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alexis99

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Everything posted by alexis99

  1. Okay, I've fixed it. It's in the B-1B Data File. The aircraft type is down as BOMBER, and that gives you around 20 aircraft supporting you on your strike. If you change aircraft type to ATTACK, then you just get a wingman. Which is just perfect. I checked with the F-117 which usually loads up as you and a wingman, and noted it was typed as ATTACK. The roster has no bearing. You get a full roster of pilots at your base, whether you are flying with twenty planes or two. There's one for the Knowledge base, eh Yubba?
  2. Sorry guys, but neither of these suggestions work. I selected a mission, went into the roster and saw a list of about 20 names assigned to the mission. I had to scroll down to see them all. So I clicked on one; left click, right click, hit the delete key. Nothing. No pop up menu to allow delete. So that's a fail. I extracted the Single Mission.ini with the catfile extractor. There were three Target values. Call it women's intuition, but to me those Target Values looked like the sort of things you were awarded in your post-mission score. But anyway, I changed the values to very low figures, and still got the massively high number of Wingmen. So that's a fail too. Weird how this plethora of wingmen only occurs with the B-1B.
  3. Thank you, I will experiment with this. I thought maybe that it was something controlled in the aircraft files, because the B-1B is the first aircraft I have flown which exhibits this phenomenon. What is really scary is that because there are so many aircraft on the airfield, one of them is backed up at the end of the runway, just past your take-off point.
  4. B-1B Lancer for WOE

    Sight Depression should be 40, not 50. Now the bombs go where the pipper sits, with either Freefall or retarded bombs. Bomb run is 1000ft, 66% throttle (around 600Kts)
  5. I downloaded the latest version. It's 70.dll avionics, so you have to tinker with the avionics file to get the radar to work. You will need a CCIP entry and a FallLine image in the cockpit folder You also need to adjust the cockpit file so the two Gunsight entries are in the right place, and make sure you have your favourite gunsight loaded in the cockpit folder. I changed the damping to what the F/A18 Hornet has. It flies and bombs beautifully now and I added a neat HUD. I can share the figures if anyone is interested. But how-to-do-it is all in the knowledge base.
  6. Did you set your ripple quantity? Set it to highest 28. Also you have to press and hold the pickle button. I have a switch on my Thrustmaster Warthog Throttle base programmed so when you put the switch forwards it emulates holding a key down. That launches the suckers.
  7. B-1B Lancer for WOE

    That darn Gunsight has two entries in the B-1B data, one of which wasn't there. It's hidden away where you don't think to look, so if it's missing, you're up that creek sans paddle. Anyway, I got that working, and I can now deliver bombs using CCIP and get good accuracy. Radar is fine. You have AA, which is warning only, since you have no AA weaps; and you have AG, which is pretty, but actually doesn't do anything really. I've been delivering bombs from 2000 ft. Mission profile is supposed to be 200, but until I get some damper figures (please bop1701), I am not going there. Big question: when I do a single mission, why are there 20 other B-1s flying with me? And how do I limit that? I'm used to flying Intruders: You know, alone, unarmed, and a teeny bit frightened. And I'd like to fly solo missions, or wingman only. Did I mention it's a gorgeous plane? You have to watch the bomb-bay doors open and reveal the payload; you have to watch the gear fold away; and you just have to love the way that radar screen folds out from the cockpit panel. Sheer genius. xx Anyway, love some advice.
  8. B-1B Lancer for WOE

    I'd like to know what figures you used for pitch and roll damping, because it does behave a little like a Cessna. But what a beautiful aircraft, and such a fantastic cockpit. I love it and intend to get to know it better. The lack of radar is down to the fact that it uses 70dll avionics, which are very different to the old 60dll avionics. For instance it doesn't recognise "Ground Mapping"; it now expects to see "GM". I tinkered about a bit today and got the radar working; and included a HUD which is to my taste but not everyone else's. The TV works for GBUs. I'm just in the throes of depression, because although the bomb fall line works, the bomb sight isn't showing, and I need to experiment with the bomb sight depression. That's as good as it's going to get today, folks. Most of the information on how to fix the avionics is in the knowledge base, but I feel that the knowledge base is a little long in the tooth now, and needs an update. And since everyone else seems to be on SF2, I don't expect that will happen. But we can try...
  9. Simple really: I was wondering what factor you would introduce into an equation that would convert the figures given in the aircraft data for performance into figures you could fly by. The aircraft whose data I was perusing is the F-105. In the data file, it says: Stall speed=81.65 Cruise=222.49 Climb=348.54 Corner=254 Landing=75.41 Max G=7.33 Max Speed Sea Level=416.94 Mach Limit=2.105 These figures seem to be neither Kts, kph or mph. My own test shows stall speed, clean, gear and flaps up to be 150 Kts Max Speed, sea level, clean is 700 Kts Mach limit appears to be around 1.08 Mach If anyone could decipher how these data figures relate to actual performance in the SIM, one could easily draft out a set of performance tables for any given aircraft. Any clues?
  10. By the way, I just found an anomaly with the B-52G bombing system. If you allow the default 24 x 500-lb bombs on the loadout screen on the top two stations, you will only get bombs releasing from the starboard wing. Try it: Select the 500 pounders in flight, set the Release Quantity to 24, and go to the outside view. Now press the bomb release button. You'll see 12 bombs peel off the starboard side, whilst the 12 on the port side just hang there. Wonder why? Anyway, solution is to ignore default loadout and put 24 x MK 83 1000-lb bombs there instead. These all peel off as advertised. I also carry 6 x M35 Incendiary clusters on the next stations going down; and 27 x M117A3 750-lb bombs on the next down internal station. Just don't forget to open the bay doors B-52G lands very easily, but I was concerned that you had to be well below 160 kts before it would allow you to drop the flaps. According to the Pilot's Manual, you should be dropping flaps below 230 Kts. So I stole the flaps figures from the A-6 Intruder, and it works now. I guess this is in the knowledge base, but to save you looking, you want the B-52 Data ini. Scroll down to control surfaces and you'll find Left flap and right flap etc. The values to change are the two DEPLOY VALUES for each flap. The default B-52G is 77.2. I took it up to 168, which is where the A-6 Intruder is. Now look, if we take the advice from Do35, these figures are metres per second. So the default B-52G at 77.2 mps is 150 Kts, which I found to be the case. However, if you up the figure to 168 mps, that's.... oops 326 Kts. Mmmh, have to fix that. I assume that if I want the correct limit of 230Kts, the mps figure should be 118 mps. Must test out.
  11. I think you have some help on this now on another thread. I know you have to go in the weapon editor and make sure you change the dates on the weapon so it overlaps the dates that you're flying the B-52. And I know that in the aircraft you have to make sure that the weapon attachment points are for the equivalent air force that the weapon belongs to. Sorry you got smacked over announcing things that are already in the Knowledge base. Unfortunately the knowledge base isn't updated very much now, and you are certainly keeping series 1 alive with some interesting concepts. I'm fascinated with avionics, and I used the Knowledge base a lot in order to add HUDs and bomb fall lines. Unfortunately one error hasn't been updated; the statement that with dll70 you can't have both ground radar and air radar. Actually you can. In WOV, I have my F-105 with both ground and air radar and a bomb fall-line and a HUD. It's just a matter of adapting to the new nomenclature. How's the radar bombing concept coming along? I'm now flying the Buff in WOV, and I can see how the radar-bombing might be an interesting development. Till then I use the bomb fall-line.
  12. Getting it off my chest.

    They say what goes around comes around.
  13. Yes, I'm flying the Vietnam mod, and the green hell part brings it all to life. Thank you. I also love the ground troops popping smoke for me. The stall speed is given as 81.65. If that is Kmh, then the value in Kts is 44.08 which is way too low. If it's mph, then the value in Kts is 70.95. Still pretty low. It would be low for a WW2 prop fighter. When I'm coming in to land with gear and flaps down at around 150, just above the stall rumble, my wingman sometimes flies over the top of me at higher speed to land. So he's definitely not doing anything like 70.95 or 44.08 Kts. Oh sorry METERS PER SECOND. Not KILOMETERS PER HOUR. Oops. Excuse my stupidity. Now that suddenly makes a whole lot of sense. So stall speed of 81.65 meters per second is 158.71 Knots. Which is probably what my wingman is doing to overtake me when I'm dropping in at 150 Kts Max speed at sea level, at 416.94 METRES PER SECOND is 810 Kts. Slightly higher than I can get, but fairly close. Gosh this is brilliant. With this information, I can now work out a fairly reasonable performance sheet for the kneeboard. Don't worry, I have no intention of changing the figures, I was just wanting to make use of them. Thanks guys.
  14. Is there a way to adjust individual sound levels within the game? I have the general sound level set quite low, and the voice levels at max, so that I can hear messages from other pilots and ground control, but not go deaf with the engine roar. Some aircraft engines are very loud, but the only way to soften the sound is to lower the general sound control, and that takes the voices down too. I'd particularly like to get the AIM-9 growl reduced, because it almost shatters the eardrums when it kicks in.
  15. I've recently downloaded the Wings Over Vietnam Air and ground expansion pack gold, and unfortunately experienced the shimmering water effect. I searched for solutions on this board, and found the Knowledge base solution which was to alter some Terrain Mesh and Height Offset numbers. I tried various combinations of these, but nothing worked. So I went into game Options and reduced Water Detail from High to Medium. That fixed it. WOV Gold is a wonderful package BTW. Love the trees, the new airfields, the rivers, and lots of men in straw hats to napalm.
  16. Thanks anyway; it was worth asking.
  17. Flight model is a bit iffy, isn't it? It doesn't have much lift on take-off, so you're beyond 200 Kts before you're wheels off, and that's a bit late for lifting flaps. After that, it's fine, and it lands well. Got any tips, or do you have a better flight model?
  18. It's not full screen, because I kept it low down to emulate DIANE. This is my F-22 though Big Mother, right?
  19. This is my A-6 INTRUDER HUD coming in on target with the fall-line and the bombing circle. In AG mode the HUD is less cluttered. The Radar pop-up has also been removed to enhance visibility. I said my HUD was bigger than yours.
  20. This is my normal TV view in the A-6 TRAM with the Maverick on its way. I'm going so fast, I nearly caught it up. Note the HUD. It supposed to emulate a superimposed DIANE. For sure, I get good situational awareness.
  21. Mavericks give you the TV view too. 65A, 65B, 65H, 65K are all described in the Weapons.ini as TV. 65E is laser, and that might also show in the TV. Paveways also. Certainly makes sense to install a Laser-designator and a TV in your favourite aircraft. It appears as if you are widening the view the TV screen gets. That might not work too good with Mavericks which lock tightly on the target. You certainly see your weapon blazing in at the last minute and evaporating the target - especially if you hang around pointing at it instead of getting out of dodge.
  22. I tried the B-52G from the B-52 Vietnam Era Pack, and saw the cockpit you showed. I changed the AvionicsDLL from 60.dll to 70.dll in the B-52.ini so that I could install my A-6 HUD in the Avionics.ini and get a bomb fall-line In the Avionics.ini, you also have to change [Avionics data] to [Radar Data], and GROUND MAPPING is now GM You have to dump the B-52 sight because it is offset to the left, and replace it with the central A-6 sight or you'll never hit anything I changed to ViewAngles=0.0,-2.0,0.0 in the cockpit.ini and this: [GunsightFront] HasGunsight=TRUE GunsightMilSize=100 GunsightName=A-6A_sight.tga MaxDepression=250 DefaultDepression=50 This is the Avionics.ini: [TextureData] RadarTexture=cockpit\B-52_Radar.bmp RWRTexture=cockpit\B-52_RWR.bmp RadarTextureSize=256 [RadarData] AvailableModes=GM RangeUnit=NM RangeSetting[1]=10 RangeSetting[2]=20 RangeSetting[3]=40 RadarPosition= MaxElevationAngle=10 MinElevationAngle=-15 MaxAzimuthAngle=60 ScanPattern[1].BarElevation[1]=0.0 ScanPattern[1].ScanRate=60 ScanPattern[1].ScanBeamAngle=5.0 ScanPattern[1].ScanArc=40 GroundMapRangeSetting=2,3 GroundSearchStrength=60 TerrainAvoidanceRangeSetting=1,2 ClearanceDistance=152.4 [RadarDisplayGM] RangeSetting=1,2,3,4 PPI=TRUE MapBackgroundLevel=0.2 MapHighlightLevel=0.6 ScanRate=140 ScanBeamAngle=2.5 ScanArc=60 GroundSearchStrength=75 FadeImageIntensity=0.3 ImageFadeTime=0.30 SweepIntensity=0.4 StrobeIntensity=0.6 PPIArc=40 GroundReturnFadeTime=2.0 Symbol[01]=PPI_SWEEP Symbol[02]=HorizonLine Symbol[03]=RangeScaleText [RadarFont] TextFontName=Arial TextSize=10 TextBold=TRUE Color=0.000000,0.76171875,0.000000,1.000000 [HorizonLine] SymbolType=HORIZON_LINE TextureName=cockpit\radar_Horizon.tga ImageSize=1.00 ElevationScale=60 [RangeScaleText] SymbolType=RANGE_SCALE_TEXT Position=-0.270,1.01 HorizontalAlignment=RIGHT VerticalAlignment=TOP TextFormat=%0.1f RNG DisplayUnit=NM [RWR] Type=3_RING AirSearchTexture=Cockpit/RWR/AirSearch.tga AirTrackTexture=Cockpit/RWR/AirTrack.tga AirLockTexture=Cockpit/RWR/AirLock.tga GroundSearchTexture=Cockpit/RWR/SurfaceSearch.tga GroundTrackTexture=Cockpit/RWR/SurfaceTrack.tga GroundLockTexture=Cockpit/RWR/SurfaceLock.tga SearchPosition=0.90 TrackPosition=0.55 LockPosition=0.15 SearchSize=0.2 TrackSize=0.2 LockSize=0.2 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.5 LockFlash=TRUE LockFlashRate=0.1 TrackSound=RWRTrack2.wav LockSound=LaunchWarn.wav [RWRTrackSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RWRLockSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=8 DisplayLimitRight=119 DisplayLimitTop=6 DisplayLimitBottom=121 ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture= [DTVFilterMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=MODULATE NumTextureStages=1 TextureStage[01].TextureName=GreenTVFilter.bmp TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=DIFFUSE [HUD] HUDColor=1.0,1.0,0.0,1.0 BoresightOffset=0.0,0.0 ViewportTopLeft=-1.82,-1.95 ViewportBottomRight=1.82,1.95 GunBoresightAngle=-2 RocketBoresightAngle=-5 [HUDFont] TextFontName=Arial TextSize=20 TextBold=False [HUDModeNav] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AirspeedText Symbol[03]=HUD_AltitudeText Symbol[04]=HUD_RadarAltText Symbol[05]=HUD_Alpha Symbol[06]=HUD_NavModeText Symbol[07]=HUD_WaypointID Symbol[08]=HUD_WaypointRange Symbol[09]=HUD_Guncross Symbol[10]=HUD_HeadingScale Symbol[11]=HUD_PitchText Symbol[12]=HUD_AirspeedScale Symbol[13]=HUD_AltitudeScale Symbol[14]=HUD_ALTText Symbol[15]=HUD_SPDText Symbol[16]=HUD_Mach [HUDModeAG] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AirspeedText Symbol[03]=HUD_AltitudeText Symbol[04]=HUD_RadarAltText Symbol[05]=HUD_CCIP Symbol[06]=HUD_Guncross Symbol[07]=HUD_AGModeText Symbol[08]=HUD_PitchText Symbol[09]=HUD_AGWeaponText Symbol[10]=HUD_Alpha Symbol[11]=HUD_WaypointID Symbol[12]=HUD_WaypointRange Symbol[13]=HUD_AirspeedScale Symbol[14]=HUD_AltitudeScale Symbol[15]=HUD_ALTText Symbol[16]=HUD_SPDText Symbol[17]=HUD_MavSeeker Symbol[18]=HUD_Mach [HUDModeAA] Symbol[01]=HUD_FlightPath Symbol[02]=HUD_AirspeedText Symbol[03]=HUD_AltitudeText Symbol[04]=HUD_RadarAltText Symbol[05]=HUD_Alpha Symbol[06]=HUD_AAModeText Symbol[07]=HUD_WaypointID Symbol[08]=HUD_WaypointRange Symbol[09]=HUD_Guncross Symbol[10]=HUD_PitchText Symbol[11]=HUD_AirspeedScale Symbol[12]=HUD_AltitudeScale Symbol[13]=HUD_ALTText Symbol[14]=HUD_SPDText Symbol[15]=HUD_Mach [HUD_AttitudeBars] SymbolType=ATTITUDE_BARS ImageFilename=cockpit\AttitudeBars%d.tga ImagePosition=0.0,0.00 ImageSize=0.20 StepInterval=5 StepHeight=0.25 [HUD_FlightPath] SymbolType=FLIGHTPATH_MARKER ImageFilename=cockpit\A-6A_flightpath.tga ImageSize=0.025 [HUD_ALTText] SymbolType=TEXT Text=ALT TextPosition=0.29,0.29 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_SPDText] SymbolType=TEXT Text=SPD TextPosition=-0.29,0.29 HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_AirspeedText] SymbolType=AIRSPEED_TEXT TextPosition=-0.29,0.33 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=KNOTS [HUD_AltitudeText] SymbolType=ALTITUDE_TEXT TextPosition=0.29,0.33 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=%.0f DisplayUnit=FEET [HUD_RadarAltText] SymbolType=RADAR_ALT_TEXT TextPosition=0.29,0.37 HorizontalAlignment=RIGHT VerticalAlignment=CENTER TextFormat=R %.0f DisplayUnit=FEET MaxValue=1500 [HUD_Mach] SymbolType=MACH_TEXT TextPosition=-0.29,0.37 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=%0.01f M [HUD_PitchText] SymbolType=FLIGHT_PATH_TEXT TextPosition=0.19,0.45 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=P %.0f DisplayUnit=DEG [HUD_Alpha] SymbolType=ALPHA_TEXT TextPosition=-0.19,0.45 HorizontalAlignment=RIGHT VerticalAlignment=CENTER DisplayUnit=DEG TextFormat=%0.01f A DisplayUnit=DEG [HUD_AGModeText] SymbolType=TEXT Text=AG TextPosition=-0.19,0.57 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_AAModeText] SymbolType=TEXT Text=TO/LND TextPosition=-0.19,0.57 HorizontalAlignment=Right VerticalAlignment=CENTER [HUD_WaypointID] SymbolType=WAYPOINT_ID_TEXT TextPosition=0.19,0.53 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=WP %d [HUD_WaypointRange] SymbolType=WAYPOINT_RANGE_TEXT TextPosition=0.19,0.57 HorizontalAlignment=LEFT VerticalAlignment=CENTER TextFormat=NM %0.1f DisplayUnit=NM [HUD_HeadingScale] SymbolType=HEADING_SCALE ImageFilename=cockpit\HUD_hdg_scale_caret.tga ImagePosition=0.0,0.230 ImageSize=0.0125 ScaleImageFilename=cockpit\HUD_heading_scale.tga ScaleImagePosition=0.0,0.200 ScaleImageSize=0.24 Scale=40.0 HorizontalAlignment=CENTER VerticalAlignment=CENTER ScaleTextInterval=10 ScaleTextUnit=10 ScaleTextPosition=0.0,0.180 ScaleTextFormat=%02.0f DisplayUnit=DEG [HUD_IText] SymbolType=TEXT Text=I TextPosition=0.000,0.440 HorizontalAlignment=CENTER VerticalAlignment=CENTER [HUD_CCIP] SymbolType=CCIP LaserRanging=TRUE FallLineImage=cockpit\A-6A_FallLine.tga ImageSize=0.100 [HUD_Guncross] SymbolType=IMAGE ImageFilename=cockpit\A-6A_guncross.tga ImageSize=0.025 [HUD_MavSeeker] SymbolType=TD_EO ImageFilename=cockpit\HUD_MAV_SEEKER.tga ImageSize=0.050 [HUD_NavModeText] SymbolType=TEXT Text=NAV TextPosition=-0.19,0.57 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_AGWeaponText] SymbolType=SELECTED_WEAPON_TEXT Text= GunText= BombText=BOMB RocketText=RKT EOText=EO LaserText=LGB ARMText=HARM NoWeaponText= TextPosition=-0.19,0.53 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_ALTText] SymbolType=TEXT Text=ALT TextPosition=0.19,0.29 HorizontalAlignment=LEFT VerticalAlignment=CENTER [HUD_SPDText] SymbolType=TEXT Text=SPD TextPosition=-0.19,0.29 HorizontalAlignment=RIGHT VerticalAlignment=CENTER [HUD_AirspeedScale] SymbolType=AIRSPEED_SCALE ImageFilename=cockpit\F-15A_vel_scale_caret.tga ImagePosition=-0.305,0.34 ImageSize=0.0125 ScaleImageFilename=cockpit\F-15A_vel_scale.tga ScaleImagePosition=-0.320,0.3285 ScaleImageSize=0.125 Scale=160.0 MaxValue=999 MinValue=20 HorizontalAlignment=RIGHT VerticalAlignment=CENTER ScaleTextInterval=100 ScaleTextUnit=1 ScaleTextPosition=-0.319,0.3285 ScaleTextFormat=%0.0f DisplayUnit=KNOTS [HUD_AltitudeScale] SymbolType=ALTITUDE_SCALE ImageFilename=cockpit\F-15A_alt_scale_caret.tga ImagePosition=0.305,0.34 ImageSize=0.0125 ScaleImageFilename=cockpit\F-15A_alt_scale.tga ScaleImagePosition=0.320,0.3285 ScaleImageSize=0.125 Scale=1600.0 MaxValue=99000 MinValue=0 HorizontalAlignment=LEFT VerticalAlignment=CENTER ScaleTextInterval=1000 ScaleTextUnit=1 ScaleTextPosition=0.319,0.3285 ScaleTextFormat=%0.0f DisplayUnit=FEET Naturally you have to put stuff in the B-52G Cockpit folder from the A-6 Cockpit folder that the Avioinics.ini asks for. The HUD data sits around the Nice big Radar repeater. So Flight folder; HUD Data INI: [Display004] DisplayType=RADAR PosX=0.370 PosY=0.654 Width=0.2244 Height=0.30 Alpha=0.60 InitTime=2.0 Anyway, bombing runs are now very successful in the new pit, because you just pickle when the death-dot touches the target.
  23. Ah got it: B-52 VIETNAM ERA PACK. Thanks. Just need to pop the A-6 Avionics in.
  24. That's a pretty cockpit. Looks just perfect. Where do I get it? I'll stick with the A-6 Avionics though, because... well because they put the pickle in the barrel. Not difficult when you're dropping 27 bombs in one go.
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