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Showing most liked content on 11/25/2019 in all areas
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4 pointsHey....I hear something, like a plane Snakes on...or off a plane
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3 pointshush!!!! we don't divulge the location of where we get our exceedingly accurate charts on an open channel!! (also one of the worst kept secrets around here!!!)
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3 pointsA "small" edit to work with Garibaldi CV and Italian Navy task forces. Edit the AV-8B data.ini like this: [MissionData] NationName=ItalianNavy ServiceStartYear=1993 ServiceEndYear=2030 AircraftRole=ATTACK AircraftCapability=DAY_ONLY Availability=VERY_COMMON Exported=FALSE PrimaryRoles=CAS,STRIKE,SEAD,ARMED_RECON, SecondaryRoles=FAC,ANTI_SHIP, NormalMissionRadius=370 MaxMissionRadius=670 Ceiling=27209 MinBaseSize=SMALL <--------------------------------------------------- CarrierBased=TRUE CarrierParkSpan=2.0 CarrierParkAnimationID=2 Now with great Angelp's ships you will have italian task forces in Libia terrain when using this plane.
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3 pointsCould not agree more. Best mission generator in any sim ever. One of my biggest reasons for always coming back to FEG after so many years. I pretty much set everything to random so never the same fight twice, I just wish other sims would adopt something along these lines.
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3 pointsCanadair CT-133 eager to bite something :) (yes skin is coming soon)
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2 pointsI appreciate the randomness of the mission generator too. One word of advice - if using the various formation.ini files included with my FM update pack, be aware that the one for lowest congestion/scarcity of aircraft, that often creates lone-wolf single missions, may sometimes crash FE2 (perhaps FE1/FEgold too) depending on the mission type selected. While not a big problem, it's worth being aware of. I particularly like lone-wolf missions for the early war, with hardly any aircraft in the sky for miles and miles, as historical. I will see if I can somehow combine commands included in the missioncontrol.ini and formation.ini files, for a future ver. of the FM pack - although I will be somewhat busy with my early WW2 install for SF2, for a while. Happy flying, Von S
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2 pointsWrench, if you can wait for a while until after the Thanksgiving Holiday I'm sure I could build you what you need if you're interested. I'm already working on an improved dirt airstrip (still work in progress) as a special request so wouldn't be that much trouble.
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2 pointsI thank you for the assistance; you're going to have a big part in this, methinks. I've got access to really accurate maps, from the US Army Corps of Engineers, and -get this totally lucked out-- they're from 1954. Once I get everything repositioned/corrected, then each city will have to be rebuilt from scratch (especially Hanoi, Haiphong, Saigon, and many others.) I still haven't "fixed" on the level of detail yet -- obviously the rail system (at least in the cities), ports. Airfields have to have back-dated structures (ww2 type). Some airfields will still be the "stock concrete" runways, as there really isn't much choice. Others will be using the Runway 3 & Runway 2s. Obviously, there will be airfields in Viet Minh territory, but as they have no air force...???? Below is a sample, of the Hanoi region (also telling me I got the lake to the NW slightly "off", but the 3w terrain engine.....mmmmmm)
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2 points
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2 pointsThis was mentioned...so Checked whats to do... finish animations for Canopy Refuel probe(Half made)....nozzles, Missile bay doors....and few bits...hope to have done in few weeks...hopefully before new year. hope to have new pilot too....click to expand pics.
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2 pointsjust some in progress screen shots saigon, with bien hoa (now moved to the correct spot) in the distance. tan son nuht is just off screen to the left haiphong, unfortunatly NOT with all the rivers/streams. but much closer to Real Life (tm)
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1 pointYeah know one in game but I think this ones better... lots to do....as im dabbling again,its one im finishing now.....but hold on to your hats,its being done as and when. Lots to do... Already done. Animated gears ,bomb doors....took an age as they were down in original 3ds model,and as anyone who uses 3ds max knows most 3ds models have a lot of errors,most of the meshes had seperate polygons...took ages to weld., added spec mapping,sorted out jpegs of painted on numbers etc, to do....here we go lol redo tail fins ...slightly too thick at base and need proper mechanism... tail chute and housing new wings as these are just damaged versions,or rather are split like them.. refuel probe weapon stations might try redo a template intakes need looking at,...dirt ingress-louvre doors to make engine fans need replacing canards are way too thick and clunky-remake then reposition all the pivot points for the control surfaces.. so you see quite a list..... would say two weeks but thats being very conservative lol... it will be when its done...ok thanks cheers Russ BTW this one will be hi def\res unlike the other one :)
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1 pointGot a few more "what-ifs" in the pipeline including this one - As you can see, it's armed with two 20mm cannon and carries one air to air anti-bomber rocket, plus it's got a full smoke plume behind it. So far in flight testing testing, I haven't been able to shoot down a damn thing. It's too fast! But it is a hoot to fly for the 1/4 hour that it has fuel for. After that it's a brick. Kinda like what the real thing would have been like. Never forget, the 1.6 developers strive to keep you entertained with new releases all the time. Presently we're working on some new scenarios involving lesser known theaters of operation from WWII. Just a taste of things to come: CANTZ 506 floatplane, which of course lands and takes off from water tiles. BV138 tri-motor floatplane- Fokker G-1 - Fokker T-V Fokker 21 Fiat G-55 These are completed but there are quite a few more on the list of planes to be added to the 1.6 inventory. Short Stirling Westland Lysander P-80 F9F F11F Boomerang Ju288 Defiant Mc207 Flyable V-1 Valentia Vampire Wirraway Wellington He219
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1 pointThere are all decals for all squadrons already in the package, including the AK tail and many more.
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1 pointHere's a Thanksgiving Present (for those old enuf to remember such things) I worked on the SU-33 Data file and got it to work better. I only tested it with a full weapon & fuel load doing basic moves/ not tried to dogfight it yet. I assume it would turn better mostly empty. It turns better and roll is more controllable. The Su-33 ought to be the or one of the top large frame AirToAir combat aircraft (non-stealth) worldwide. Easy to beat AIs in SF2. One thing, The ailerons were set (in my file anyway) to move on the Z axis, which looked funny in camera mode. Set that to X axis and most is right again. Oh, the "Su-27SM2" download (think I found it in one of the Campaigns previously mentioned) maneuvers excellently right out of the box. I tried some of its values in the SU33 datafile. I think I might make a SU33Data file using an entire Su-27SM2 datafile. Changing it's internal 'system names' and so forth. The canards in the SU33Data file could still be a part of problem and maybe the drag factor in the wings or fuselage are wrong. I will work on it til i can black you out with the su33 !! As any real fighter plane should. Bye SU-33_DATA.7z
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1 pointWhat you want to adjust is in the cockpit.ini files for the aircraft. Example from the SE5A_COCKPIT.INI file. [CockpitSeat001] ModelName=SE-5A_cockpit.LOD HideExternalNodeName=Cockpit OpenCockpit=TRUE ExternalClipDistMin=0.04 Position=0.0,-1.36,0.621 Offset=0.0,0.00,0.00 ViewAngles=0.0,5.0,0.0 MaxYaw=165 <---------------- MinYaw=-165 <---------------- MaxPitch=90 <---------------- MinPitchFront=-70 <---------------- MinPitchRear=-50.3<---------------- MinMovementX=-0.16 MaxMovementX=0.16 MinMovementZ=-0.08 MaxMovementZ=0.08 LightRange=1.5 LightInnerConeAngle=43 LightOuterConeAngle=60 LightAngles=0.0,-35.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.25 NightLightColor=0.5,0.2,0.3 Gunsight=GunsightFront
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Version 1.0.0
399 downloads
AV-8B Plus Harrier Marina Militare This is the AV-8B Plus Harrier in service with the Italian navy. Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.) A fake pilot is needed to run this mod. It is designed for and works only in SF2 series. Skin is in 4096x4096 format. So you can easily resize down. If you have problems running this in game. Resize skins to lower resolutions All serials are correct for the Italian version of Harrier II. Animations: 1= canopy open - close 4= refueling probe - beware of a speed limit 3= night vision mode - not really helping but it is there - inside and outside animation. ************************************************************************************ You can exlplore ini files for some additional features like in cockpit "FLIR" feed on HUD . AAQ-28 can be loaded only on station number 5 and centerline AIM-120 can be loaded only on stations 2 and 6. ECM also activates RWR on digital display indicator - even if ECM pod is not loaded. If you have yakarov79´s AV-8B Harrier already - some files are same so simply overwrite. for proper sound work you should add these lines into soundlist.ini SoundFileXXX=USMComm_1 SoundFileXXX=Equalizer [Equalizer] Priority=NORMAL Looped=TRUE NumBuffers=2 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 SoundFileXXX=USMComm_1 [USMComm_1] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=TRUE FrequencyControl=FALSE ************************************************************************************ Credits. Me - Skin, Decals & ini dance yakarov79 - whole sort of strange things - model-re-model, new cockpit, templates, ini files etc. Ravenclaw - BRU-42 ITER models. ALQ-164 model, weapons. AAQ-28 Pod- I don't remember who made this model - all credits to him and thank you. 331Killerbee - ideas, good words, work on ini files, loadouts, effects etc. Crusaders - who helped yakarov79 with avionics ini. Sounds taken from sources offering free sound samples. bobrock- the original first version of the standard model Schapen, Nov. 24th 2019 Carlo "Soulfreak" Vecchi THIS MODE IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT -
1 pointhttps://www.dropbox.com/s/mzli6is4wrhc9vv/Ax01199.jpg?dl=0 that is the best map i found for garrisons at 1946 start with this one showing the major transportation routes; https://www.dropbox.com/s/ejq0e51qqchwrja/txu-oclc-1092889-78334-8-70.jpg?dl=0 and this one for air bases though it is much later in 1970 iirc; https://www.dropbox.com/s/c3jdmjyxbl3gj2q/txu-oclc-1092889-78335-8-70.jpg?dl=0 I also do have a 1:100.000 map of all of Indochina with airports which you can also get from here; https://legacy.lib.utexas.edu/maps/ams/indochina_and_thailand/ and just saying, it is awesome that you are redoing the map, i very much look forward to seeing it and flying over it ^^, i have plenty of things i can do in the mean time and fixing the strat nodes position is fortunately easy to "redo"
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1 pointI'd hold off on doing ANYTHING until I have a workable, corrected terrain. TK's original VN-SEA is so fucked up and innaccurate; things aren't where they're supposed to be (as anyone that can read a map will see), things exist that never did, etc.. His version, I'd rate at less than 65% accurate. By the time I get done with it (it'll still take months...) it'll be closer to 90% - even given th 63% size, and the usual bug-a-boos of the 3W terrain engine. What I can use, however, is some kind of chart that locates which regions (cities, villages, etc) are Viet Minh controlled. I've only found these 2 images
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1 pointBegan rebuilding VietnamSEA for late 40-50s French Indochina action. Gonna be months of work... sample image below is the 'new' Hanoi. retileing an retargeting, especially trying to figure out what areas are Viet Minh controled, will be oh so much fun (not!)
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1 pointNice sunny day for dropping some bombs In the words of George Kostanza...the "sky was angry that day my friends"
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1 pointThis is one of the surprises I told you about but I need to work on the texture some more. this will have a set of 4 different models.
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1 pointFor a starter........... https://weaponsandwarfare.com/2018/04/22/french-air-war-over-indochina/ https://weaponsandwarfare.com/2015/11/29/french-air-force-1946-1954-vietnam/ https://weaponsandwarfare.com/2017/08/30/frances-indochina-expeditionary-force/
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1 pointFor those of us with too many RL or Real Life problems to manage, can you guys please boil this down to an executive summary to get to the proper 44100 Hz sounds for all jets? Thank you all for your hard work, especially @Menrva on this.
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1 pointy estos son mis modelos en los que estoy trabajando en mayor o menor estado de alistamiento pero ya funcionando en el simulador
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1 pointI find the FE2 mission generator realistic. You can choose factors such as the time and type of the mission and choose the weather you wish to fly in, but you have no control over the things that, historically, one had no control over, such as the enemy plane types one might encounter.
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1 point
Version 2.1
4,551 downloads
B-1B Lancer aka "The Bone" by Dels and the Bone Team SF2 Version for Dec 2009 Patch and beyond Nov 2010 Model by Dels Skins by ST0RM, Syrinx Jat81500 and my boy Jimmy B!!!! Decals, units and testing, etc by Dave (USAFMTL) and ST0RM Sounds by Spillone Updated FM by Fubar512 and FastCargo Weapon Station arrangements by FastCargo Destroyed LOD by Klavs81, Dels and FastCargo B-1B Pit by Dels (Its a bloody masterpiece) ACES 2 Seats by Julhelm Mod USAF pilot by Diego Technical Adviser/Loadouts ans new weapons models by FastCargo Package contains: B-1B 86 Turkey Feathers and pure nuke B-1B 92 Blk A - Nuke and Conventional role B-1B 96 Blk C - CBU capability, B-1B 98 Blk D - JDAM and ALE-50 added B-1B 03 Blk E - JSOW, CMUP PIT, JASSM To install: Sounds go into your main mod folder. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Sounds Effects go into your main mod folder. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Effects Planes go into your Objects/Aircraft folder. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Aircraft Decals go into your Objects/Decals folder. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Decals Pilots go into your Objects/Pilots folder Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Pilots Weapons go into your Objects/Weapons folder Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Weapons If do not have any of these folders, then by installing this into your main install, it will make them for you. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2 Additional Notes by FastCargo: Each model of B-1B has the ability to carry the specific weapons it was authorized for during that time frame. Most of these weapons are included in this package...the preset loadouts represent typical arrangements. The weapon stations have been setup so that you can only load the type and number of weapons for each bay in the loadout screen, reflecting real life limitations. Also, the maximum gross weight for takeoff at sea level is 470000 pounds...you can easily exceed this just with the default loadouts at full internal fuel weight. It is HIGHLY recommended to lower your internal fuel to 75% to get under the gross weight. At full gross weight, the AI and you will require the whole runway to takeoff...you will probably not 'unstick' until close to 200 knots. At minimum weight, it should only take about half the runway and about 160 knots unstick. Also, do not rotate above 9 degrees pitch on takeoff before you leave the runway...or you will scrape the tail and may crash. The FM has been through some major rework to get around the limitation that the sim has with large swing wings. The current FM setup is a compromise to allow docile handling with realistic performance. There are some weaknesses with it, mainly during mid altitude cruise flight tends to take more power than the real aircraft needs. You will find that the FM mimics the real thing in most limitations...lower altitude ceiling at full gross weight, faster roll rates with wings swept back, etc. Also, 'at the limit' handling has been much improved...much more difficult to stall at high speed. Handling is fairly carefree, simulating the real aircraft's fly by wire helping you keep the aircraft within limits. It is still possible to overG or stall...with bad consequences for both. For mission planning and the AI, the sim uses the 'CruiseSpeed' parameter to determine attack speed, and the LevelBombAI, ReleaseAlt to determine how high it's attack run is. Because of this, you may find the parameters for both to be different for each model. Here is the current list for each one: B-1B_86 - Speed-540 knots / Alt 1500 feet B-1B_92 - Speed-540 knots / Alt 1500 feet B-1B_96 - Speed-540 knots / Alt 600 feet B-1B_98 and 03 - Speed-320 knots / Alt 15000 feet The 2 later models are high and slow because they mostly do standoff and PGMs, which usually require altitude. The 2 earliest models are low alt, high speed for the nuke mission to get away from the blast (btw, you will NEED .9 mach and 1300 AGL to drop a gravity nuke...or you won't make it out of the blast radius). The middle model is same speed, but lower altitude because they didn't carry nukes anymore. We did our best. Enjoy. -
1 point
Version 2.0
1,646 downloads
________________________________________________________________________________________________ From now on , this new update: http://combatace.com/files/file/15169-operation-odyssey-dawn-update/ It is mandatory to be applied over this MOD. ________________________________________________________________________________________________ Opération Harmattan---------Operation Ellamy---------Operation Odyssey Dawn--------Operation Freedom Falcon----------Operación Amanecer de la Odisea---------Operation Mobile Version 2.0 HD This is the definitive version of the original Operation Odyssey Dawn MOD. It includes a highly reworked version of the original Operation Odyssey Dawn MOD also avaible here at CA. As it is a big package and those are usually difficult to handle by some users I'm going to explain with the higher ammount of details how to install it and how to work with it , so please guys READ this README. 1) Requirements * A very powefull computer at LEAST with an intel core i5 and 6Gb of RAM, if not loading times will be crazy and gaming horrible as the CPU won't afford the MOD 2) Installation * Use a CLEAN , and when I say clean it is a CLEAN MOD folder * Path the game up to july 2013 if you don't do this the MOD won't work , so you are warned * Drop everything you have in the 3 .rar files and when it asks you to overwrite say: YES TO ALL * Rar files are at .rar5 format so please be sure that you use the lastest winrar version You can also use this program if you have problems unzipping the MOD: http://www.bandisoft.com/bandizip/ * Then everything should work 3) If you do the above things , you think that you fullfill the requirements and the MOD does not work properly, What to do? * Any PM sent to me regarding this question WON'T BE TAKEN INTO ACCOUNT , because I don't want to have 12 PM's asking me the same thing in 3 different languages. * So to solve the above point I've created a "problem template" , that you must fill and post at the file announce post of this MOD "problem Template" Installation you have: Path: Type of problem: Campaign working (YES/NO): Air unit of the campaign: Plane used by the air unit 4) Weapons They are included and based in RavenClaw's MOD so , if you miss some of them because I may have forgotten to add them just download this: http://combatace.com/files/file/13929-weapons-pack-2/ 5) Campaign There are more assest than in the original MOD however a lower number of them will be flyable. The reason is the use of many off-map bases. 6) Credits: "I approve of the mod" dmtdragon The Mirage Factory Cocas Dels eburger68 ianh755 Dave Sundowner JSF_Anggie Aleks1 JAT81500 Feedee Bobrock JeanBa Stratos Ice Man Logan4 Wrench Bongodriver Foxmonter DenissOliveira Ludo.m54 Centurion-1 Coupi Paulopanz Marcelo ace888 Brain32 wpnssgt Veltro2k Blackfish Sordo EricJ Eole2 RavenClaw_007 FastCargo Baddmeister YEYEYE Crusader Sillone104 WhiteBoySamurai frnt Kesselbrut I've I forgotten to mention someone , just tell me. Have fun. FRPignon -
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1 point
Version
2,911 downloads
Thanks to eburger68 for the incredible work he did on getting this updated. Thank you sir. Dave (USAFMTL) ------------------------------------------- NATO Fighters IV+: Post-Dec2009 Update Pack ------------------------------------------- This package contains an update pack for the NATO Fighters IV+ (NF4+) add-on designed for "Strike Fighters 2: Europe" (SF2E) from ThirdWire. It does several things: 1) Updates the NF4+ add-on for use with the SF2E Dec2009 & later patch levels. 2) Adds several new aircraft and AAA objects. 3) Adds a number of new textures to existing aircraft. 4) Fixes or updates numerous other files in the original NF4+ mod. This update pack should be applied to SF2E/NF4+ installations that are patched to the Dec2009 or later patch level, including Feb2010, Mar2010, or May2010. If you are running SF2E at the Jun2009b patch level and do NOT intend to update to one of the later patch levels mentioned above, you should NOT apply this update pack. To get to the original NF4+ files you need to go here: http://combatace.com/files/category/407-sf2-series-add-on-missions-and-campaigns/ Changes, Fixes, & Additions ~~~~~~~~~~~~~~~~~~~~~~~~~~~ New Aircraft ------------ - Canberra B(1)8: added - F-4M_80_TMF: added - F-4M_85_TMF: added - F-4JUK: added - Su-24: added Upgraded Aircraft ----------------- - B-57B : made flyable - EF-111A: updated LODs - F-111D: updated LODs - F-111F: updated LODs; added missing SLIMER.TGA to skins - F-4D: added USAFGrey1 skin - F-4D_67: added USAFGrey1 skin - F-4D_75: subbed Sundowner's USAFCamo1 textures - F-4D_78: subbed Sundowner's USAFCamo1 textures - F-4D_78: added USAFGreen1 skin - F-4E_75: subbed Sundowner's USAFCamo1/2 textures - F-4E_78: subbed Sundowner's USAFCamo1/2 textures - F-4E_78: added USAFGreen1 & USAFGrey1 skins - F-4G_85: added 81st TFS skin - F-4M: added custom sounds - F-4M_75: added custom sounds; adjusted USERLIST.INI - F-16A Block 1: added Kreelin's Sep. 2008 fm - F-84F_MF: added ThirdWire SF2 flight model - Jaguar GR.1: added 2 RAF skin; tweaked names of others - Mirage 5BA/IIIC/IIIE: added ThirdWire SF2 flight models - Mirage IIIC: added BleuDA skin - RF-84F: added French skin (sans Suez stripes) - RF-84F: added 52c skin (per Campaign 1) - Tornado GR.1A: added 14 sqn skin - Other: added new hangar/loading screens, loadout images, UserLists, destroyed models, & damage holes to aircraft as appropriate/needed Other Updates ------------- - Campaigns 1-4: updated & corrected - Flight: added sight textures for F-117A, AV-8B, & Su-25 for adjusted years - AAA: updated ground units & guns; added tracers - AAA: added Gepard, M-167 VADS, & M-42 Duster - AAA: added ZPU-4 & ZiL-157 ZPU-1 - EnvironmentSystem: re-configured cloud layers to eliminate unsightly clipping - Terrain: added LimitedNations statement to main .INI; added Spain & USMC to Nations.INI - Other: added a number of weapons, pilots, guns, & sounds either to support new aircraft or to fill in previously missing items General SF2 post-Dec2009 Updates -------------------------------- - Hangar/Loading Screens: converted to .JPG format - Loadout Images: coverted to .TGA format - Damage Holes: changed to .DDS on default aircraft - F-4 DATA.INIs: updated to use new node names - Cockpit Positions: checked & updated as needed - HUD/DTVFilter Materials: added & updated as needed - Effects: added proper shaders to all effects - EnvironmentSystem: added proper Dec2009 shaders & new environment parameters - Menu Screens: coverted to .JPG format - Non-decal TGAs: copied to aircraft texture folders ** Please note that this update package includes all the fixes and updates from the "NF4+ Fixpack & AAA Add-on" released in Oct. 2009. ~~~~~~~ Credits ~~~~~~~ As noted above, this update pack adds a number of new items to the NF4+ add-on. These new items are from the following modders, who generously allowed their use: The Mirage Factory & Sundowner ...... F-4M_80, F-4M_85, F-4JUK Sundowner ........................... new USAF F-4 skins Ahmed Junaid Raza ................... Canberra B(1)8 Veltro2K, Lindr2, & Tunderchief ..... Su-24 Fencer FastCargo ........................... updated E/F-111 lods Suicidal/Banidos Team ............... M-167 VADS Gabilon & MiGMaster ................. Gepard Kesselbrut .......................... ZiL-157 ZPU-1 Kreelin ............................. F-16A Block 1 flight model Credit for the original NF4+ add-on goes to Column 5, Dave (USAFMTL), hgbn and the rest of the NF4+ team. For a list of all the modders whose work is used in the complete NF4+ add-on, see the original ReadMes included in \OriginalReadmes. Thanks to Crusader and Brain32 for assistance putting this update pack together. If we have neglected to credit anyone here, please let us know. We will get it fixed ASAP. -
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