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Wrench

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Everything posted by Wrench

  1. that's ok...you're questin got me looking at them, and now I've got a desert skin for the M-113 Wrench kevin stein
  2. I'm right here!!! Don't think the first thing I thought of, is how do we get the Vulcan 6-pak on the nose???? I'm expecting a t-birds skin, with a big black W under the body.....(remember, NO insignia!! -- can't have anything leftover from Old America under the New Order.) Now, we just need some Mid-Ak Migs.....or Circle Su's Wrench Kevin Stein
  3. Aren't they in the stock SF objects cat??? If you need them I can extract them. Wrench kevin stein
  4. Haac: what exactly are you trying to build (ie: which theatre?) Wolf's WW2 planes pack has both Luftwaffe and IJN/IJAAF aircraft, Edward's WW2 terrains have lots of WW2 ground objects built in; there are ships here at CA, more vehicles at Geo's site (the link is in my tutorial); lot's of Dev A-team aircraft (here at CA - Hurri, Spits, Ju88, He111, Ki61, Ki27, A5M) AD's IJN pak has the Zeke, Betty and another Oscar. etc, etc, and of course, etc. All you need is hard drive space!!! Wrench kevin stein
  5. That's why you need to use the IDS, GR and ECR that are here at CA in the Tornado Package. All those original Toros need, well, work! The F.3 can be made usable, but you'll need to extract and modify the flightengine ini. I'm not even going into the decal issues.... Sad it say, as much as it's a needed/wanted aircraft, it has some serious problems. My advice, don't use the originals over at AvSim. Hopefuly, at some future date, we'll get a nicer, more stable F.3 variant. As to the F3/ADV having an 'Interdiction' role, don't forget, it's an interceptor, not a bomber. It already has the CAP role. Right from my data ini: PrimaryRoles=SWEEP,CAP,INTERCEPT,ESCORT SecondaryRoles= Wrench Kevin STein
  6. SCB-125 You can even add the carrier's name on one of the lines, too.l Wrench kevin stein
  7. Might want to try converrig those to jpg...it'll be a smaller file and easier to store. That way, you can put them in a Gallery here a CA! Wrench Kevin Stein
  8. I'm going to send the modifined data and loadout inis to mustang first, let him approve, and go from there. don't like stepping of folks toes unnecessarily In fact, I just PM'd him with a link. Wrench Kevin Stein
  9. The first question is... why would you want to??? You can 'turn off' the internal cockpit view with a simple key press (I've a button on the stick set to this) We're talking about the windshield forward frame?? or the aft sections?? You can 'move' them via edits in the cockpit ini. (hopefully, I'll remember most of this procedure, if it gets confusing, I aplolgize in advance. Perhaps one of the real guru's will step in and correct me). IIRC, this was discovered by ArmourDave several years ago. You need to find the name of the frame, either in the cockpit lod or the cockpit out file. The out is generated by Max to list the name of all meshes. For the stock aircraft, you'll not find the out -- you'll have to extract the cockpit lod from the objects cat. The lod, of course, is the physical model. It can be searched with a hex editor for a specific string (ie: canopyframe, or whatever). It's a hit or miss proposition, as one never knows what it's exactly called. Once located, you'll need to cockpit ini. You create a 'new' insturment. You'll list it, just like adding a system in a data ini: There are 2 ways to move the struts, one is to rotate it so it's not visible (this was done on the original release of the F-16A blk 10, when using the F-4J pit). Example below: Insturment Listing: Insturment[076]=MoveCanopyStrut Insturment[077]=MoveFrontStrut 'New' insturments: [MoveCanopyStrut] Type=AIRSPEED_INDICATOR NodeName=FrontFrame MovementType=POSITION_Y Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [MoveFrontStrut] Type=AIRSPEED_INDICATOR NodeName=CanopyFrame MovementType=POSITION_Y Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 This rotated them out of sight Another way is to simple 'move' them elsewhere. Lexx_Luthor did this recently to remove the fogged canopy glass on the Su-17: Insturment: Instrument[068]=Move1 'New' Insturment: [Move1] Type=AIRSPEED_INDICATOR NodeName=canopy_glass MovementType=POSITION_Y Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 There ya go! Wrench kevin stein
  10. Can you believe that one of the moderators can't get the search function to work for him?? Yep, sorry to say it's true. Or I'm just too dim to find it... Anyway, is there a template around here someplace for the Mig-21F, stock 3rd wire unit?? I stumbled over it once, (and llike at dumba$$ didn't grab it) I looked in all the usual places (like, the 'Templates' section) TIA! a very humbled.... Wrench Kevin Stein
  11. Thanks, Buff. I grabbed that one too. Nuts...I didn't want to make one, but.....(and it aint really that important...the bird was natural metal anyway) Wrench Kevin STein
  12. Wonder if somebody could do sound grabs from "Hot Shots".... that would be funny!!! Wrench kevin stein
  13. YES!!! That's what we all been saying all along...didn't you read the tutorial on "how to create a era-specific install" I just wrote??? One, clean fully patched install is all you truely need...for storing the most up to date core game files All other installs are just copies of that, with the era-relevant aircraft/vehicles/ships/terrains, whatever, needed. Now, mind you, I have a 250 gig internal, and a 180 gig external (for backing up full installs and file storage 0nly!...) This is what's on mine: SF: stock (full patched) full everything(minus ww2) SF-Korea (1950s) SF-ETO SF-SWOTL2 SF-Iran/Iraq SF-DBS SF-OTC SF-PTO SF-Suez (arab/israeli wars) SF-Weapons (for testing new aircraft and weapons) {it should be noted, all the WW2 stuff & Suez has been transfered over to WoE,and the originals backedup to the external} WoV (just one, modded. I didn't like this one too much, just my opinion) WoE: stock (fully patched, unmodded) WoE-Desert Storm (you didn't see this one) WoE-FullSF (all the stuff from the SF above, terrains, ships, etc) WoE-modded (weaponspak, tweeked terrains, aircraft, everything from 1950-2040) WoE-ETO (WW2 Europe) WoE-MTO (WW2 North Afirca/Med) WoE-SWOTL2 (ww2 Europe with the 1946 plus stuff) WoE-PTO (includes WW2:46 Pacific stuff) WoE-PropColdWar (cold war gone hot: 1947) WoE-NATOFighters (superb add on) WoE-Mid East Wars (arab/isreali) First Eagles: FE-stock FE-modded (most of the planes, vehicles, terrains, etc) So, there you have it. It all depends on how much space you want to use for your games. I would venture a guess at my total usage at around 85-100 gigs. But the single most important thing is: Always have 1 install that's 'clean', with no mods and fully patched to the latest standard. This install is usually not played in, but is used as the "core" storage of needed, up-to-date files used in creating other copies for Era/Theatre Specific versions. Wrench kevin stein
  14. The Dukes Centennial

    Yup, unbelievable that it was 100 years ago. Still need 'Fort Apache' on DVD to complete my Cavalry Trilogy collection. Here's a link to a Robert McGinnis painting I have stored on my site, entitled "Ethan".. Ethan For anyone who wants it. I thin 'The Searchers' is one of the best Westerns of all time. Wrench kevin stein
  15. Found a few small bugs, fixed most already. Loadouts are a bit off ... should have RPs, (although, CBU could be carried) more stations are listed in the loadout ini than the aircraft has; easily fixed. needs EO/FLIR pickup (still working on that one!), chaff and flare stations. as to guns, didn't they only have 7.62s in the sponsons?? Easy enough to swap out oh, and no landing light! j/k!! It looks and flys good for me, other than what I said above. Good Work, and keep it up!!! Wrench Kevin STein
  16. It takes as much space as it takes.... If you don't have the HD space, you need to make a choice as to WHEN (era wise) you want to fly. Remember, you're just deleting airplanes...not the core game files. The game dosen't care about the objects, just the exe's, cats and dll's needed to run. Hence the need for multiple installs; for era and theatre specific aircraft, vehicles, ships, terrains, whathaveyou. If you want to NOT have the 'cross-pollination' of eras, that is the only choice available. Wrench Kevin Stein
  17. That's why I run all "exe" add-ons to a seperate folder in a temp directory. It's a little more work, haveing to manually copy/paste the needed files, but I've never had a problem doing it that way. Sorry for your problems. Wrench Kevin Stein
  18. oopss...I'm getting to be a bad a speller as USAFMTL!!! It should read: Oh, cash, check, and international money orders also accepted, along with Master Card, Visa and American Express I may be easy, but I'm not cheap!! Wrench kevin stein
  19. F-105G Thunderchief - Wild Weasel III (by ArmourDave & Co) Ok, we're going to be adding a new weapon rack, a Dual ARM. While not quite the same shape as those used in SEA (and detested by the pilots for vibrations it caused), it WILL give you a little extra punch. The good thing about it is, somthing similiar to this same 'style' of 2AR is still in use, I belive, by the US Navy for a dual HARM rack on the Hornets (at least, that's what the picture said!) Ok...here's the weaponsdata text for the new rack, where **** is the next number in sequence: [WeaponData****] TypeName=2ARM FullName=Dual ARM Rack ModelName=BRU57 Mass=50.000000 Diameter=0.000000 Length=0.000000 AttachmentType=USAF,USN NationName=USAF StartYear=1969 EndYear=2040 Availability=2 BaseQuantity=25 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=6 WeaponsRackType=2AR NumWeapons=2 LoadLimit=200.000000 LengthLimit=3.100000 MaxFuelAmount=0.000000 Attachment01Position=-0.320000,0.000000,-0.138000 Attachment01Angle=0.000000,0.000000,0.000000 Attachment02Position=0.320000,0.000000,-0.138000 Attachment02Angle=0.000000,0.000000,0.000000 You should know the drill by now...the standard adding weapon ini dance. The best thing about this is, it uses an already existing rack, so no new parts are added (just recycled stuff) data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,2AR AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,2AR AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.350,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER AttachmentType=USAF,USN ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.35,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER AttachmentType=USAF,USN ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.0000,-0.1935,-1.3359 AttachmentAngles=0.0,-3.3,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,CGR,FT,NUC,RCN,MER AttachmentType=USAF ModelNodeName=pylon_centerline PylonMass=56 PylonDragArea=0.02 FuelTankName=f105_650gal_sea loadout ini: [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=M117 Loadout[05].Quantity=6 Loadout[05].RackType=MER [sEAD] Loadout[01].WeaponType=AGM-45A Loadout[01].Quantity=2 Loadout[01].RackType=2ARM Loadout[02].WeaponType=AGM-45A Loadout[02].Quantity=2 Loadout[02].RackType=2ARM Loadout[03].WeaponType=AGM-78A Loadout[03].Quantity=1 Loadout[04].WeaponType=AGM-78A Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 [Recon] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 [AirToAir] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 As you can see above, I gave you a pretty hefty SEAD load... The only disadvantage of this, is you ain't got no bombs. But since the harpoints are split (all seperate groups), you can easily add a cluster bomb on one of the inner stations, if you don't want the STARMs. Don't forget ... unlike the follow-on F-4G, you've got a gun!! Happy Hunting! Wrench kevin stein
  20. F-105F-1 (Early) Thunderchief F-105F-1 (Late) Thunderchief (by ArmourDave & Crew) The two aircraft are virturally identical, so I'm leaving the info pretty much the same. Both share the exact same harpoint numbering and loadouts. This'll save a little space on the CA servers Data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,2AR,EP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.39,-2.9414,-0.71 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,IRM,2AR,EP AttachmentType=USAF ModelNodeName=pylon_right_outer PylonMass=55 PylonDragArea=0.02 LaunchRailHeight=0.10 LaunchRailMass=25 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.350,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.35,-1.9983,-0.8446 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,RP,FT,ARM,MER,CGR AttachmentType=USAF ModelNodeName=pylon_right_middle PylonMass=218.1 PylonDragArea=0.02 FuelTankName=f105_450gal_sea [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.0000,-0.1935,-1.3359 AttachmentAngles=0.0,-3.3,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,CGR,FT,NUC,RCN,MER AttachmentType=USAF ModelNodeName=pylon_centerline PylonMass=56 PylonDragArea=0.02 FuelTankName=f105_650gal_sea Loadout ini: [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER Loadout[01].WeaponType=M117 Loadout[01].Quantity=1 Loadout[02].WeaponType=M117 Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=M117 Loadout[05].Quantity=6 Loadout[05].RackType=MER [sEAD] Loadout[01].WeaponType=AGM-45A Loadout[01].Quantity=1 Loadout[02].WeaponType=AGM-45A Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-52 Loadout[05].Quantity=6 Loadout[05].RackType=MER [Recon] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 [AirToAir] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[03].WeaponType=f105_450gal_sea Loadout[03].Quantity=1 Loadout[04].WeaponType=f105_450gal_sea Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 I've allowed the use of a jammer pod, even tho I've found no data suggestion their usage. You might also note the addition of "2AR" . That'll be explained in the F-105G WW III Wrench kevin stein
  21. Nothing for AAA....yet!!! (well, I have, but it's not ready for release yet.... ) But the SAMs are easily networked. (like Nick Bell, Fubar, etal recently did for the HAWKs) The stock SF/WoV/WoE SA-2 and SA-6 are networked already. Didn't somebody release data inis for the SA-2 and -3 with the networked line added??? If not, you just need to add the association to the particular radar in the data ini of the SAM and radar: This is for the SA-3ML: [DetectSystem] TargetType=AIR RadarSearchTime=2.0 RadarSearchRange=60000.0 RadarSearchStrength=80 RadarTrackTime=20.0 RadarTrackRange=60000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,3.30 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=8000.0 RadarCrossSection=100 NetworkType=SA-3 SA-3DL [DetectSystem] TargetType=AIR MaxVisibleDistance=4800.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=4800.0 ViewportPosition=0.0,0.0,2.30 RadarCrossSection=25.0 NetworkType=SA-3 SA-3QL: [DetectSystem] TargetType=AIR DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=4800.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=4800.0 RadarCrossSection=3.0 NetworkType=SA-3 For the Sidenet radar: [DetectSystem] TargetType=AIR RadarSearchTime=5.0 RadarSearchRange=75000.0 RadarSearchStrength=80 RadarTrackTime=10.0 RadarTrackRange=60000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=600.0 RadarMinimumAlt=1000.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=8000.0 RadarCrossSection=100 NetworkType=SA-3 Fansong: [DetectSystem] TargetType=AIR RadarSearchTime=5.0 RadarSearchRange=75000.0 RadarSearchStrength=80 RadarTrackTime=10.0 RadarTrackRange=60000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=600.0 RadarMinimumAlt=1000.0 DataLink=TRUE NetworkType=SA-2 OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=8000.0 RadarCrossSection=100 Flatface: [DetectSystem] TargetType=AIR RadarSearchTime=5.0 RadarSearchRange=250000.0 RadarSearchStrength=80 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=2500.0 RadarMinimumAlt=1000.0 DataLink=TRUE OpticalSight=FALSE MaxVisibleDistance=2000.0 RadarCrossSection=100 NetworkType=SA-3 But....be forewarned!!!! Be prepared to eat hot rocket death!!! Wrench kevin stein
  22. That's like me with the Southern California terrain...needs a major overhaul, but I can 'see my house from here!' Wrench Kevin Stein
  23. "A-10 Modern"???? That's a new one for me! Are we talking LASTE, here?? I'm asusming it's here at CA??? You guys are really messing me up!!! I just wannna finish off the Century series, get the WW2 Axis stuff strightned out....and you all keep coming up with this unusual weirdness!!! Give me a pointer to the Hog, and I'll see what I can do... Wrench kevin stein
  24. Well, POOP!! At least it IS loading!!! One other thing I thought of, is add the name to the weaponsdata ini; ie, the the "FullName" section ALQ-100 RHAW A-4L That would make sure you've got the right one (and skin) loaded. Wrench Kevin STein
  25. All the tanks will need their own inis (both right and left tip tanks, and if you modded the underwing 195 gallon one) And don't forget, the tip tanks load 'asymetrical', so you'll need that box check in the weapons editor; just like I did for Euro Greens.. Asymmetrical=TRUE RightModelName=TANK170RF104or (for the orange) Carlo, I'll be happy to have a look at them, if you wish. PM me, and I'll send you my email addy. Wrench Kevin Stein
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