomly not send out flights sometimes? I'd love the big fur balls to be a surprise and not dictated, and I don't want to completely eliminate the possibility of huge engagements.
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#74 PatAWilson

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Posted 11 February 2014 - 23:34

Every squadron will put up a flight, but many of those flights will be eliminated if they don't come anywhere near you. In the end lots of different factors go into which flights are kept and which are tossed. The end result is a pretty wide range of possibilities.

By increasing the random number of planes per flight but keeping the totals at a certain point you should get a great deal of variety where sometimes there will be more smaller flights and at other times a few larger ones. With some exceptions (scramble missions, intercept missions, some others), flights are not programmed to come near you. That part is random. What is not random is that PWCG keeps (writes to the mission file) the ones that do come near you and rejects (does not write to the mission file) the ones that don't.

It sounds like what you are asking for is another level of randomization where PWCG may or may not generate a flight for nearby squadrons. I could probably do that with a single parameter that sets the odds of a squadron creating a flight. Default would be 100 which would result in the behavior we have now. Reduce it and squadrons will generate flights less frequently.
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#75 =Fifi=

=Fifi=
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Posted 12 February 2014 - 00:30

Was thinking about something (don't know if it's already existing somewhere on forum though):

When choosing an enlistment, couldn't we have a page where all the squadrons/jastas avalaible are listed by dates, planes type and areas on map?
Because often when i choose a given plane for a squad/jasta, i find myself in an area i don't really like to fly, or not in my day's mood (i.e Channel map, or very far North old map)

I guess i could do it myself :) , but would have to start every single career avalaible in PWCG and note the places/dates/planes etc :xx:

Just a though.
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#76 thedudeWG

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Posted 12 February 2014 - 06:41

It sounds like what you are asking for is another level of randomization where PWCG may or may not generate a flight for nearby squadrons. I could probably do that with a single parameter that sets the odds of a squadron creating a flight. Default would be 100 which would result in the behavior we have now. Reduce it and squadrons will generate flights less frequently.

Well, if it's possible, I think it would add a huge dimension to the flexibility of mission variance. I tried "randomize planes per side" and even lowered the overall max planes per side (12 each), to no avail. Every mission since was still sidetracked by large dogfights before even the first leg could be completed. It's definitely fun, though. :x
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#77 Lanzfeld

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Posted 12 February 2014 - 10:41

It sounds like what you are asking for is another level of randomization where PWCG may or may not generate a flight for nearby squadrons. I could probably do that with a single parameter that sets the odds of a squadron creating a flight. Default would be 100 which would result in the behavior we have now. Reduce it and squadrons will generate flights less frequently.

Well, if it's possible, I think it would add a huge dimension to the flexibility of mission variance. I tried "randomize planes per side" and even lowered the overall max planes per side (12 each), to no avail. Every mission since was still sidetracked by large dogfights before even the first leg could be completed. It's definitely fun, though. :x

Yeah this is my wish as well. I want some missions to be boring.

I lowered the stat "percentage that there is an opposing flight" from 75% to 50%. <—I am guessing that this means now there will be an enemy flight near or on my flight path half the time?
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#78 thedudeWG

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Posted 12 February 2014 - 13:27

Lanzfeld,
I don't think that setting has a big effect. I already have mine set to 10%, but we're still "running into" a lot of flights that engage us.
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#79 Bucksnort

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Posted 13 February 2014 - 01:20

Default would be 100 which would result in the behavior we have now. Reduce it and squadrons will generate flights less frequently.

I think the behavior we have now is perfect, but everyone has their own definition of fun so this would offer a great compromise for everyone :)
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#80 =Fifi=

=Fifi=
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Posted 14 February 2014 - 06:27

Pat, here is a mission where my balloon kill was denied, even though the debriefing said i destroyed it :?

Attached File  Philippe Royer 1916-08-06.zip   77.84KB   5 downloads

For info, was playing PWCG offline.
It was my first balloon kill in PWCG, and was proud of it…cause it's so damn realistic now, with all the Flak and the fighters waiting :)
Furthermore was first time i could use successfuly my N11 rockets :lol:
Hope you can figure why sometimes balloons are denied…
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