Polish's Military Aircraft

XenomorphineXenomorphine Posts: 2,421
edited November 2018 in The Commons

Was hoping someone would eventually make some Iray-compatible modern military aircraft - and here they are! As ever, the basic models are up to Polish's usual excellent visual standards. :) Particularly liked how the munitions can be translated along X, Y and Z axes, so that they're still in relation to wherever the planes are located. However, there are no visual effects to simulate rocket flare or smoke trails from the missiles, nor anything for cannon fire. You'll have to add those manually with whatever you have in your inventory. I've also not been able to locate a way to make the cockpit ladders appear, but I'll have to do some more investigating to make sure that isn't just me. Would be really nice if a texture expansion set is introduced so that we can simulate, say, Israeli-owned F-16s and British F-35s.

Military enthusiasts, however, like myself, may wish to be advised of the following peculiarities I've found:

S-14: The F-16 likeness has the interersting addition of conformal the fuel tanks flown by the Israelis. However, keep in mind that these are not able to be made invisible or removed. The model is articulated to give the appearance of rolling left/right and landing, but the flight surfaces have no pose controls for simulating up/down elevation (to reflect it changing altitude or turning sharply).

KA-37: The Flanker-alike can roll left/right, be placed in landing configuration, but like the S-14, has no way to simulate the wing surfaces creating an up/down motion. There also exists a landing hook for carrier landings, but this is not capable of being posed and is stuck in the up position.

Ghost X: The F-35-alike looks mostly great, but suffers from a major visual problem! As a stealth platform, missiles and the pylons which carry them are only used when stealth is a low priority. Typically, it would be flown 'clean' to minimise its radar signature. So, I thought I'd experiment by simply making the missiles and pylons invisible, which can be done... But for some reason, both included appearances included a weird 'burnt black' effect where the pylons are located. This means the jet can only be depicted in its usual stealthy configuration from above. If the camera is below, this odd effect is very clear, making it seem as if the pylons have been clearly burned off with laser beams! Since the internal weapon bays can be opened and closed, it's clearly intended to be used for combat scenes, but this error seems like an obvious one.

Oddly, the flight surfaces of the Ghost X don't seem to be capable of even the left/right rolling pose control which the other pair are. Like them, there is also no up/down option for the flight surfaces, either.

A STOVL/VTOL option would be nice to simulate the F-35 B model, of course, but this is not included, as it looks like it's meant to appear like the A and C variants.

I'll definitely be using these, regardless. They really do look great in Iray renders, especially with lights on the body and cockpit being activated! Just keep the above in mind if you're interested in realistic depictions of agility and combat. Right now, they're better suited for renders of them either resting on the tarmac or flying in a straight line. If Polish plans to update them with fixes for these observations, they'll essentially be perfect.

Post edited by Xenomorphine on

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,843

    As an aviation enthusiast myself and a private pilot I can appreciate your post, but I feel it's pretty much a given that realistic and accurate depictions of real world aircraft really don't exist or ever will in in this comunity for many reasons. If a user wants accurate they are better off either modeling it themselves or getting one of the highend models from a CGI store.

    I do hope these do well for Polish as I know first hand how much work is involved in modeling aircraft in 3D

  • As an aviation enthusiast myself and a private pilot I can appreciate your post, but I feel it's pretty much a given that realistic and accurate depictions of real world aircraft really don't exist or ever will in in this comunity for many reasons. If a user wants accurate they are better off either modeling it themselves or getting one of the highend models from a CGI store.

    I do hope these do well for Polish as I know first hand how much work is involved in modeling aircraft in 3D

    Although not modern (mostly WW2 thru Vietnam conflict) Chris Schell's aircraft seem to be fairly accurate. Also there are the ones by Anders Lejczak (colacola)

  • These are very nice.

    I would love to see a FB-111A done someday...... please.

    Or the RA-5C...... both are, to my mind, very beautiful aircraft.

  • CybersoxCybersox Posts: 9,277

    Disappointing to hear about those issues, especially the lack of flight surfaces.  It's like modeling a car with wheels that don't turn.

  • I wouldn't say that, FSMC. Dark Edge's Whistling Death and today's Flying Fortress have individual pose controls for ailerons, elevators and rudder. Seems like the most basic of controls to do for these. Especially odd that the Ghost X actually misses out on what controls are placed into the S-14 and KA-47. Very mystified at why Ghost X doesn't allow for the clean, no pylon look, when the creator's even depicted it as such from above in promotional pictures, meaning they're aware of how that should be the default. Definitely curious why one of them was modelled with an arresting hook which can't actually be lowered.

    Again, these do look great! Just wish they had these little improvements, because without them, their rendering potential is so much more limited. As Cybersox says, it's like a car which doesn't allow the user to depict it to turn left and right: Perfectly fine for renders where it's travelling in a straight line, but not for turning corners - which would be desirable if you want to use it for renders portraying racing or getting away from the law. A military plane is typically going to be rendered in combat scenes, evading or attacking, which would involve turning sharply, ascending/descending and so on (or, in the case of the Ghost X, not being able to roll, whereas the other pair can).

    I'm going to love rendering these and putting paint filters over them, for sure. :) Just a shame that certain artistic scenarios won't be possible.

    Love the visual textures, though. Regardless of the technical posing issues, these look just stunning, especially with lights on in a darkness atmosphere.

  • Thanks for posting the mini-review.  I'm afraid they're deal breakers for me.  GIven the price I need more flexibiity.  It's a shame as they look beaitful.  

     

    Now if there was only an accurate J-3 Cub ...

     

  • Did you check to make sure the controls aren't in weird places?

    Sometimes vendors make stuff that you can't directly click on it and see the pose controls come up.

    Sometimes they're morphs and I've seen something that used Shapes instead.

    Maybe even poses?

    I really doubt they made flaps that don't move.

    For the burnt texture, maybe photoshop the texture or fix/heal it in post......

  • DWGDWG Posts: 770

    The canopy on the F-16, sorry, S-14, is very problematical if you want the authentic look. It should be transparent all the way to the rear where it meets the ventral spine, not to the midway point, with a thin frame at the bottom. The wide ventral spine plus conformal fuel tanks isn't unique to the Israeli F-16I, the UAE F-16E/F Block 60s also feature both. All three cockpits are strikingly outdated, both S-14 and Ghost-X cockpits should be dominated by flatscreens and the Ka-37 should have some. The S-14 actually appears to have the pre-1984 narrow field of view HUD, which is only on un-updated F-16A/Bs (geekish detail admittedly, but in another life I worked on the replacement Wide FoV HUD).

    There's also an oddity in markings. I'm pretty sure the Ghost-X represents the F-35A, it's not the STOVL  -B and it doesn't have the larger wings of the -C, but it has US Navy markings, the problem being the Navy is buying the -C, not the -A.

  • @Griffin No, the poses aren't hidden and they aren't in a sub-category. A lot do exist in poses, such as undercarriage, canopy, afterburner length and so on, but not the ones I mentioned.

    @DWG I noticed that, too. :) But figured it was deliberate artistic licence to avoid any copyright issues.

  • glaseyeglaseye Posts: 1,312

    I guess one thing to keep in mind with these models; they are, as the descriptions say 'inspired by' and not 'models of' real aircraft...

  • Sven DullahSven Dullah Posts: 7,621

    I decided years ago never to buy cars with wheels that don't turn, aircrafts without those basic controls mentioned here, room props with doors that don't open...well you get the picture;)

  • kyoto kidkyoto kid Posts: 41,854
    edited November 2018

    ...I still applaud the effort to create aircraft models that actually would comply with the real laws of aerodynamics and physics in RL.  

    Couldn't one take these into Hexagon and rig the surfaces to work?.

    Post edited by kyoto kid on
  • FSMCDesignsFSMCDesigns Posts: 12,843

    I decided years ago never to buy cars with wheels that don't turn, aircrafts without those basic controls mentioned here, room props with doors that don't open...well you get the picture;)

    I started modeling and doing game mods long before I ever even heard of Poser and Daz Studio, so luckily I don't have to have these kinds of limitations on content now.

    I see so many posts where the artist has this vision/idea of the scene they want to create and yet they find themselves limited by what the PA created (or didn't create). I figure it has to be pretty frustrating. Say I need a certain aircraft for a scene I am making and there is not one at DAZ. I go check other stores in this community, or go check the CG pro stores to see if there is one I can justify the price on, or I check the free model sites, or I extract one from a game I own or I make it myself. Say I find one, yet it isn't rigged and I want the control surfaces to move a certain way. I then load it up in a modeling app (Hex or Blender would work, mine is Max) and then you can control movement thru pivot points and once everything is in the right direction, I export it out and back into DAZ.

    Some may think of this as a long drawn out process when they can just purchase something here and clickity click, then hit render, but this is all just part of the creation process for many outside of this community in the CGI world.

  • kyoto kidkyoto kid Posts: 41,854
    edited November 2018

    ...where using a modelling programme could be problematic is some transport aircraft which employ "slotted flaps" (see attachments) and leading edge slats, both which extend outwards from the wing as well as down such as those by Boeing and Airbus.  These surfaces would have to be fully articulated/rigged.  Simply having the surface pivot at the wing doesn't work.

     

    777 flaps.jpg
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    727 flap.png
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    Post edited by kyoto kid on
  • Sven DullahSven Dullah Posts: 7,621

    I decided years ago never to buy cars with wheels that don't turn, aircrafts without those basic controls mentioned here, room props with doors that don't open...well you get the picture;)

    I started modeling and doing game mods long before I ever even heard of Poser and Daz Studio, so luckily I don't have to have these kinds of limitations on content now.

    I see so many posts where the artist has this vision/idea of the scene they want to create and yet they find themselves limited by what the PA created (or didn't create). I figure it has to be pretty frustrating. Say I need a certain aircraft for a scene I am making and there is not one at DAZ. I go check other stores in this community, or go check the CG pro stores to see if there is one I can justify the price on, or I check the free model sites, or I extract one from a game I own or I make it myself. Say I find one, yet it isn't rigged and I want the control surfaces to move a certain way. I then load it up in a modeling app (Hex or Blender would work, mine is Max) and then you can control movement thru pivot points and once everything is in the right direction, I export it out and back into DAZ.

    Some may think of this as a long drawn out process when they can just purchase something here and clickity click, then hit render, but this is all just part of the creation process for many outside of this community in the CGI world.

    I still stand by what I said, if you create a room prop with a door, with the intent to sell it here, why not atleast rig it while you're at it? If it's so easy, as you say, why not do it properly? I won't support that kind of thinking, period. Freebies are one thing, props and environments that are sold here is another. I don't first buy a product, then have to rebuild it. I find that frustrating. If it's fine with you, be my guest.

  • nicsttnicstt Posts: 11,715

    I decided years ago never to buy cars with wheels that don't turn, aircrafts without those basic controls mentioned here, room props with doors that don't open...well you get the picture;)

    I started modeling and doing game mods long before I ever even heard of Poser and Daz Studio, so luckily I don't have to have these kinds of limitations on content now.

    I see so many posts where the artist has this vision/idea of the scene they want to create and yet they find themselves limited by what the PA created (or didn't create). I figure it has to be pretty frustrating. Say I need a certain aircraft for a scene I am making and there is not one at DAZ. I go check other stores in this community, or go check the CG pro stores to see if there is one I can justify the price on, or I check the free model sites, or I extract one from a game I own or I make it myself. Say I find one, yet it isn't rigged and I want the control surfaces to move a certain way. I then load it up in a modeling app (Hex or Blender would work, mine is Max) and then you can control movement thru pivot points and once everything is in the right direction, I export it out and back into DAZ.

    Some may think of this as a long drawn out process when they can just purchase something here and clickity click, then hit render, but this is all just part of the creation process for many outside of this community in the CGI world.

    I still stand by what I said, if you create a room prop with a door, with the intent to sell it here, why not atleast rig it while you're at it? If it's so easy, as you say, why not do it properly? I won't support that kind of thinking, period. Freebies are one thing, props and environments that are sold here is another. I don't first buy a product, then have to rebuild it. I find that frustrating. If it's fine with you, be my guest.

    As a customer, when I pay new release price, I agree. I might accept some work when I'm paying less for it. Doors that have been nailed shut are particularly annoying. :)

  • I decided years ago never to buy cars with wheels that don't turn, aircrafts without those basic controls mentioned here, room props with doors that don't open...well you get the picture;)

    I started modeling and doing game mods long before I ever even heard of Poser and Daz Studio, so luckily I don't have to have these kinds of limitations on content now.

    I see so many posts where the artist has this vision/idea of the scene they want to create and yet they find themselves limited by what the PA created (or didn't create). I figure it has to be pretty frustrating. Say I need a certain aircraft for a scene I am making and there is not one at DAZ. I go check other stores in this community, or go check the CG pro stores to see if there is one I can justify the price on, or I check the free model sites, or I extract one from a game I own or I make it myself. Say I find one, yet it isn't rigged and I want the control surfaces to move a certain way. I then load it up in a modeling app (Hex or Blender would work, mine is Max) and then you can control movement thru pivot points and once everything is in the right direction, I export it out and back into DAZ.

    Some may think of this as a long drawn out process when they can just purchase something here and clickity click, then hit render, but this is all just part of the creation process for many outside of this community in the CGI world.

    Hexagon isn't stable for Windows 10 and I've no idea how to use Blender or Max. Honestly, when you've purchased a product like this, it shouldn't be necessary to use third-party products.

    As I say, Dark Edge's two recent World War 2 aircraft products have all the expected moving surfaces. It shouldn't have been impossible. And it's even more peculiar for one of the three to have less of them than the other two possess, when they're all by the same content creator and were released as part of a set.

    Photoshop can maybe fix the weapons pylons thing, but again, that shouldn't be necessary, either. The creator had to add those odd burned patches to place them there. They should have left the whole underside of the wings as clean as the upper section.

  • Oso3DOso3D Posts: 15,085
    Honestly, when you've purchased a product like this, it shouldn't be necessary to use third-party products.
     

     You can be right or you can be effective.

  • FSMCDesignsFSMCDesigns Posts: 12,843

    I decided years ago never to buy cars with wheels that don't turn, aircrafts without those basic controls mentioned here, room props with doors that don't open...well you get the picture;)

    I started modeling and doing game mods long before I ever even heard of Poser and Daz Studio, so luckily I don't have to have these kinds of limitations on content now.

    I see so many posts where the artist has this vision/idea of the scene they want to create and yet they find themselves limited by what the PA created (or didn't create). I figure it has to be pretty frustrating. Say I need a certain aircraft for a scene I am making and there is not one at DAZ. I go check other stores in this community, or go check the CG pro stores to see if there is one I can justify the price on, or I check the free model sites, or I extract one from a game I own or I make it myself. Say I find one, yet it isn't rigged and I want the control surfaces to move a certain way. I then load it up in a modeling app (Hex or Blender would work, mine is Max) and then you can control movement thru pivot points and once everything is in the right direction, I export it out and back into DAZ.

    Some may think of this as a long drawn out process when they can just purchase something here and clickity click, then hit render, but this is all just part of the creation process for many outside of this community in the CGI world.

    Hexagon isn't stable for Windows 10 and I've no idea how to use Blender or Max. Honestly, when you've purchased a product like this, it shouldn't be necessary to use third-party products.

    As I say, Dark Edge's two recent World War 2 aircraft products have all the expected moving surfaces. It shouldn't have been impossible. And it's even more peculiar for one of the three to have less of them than the other two possess, when they're all by the same content creator and were released as part of a set.

    Photoshop can maybe fix the weapons pylons thing, but again, that shouldn't be necessary, either. The creator had to add those odd burned patches to place them there. They should have left the whole underside of the wings as clean as the upper section.

    I totally get where you and others are coming from and agree, but a user can lament what they have or find a solution to their situation. I was only giving alternate ideas on how to get past roadblocks on a less than favorable situation to a possible solution.

    BTW Hex works fine for me on Win10

  • Sven DullahSven Dullah Posts: 7,621
    Oso3D said:
    Honestly, when you've purchased a product like this, it shouldn't be necessary to use third-party products.
     

     You can be right or you can be effective.

    ...meaning?

    This is what it should look like:

    Flying Fortress Warplane:

    • Ailerons Roll Left-Right
    • Elevator Up-Down
    • Elevator Tabs Up-Down
    • Flaps Up-Down
    • In Flight-On Ground
    • Landing Gear Up-Down
    • Propellers Turn Misc
    • Rudder Left-Right
    • Rudder Tab Left-Right
    • Bomb Bay Doors
  • LintonLinton Posts: 543

    I was highly impressed with the details on Polish's planes. While not 100% accurate (copyright issues), Polish has done an exellent job of giving us modern aircraft. Aside from the issues you mentioned, some of which I was able to hide in the Scene Tab, I found this bundle to be excellent. 

    I just need some pilot poses, and good to go!

    Ghost X is my favourite of the 3, but I do like me some F16s!

  • xrbcwyxrbcwy Posts: 3
    edited December 2018

    I just finished repainting the 'KA-37' in an accurate color scheme for a Su-33 Flanker-D. The biggest problem is that the wing material zone is mirrored for the left and right wings, making it impossible to simply repaint the textures that come with the model. The only solution was to separate it into left and right wing material zones, which is easy enough in Studio. The camourflage was painted in MudBox and markings added in Gimp.

     

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    Post edited by xrbcwy on
  • kyoto kidkyoto kid Posts: 41,854

    ...nice work.

  • xrbcwyxrbcwy Posts: 3
    edited December 2018

    I've now converted the S-14 into a fairly accurate representation of an Israeli Air Force F-16I "Sufa".

    Among the many modifications are...cockpit and canopy converted to the two-seat configuration, second gun port on right side of fuselage removed, fuel tanks enlarged to the Israeli spec.

    Camouflage and markings all created by me in MudBox and GIMP.

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    Post edited by xrbcwy on
  • Considering their intended use I think they are very good models but the deal breaker for me is the S-14 (F-16). Its so close to an accurate depiction but with a few jarring inconsistencies that prevent me from using it. The lack of the bubble canopy is perhaps the one that annoys me most. IMHO the bubble canopy is one of the most beautiful features of the F-16 (and functional for dogfights) and with the F-16 in use by so many countries (and with Free Falcon, Falcon BMS etc), I can't fathom why the canopy is so flawed on this model. The Conformal fuel tanks should also have a toggle switch to hide them. I'd love to buy this model but please Polish, fix those two things at least (I can at least not show the erroneous right side gun port). And all this being said we also need some nice jet pilot flight suits!.

  • tkdroberttkdrobert Posts: 3,606
    edited March 2019
    rbuckland said:

    Considering their intended use I think they are very good models but the deal breaker for me is the S-14 (F-16). Its so close to an accurate depiction but with a few jarring inconsistencies that prevent me from using it. The lack of the bubble canopy is perhaps the one that annoys me most. IMHO the bubble canopy is one of the most beautiful features of the F-16 (and functional for dogfights) and with the F-16 in use by so many countries (and with Free Falcon, Falcon BMS etc), I can't fathom why the canopy is so flawed on this model. The Conformal fuel tanks should also have a toggle switch to hide them. I'd love to buy this model but please Polish, fix those two things at least (I can at least not show the erroneous right side gun port). And all this being said we also need some nice jet pilot flight suits!.

    There is a very nice Flight Suit/Flight Helmit for M4. The promo pics don't do it justice BTW.   I was able to fit it to G8M and convert it to IRAY.  It looks very good.  Use the transfer tool to fit it to G1M, then fit it to G8M.  Once you get it fit to G8M, save the pilot as a scene sub-set.  That way, you can just load him without having to do the fit thing over and over gain.  Below is the flight suit on G8M (front) and M4 (back).  The kit comes with face mask and the helmet visor can come down.

    Hard Goodbyes by tkdrobert

    Post edited by tkdrobert on
  • HavosHavos Posts: 5,581
    edited March 2019
    tkdrobert said:
    rbuckland said:

    Considering their intended use I think they are very good models but the deal breaker for me is the S-14 (F-16). Its so close to an accurate depiction but with a few jarring inconsistencies that prevent me from using it. The lack of the bubble canopy is perhaps the one that annoys me most. IMHO the bubble canopy is one of the most beautiful features of the F-16 (and functional for dogfights) and with the F-16 in use by so many countries (and with Free Falcon, Falcon BMS etc), I can't fathom why the canopy is so flawed on this model. The Conformal fuel tanks should also have a toggle switch to hide them. I'd love to buy this model but please Polish, fix those two things at least (I can at least not show the erroneous right side gun port). And all this being said we also need some nice jet pilot flight suits!.

    There is a very nice Flight Suit/Flight Helmit for M4. The promo pics don't do it justice BTW.   I was able to fit it to G8M and convert it to IRAY.  It looks very good.  Use the transfer tool to fit it to G1M, then fit it to G8M.  Once you get it fit to G8M, save the pilot as a scene sub-set.  That way, you can just load him without having to do the fit thing over and over gain.  Below is the flight suit on G8M (front) and M4 (back).  The kit comes with face mask and the helmet visor can come down.

    Hard Goodbyes by tkdrobert

    A better idea than saving the scene as a sub-scene is to save the auto-fitted G8M outfit as a duf file for G8M (File->Save As->Support Asset->Figure/Prop Asset). You should then delete the outfit and reload it from the location it was saved in. Otherwise your scene file will be massively bloated by having all the geometry of the flight suit in the file, and will increase the time needed each time you save a scene including it.

    Post edited by Havos on
  • tkdroberttkdrobert Posts: 3,606
    Havos said:
    tkdrobert said:
    rbuckland said:

    Considering their intended use I think they are very good models but the deal breaker for me is the S-14 (F-16). Its so close to an accurate depiction but with a few jarring inconsistencies that prevent me from using it. The lack of the bubble canopy is perhaps the one that annoys me most. IMHO the bubble canopy is one of the most beautiful features of the F-16 (and functional for dogfights) and with the F-16 in use by so many countries (and with Free Falcon, Falcon BMS etc), I can't fathom why the canopy is so flawed on this model. The Conformal fuel tanks should also have a toggle switch to hide them. I'd love to buy this model but please Polish, fix those two things at least (I can at least not show the erroneous right side gun port). And all this being said we also need some nice jet pilot flight suits!.

    There is a very nice Flight Suit/Flight Helmit for M4. The promo pics don't do it justice BTW.   I was able to fit it to G8M and convert it to IRAY.  It looks very good.  Use the transfer tool to fit it to G1M, then fit it to G8M.  Once you get it fit to G8M, save the pilot as a scene sub-set.  That way, you can just load him without having to do the fit thing over and over gain.  Below is the flight suit on G8M (front) and M4 (back).  The kit comes with face mask and the helmet visor can come down.

    Hard Goodbyes by tkdrobert

    A better idea than saving the scene as a sub-scene is to save the auto-fitted G8M outfit as a duf file for G8M (File->Save As->Support Asset->Figure/Prop Asset). You should then delete the outfit and reload it from the location it was saved in. Otherwise your scene file will be massively bloated by having all the geometry of the flight suit in the file, and will increase the time needed each time you save a scene including it.

    Learn something new everyday.  On a side note, slightly OT: I hope Polish does some follow-ups to his space fleet.  I really love those models.  I have used them quite a bit in my Alien Invasion Series of renders.

  • tkdrobert said:
    rbuckland said:

    Considering their intended use I think they are very good models but the deal breaker for me is the S-14 (F-16). Its so close to an accurate depiction but with a few jarring inconsistencies that prevent me from using it. The lack of the bubble canopy is perhaps the one that annoys me most. IMHO the bubble canopy is one of the most beautiful features of the F-16 (and functional for dogfights) and with the F-16 in use by so many countries (and with Free Falcon, Falcon BMS etc), I can't fathom why the canopy is so flawed on this model. The Conformal fuel tanks should also have a toggle switch to hide them. I'd love to buy this model but please Polish, fix those two things at least (I can at least not show the erroneous right side gun port). And all this being said we also need some nice jet pilot flight suits!.

    There is a very nice Flight Suit/Flight Helmit for M4. The promo pics don't do it justice BTW.   I was able to fit it to G8M and convert it to IRAY.  It looks very good.  Use the transfer tool to fit it to G1M, then fit it to G8M.  Once you get it fit to G8M, save the pilot as a scene sub-set.  That way, you can just load him without having to do the fit thing over and over gain.  Below is the flight suit on G8M (front) and M4 (back).  The kit comes with face mask and the helmet visor can come down.

    Hard Goodbyes by tkdrobert

    Wow! Thanks for this tip!

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