Author Topic: New FSXBA Hornet  (Read 1254948 times)

einherz

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Re: New FSXBA Hornet
« Reply #720 on: April 03, 2015, 02:34:38 pm »
hi, it's me again:)
what thats mean?
http://i62.tinypic.com/rcvntc.jpg
and how fix? (p2d here)
thank you

Quote from: FSX/ESP/P3D SDK
SIMCONNECT_EXCEPTION_UNRECOGNIZED_ID
  Specifies that the client event, request ID, data definition ID, or object ID was not recognized.

All the client events, requests, and data definitions (as well as the object ID) used in the gauge are constants, so the exception may suggest that the gauge may not have initialized properly.  If the FCS isn't functioning properly, try restarting the simulator.  Otherwise it may be an erroneous message.
hi, thank you, this i see all time when flight f-18c, mean it popup time by time any time

Azframer

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Re: New FSXBA Hornet
« Reply #721 on: April 03, 2015, 07:58:56 pm »
regards to all...
how to solve this problem.



Find CP_F18_4_N.dds in the folder in your D model texture folder and create a new folder and put that file in it an check it out. That was how I got rid of my blue cockpit problem.

Rick

BTW you might want to check for it in the main texture folder and cut it and paste it into all the C model folders, the C model needs it and the D model it causes the blue cockpit on my computer.
« Last Edit: April 03, 2015, 08:47:50 pm by Azframer »

hd764jvgd843

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Re: New FSXBA Hornet
« Reply #722 on: April 03, 2015, 09:29:52 pm »
Hi Jimi,

have been refining code on the AOA limiters. 'Configuration AOA Limiters' will prevent backflips, 'AOA Limiters due to mach' will keep the bird from spinning out of control at higher altitudes, where G limiters do not work anymore. Overall operations should now be more in compliance with NATOPS than before.

Best regads, Peter

--------------------------------------------------------------------------------------------------------------------------------------------
add/replace into: Pitch_Auto_Trim.xml

<!-- G LIMITER: 7.5 / 5.5 due to loadout -->

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) 7.0 &gt; and
(A:AIRSPEED MACH,Mach) 2.0 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &lt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 10 &gt; and
if{ 1 (&gt;L:G_LIMITER_7.5_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_7.5_ENABLE, enum) }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) 7.5 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) (A:AIRSPEED TRUE, Knots) * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_7.5_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - -0.9 * (&gt;K:AXIS_ELEVATOR_SET) } els{  }
(A:G FORCE,G Force) 7.5 &gt;
        if{ (&gt;K:ELEV_TRIM_DN) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) 5.0 &gt; and
(A:AIRSPEED MACH,Mach) 2.0 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 10 &gt; and
if{ 1 (&gt;L:G_LIMITER_5.5_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_5.5_ENABLE, enum) }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) 5.5 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) 500 * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_5.5_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - -0.8 * (&gt;K:ELEVATOR_SET) } els{  }



<!-- G LIMITER: -3.0 -->

(L:FCS_ENABLE, enum) 1 ==
(A:G FORCE,G Force) -2.5 &lt; and
(A:AIRSPEED MACH,Mach) 2.0 &lt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) -10 &lt; and
if{ 1 (&gt;L:G_LIMITER_-3.0_ENABLE, enum) } els{ 0 (&gt;L:G_LIMITER_-3.0_ENABLE, enum) }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ (A:G FORCE,G Force) -3.0 / (&gt;L:G_LIMIT_RATIO, number) } els{  }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ (L:G_LIMIT_RATIO, number) 300 * (&gt;L:G_LIMIT_VALUE, number) } els{  }
(L:G_LIMITER_-3.0_ENABLE, enum) 1 ==
        if{ 16383 (L:G_LIMIT_VALUE, number) - 0.8 * (&gt;K:ELEVATOR_SET) } els{  }



<!-- Configuration AOA LIMITERS: 35 / 20 due to loadout (tweaked multiplier for altitude) -->

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED INDICATED,knots) 250 &lt; and
(A:INDICATED ALTITUDE, feet) 15000 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &lt; and
(A:INCIDENCE ALPHA,Degrees) 35 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_35_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_35_ENABLE, enum) }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 35 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 3500 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.8 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.7 &lt; and
(A:INDICATED ALTITUDE, feet) 15000 &gt; and
(A:TOTAL WEIGHT,pounds) 44000 &lt; and
(A:INCIDENCE ALPHA,Degrees) 35 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_35_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_35_ENABLE, enum) }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 35 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 3500 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_35_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.6 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED INDICATED,knots) 250 &lt; and
(A:INDICATED ALTITUDE, feet) 15000 &lt; and
(A:TOTAL WEIGHT,pounds) 44000 &gt; and
(A:INCIDENCE ALPHA,Degrees) 20 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_20_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_20_ENABLE, enum) }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 20 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 2000 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.7 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.7 &lt; and
(A:INDICATED ALTITUDE, feet) 15000 &gt; and
(A:TOTAL WEIGHT,pounds) 44000 &gt; and
(A:INCIDENCE ALPHA,Degrees) 20 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_20_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_20_ENABLE, enum) }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 20 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 2000 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.5 * (&gt;K:ELEVATOR_SET) } els{  }



<!-- AOA LIMITERS DUE TO MACH: 0.7 to 0.8: -6 to +20, 0.8 to 0.9: -6 to +15, above 0.9: -6 to +12 -->

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.7 &gt; and
(A:INCIDENCE ALPHA,Degrees) -6.0 &lt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) -5 &lt; and
if{ 1 (&gt;L:AOA_LIMITER_-6.0_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_-6.0_ENABLE, enum) }
(L:AOA_LIMITER_-6_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) -6.0 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_-6.0_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 600 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_-6.0_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - 0.5 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.7 &gt; and
(A:AIRSPEED MACH,Mach) 0.8 &lt; and
(A:INCIDENCE ALPHA,Degrees) 20 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_20_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_20_ENABLE, enum) }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 20 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 2000 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_20_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.6 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.8 &gt; and
(A:AIRSPEED MACH,Mach) 0.9 &lt; and
(A:INCIDENCE ALPHA,Degrees) 15 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_15_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_15_ENABLE, enum) }
(L:AOA_LIMITER_15_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 15 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_15_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 1500 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_15_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.6 * (&gt;K:ELEVATOR_SET) } els{  }

(L:FCS_ENABLE, enum) 1 ==
(A:AIRSPEED MACH,Mach) 0.9 &gt; and
(A:INCIDENCE ALPHA,Degrees) 12 &gt; and
(A:SIM ON GROUND, bool) ! and
(A:YOKE Y POSITION, Percent) 5 &gt; and
if{ 1 (&gt;L:AOA_LIMITER_12_ENABLE, enum) } els{ 0 (&gt;L:AOA_LIMITER_12_ENABLE, enum) }
(L:AOA_LIMITER_12_ENABLE, enum) 1 ==
        if{ (A:INCIDENCE ALPHA,Degrees) 12 / (&gt;L:AOA_LIMIT_RATIO, number) } els{  }
(L:AOA_LIMITER_12_ENABLE, enum) 1 ==
        if{ (L:AOA_LIMIT_RATIO, number) 1200 * (&gt;L:AOA_LIMIT_VALUE, number) } els{  }
(L:AOA_LIMITER_12_ENABLE, enum) 1 ==
        if{ 16383 (L:AOA_LIMIT_VALUE, number) - -0.6 * (&gt;K:ELEVATOR_SET) } els{  }

Orion

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Re: New FSXBA Hornet
« Reply #723 on: April 03, 2015, 11:17:20 pm »
hi, thank you, this i see all time when flight f-18c, mean it popup time by time any time

If you have pitch and yaw authority and control over the flaps, I wouldn't worry about it.  I haven't come across the same issue in my own testing, so I don't really know what's causing it.  The only thing I might suggest is to try disabling other SimConnect based addons (i.e. temporarily rename the exe.xml and dll.xml files, remove the [Trusted] section from the Prepar3D.cfg file and make sure to only allow HornetFCS.dll to run, and to not launch other addons (e.g. vLSO, AI Carriers, Active Sky, etc.)).

Edit: Actually, I think Jimi had both Autoflaps.dll and HornetFCS.dll referenced in the panel.cfg file in the released version.  HornetFCS.dll supersedes Autoflaps.dll and includes much of the same code.  It could be possible that they're conflicting.  Try removing Autoflaps from the panel.cfg and see if that helps.
« Last Edit: April 03, 2015, 11:23:09 pm by Orion »

Kea

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Re: New FSXBA Hornet
« Reply #724 on: April 05, 2015, 10:54:33 pm »
Alternate (clean) textures for RAAF and RCAF repaints now up on my Drive, for those of you who prefer cleaner looking jets. I've just literally scrubbed the dirt off the paints - they're the same serials. Please read the readme for addition/replacement instructions. I've not bothered with alternate textures for Swiss or Finnish aircraft as they always seem to be fairly clean (in online images anyway).

https://drive.google.com/file/d/0B_KeMXMmL3b3bmtIeTh1Skd0dUk/view?usp=sharing

 

einherz

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Re: New FSXBA Hornet
« Reply #725 on: April 08, 2015, 12:28:11 pm »
hi, thank you, this i see all time when flight f-18c, mean it popup time by time any time

If you have pitch and yaw authority and control over the flaps, I wouldn't worry about it.  I haven't come across the same issue in my own testing, so I don't really know what's causing it.  The only thing I might suggest is to try disabling other SimConnect based addons (i.e. temporarily rename the exe.xml and dll.xml files, remove the [Trusted] section from the Prepar3D.cfg file and make sure to only allow HornetFCS.dll to run, and to not launch other addons (e.g. vLSO, AI Carriers, Active Sky, etc.)).

Edit: Actually, I think Jimi had both Autoflaps.dll and HornetFCS.dll referenced in the panel.cfg file in the released version.  HornetFCS.dll supersedes Autoflaps.dll and includes much of the same code.  It could be possible that they're conflicting.  Try removing Autoflaps from the panel.cfg and see if that helps.
hi, thank you, p2d has other politic - no trusted section, just open everything with some unresonable excludes, any way all ok, except cold&dark taileron dancing and this green line

Dman

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Re: New FSXBA Hornet
« Reply #726 on: April 08, 2015, 03:16:11 pm »
I've looked to see if anyone else might have had a similar problem, so forgive me if it's already been answered.. I just updated P3D 2.5 with the third hot fix.. Prior to that the Legacy Hornet (15.1) flew beautifully. Now- after the hot fix, I get a message when flying the Hornet- "FCS Simconnect Exception: Simconnection_Exception_Unrecongized_In"

Like I said, all worked flawlessly before the last P3D Hotfix.. Any ideas?
Thanks guys!

einherz

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Re: New FSXBA Hornet
« Reply #727 on: April 09, 2015, 05:25:22 am »
strange, must be some dll conflict, but i has this messages with x44 hotfix, with 45 doesnt fly yet, i use newest prototype model in this thread

Orion

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Re: New FSXBA Hornet
« Reply #728 on: April 10, 2015, 03:32:35 am »
I'm not sure why that would be the case.  I haven't been able to reproduce the issue with FSX.  P3D is supposed to be backwards compatible with gauges and SimConnect addons that were compiled against the FSX libraries (this is actually their SDK recommended method of creating cross platform addons).  All I can suggest is to make sure you don't have both Autoflaps and HornetFCS in the panel.cfg (you should only have HornetFCS) and if that doesn't help, try disabling other addons that use SimConnect by renaming/removing the dll.xml and exe.xml files and not launching anything else (e.g. vLSO, AI Carriers, Active Sky, etc.).

xmozartx

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Re: New FSXBA Hornet
« Reply #729 on: April 10, 2015, 04:36:34 pm »
@Dman
there is an FSUIPC4 update. try that. ver. 4.939
.
before i ask my question, let me say that this is a very beautiful bird.
i have these black bars that run along the bottom of the DDI's. and block-out the lower PB labels  any idea's?
edit.
forgot to add, that occasionally while in MP and trapping on a Javier carrier. the NWS will no longer work. the HUD will indicate that the function is active. visually in the cockpit you will see the pedals move, externally the rudders move, but no NWS. i found that you have to cycle through the external views and then the NWS will work.
« Last Edit: April 10, 2015, 04:47:03 pm by xmozartx »

Starway

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Re: New FSXBA Hornet
« Reply #730 on: April 10, 2015, 07:01:53 pm »
I love the D model.

Is there a paintkit available?

Dman

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Re: New FSXBA Hornet
« Reply #731 on: April 10, 2015, 08:14:14 pm »
Orion.. That fixed it.. I disabled the auto flap gauge in the panel configure...

einherz

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Re: New FSXBA Hornet
« Reply #732 on: April 12, 2015, 11:34:54 am »
thanx guys, i'll do it too, hope flaps will work ok with no autoflaps.dll

hd764jvgd843

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Re: New FSXBA Hornet
« Reply #733 on: April 12, 2015, 01:47:36 pm »
Hi Jimi,

after my fruitless excursion with the AOA limiters I have been experimenting with the cg's (empty weight, stations & fuel) and have been somewhat successful in setting up a hornet configuration (.air & .cfg) with RL cg's that seems to be ok, apart from the pitch auto trim behaviour - but that was to be expected.

When moving all cg's (empty weight, stations & fuel) to their RL positions, mostly further backwards, I had to make the following adjustments in order to get to an aircaft that is stable on the runway and in the air:
a) moving cg's backwards makes the stationary plane on the runway pitch its nose down, so nose gear cp's (static and max/static compression needed to be adjusted). Result: stable plane on runway.
b) moving cg's backwards makes aircraft unstable around the yaw axis, so Cn_R (yaw rate) dampening has to be decreased (inverted/negative), and Cn_beta (sideslip) has to be increased in order to compensate (normal/positive) too. Result: stable flight envelope, similar to what it was before.
c) moving cg's backwards negatively effects pitch behaviour, in order to compensate elevator effectiveness needs to be increased. Result: same pitch behaviour as before.

I have done these changes in order to better understand how it all works, so in the future it might be easier to change certain parameters to get to a certain result - to improve flight dynamics.

1) What puzzled me before and now again: Whenever the cg's are moved backwards the stationary model on the runway moves its nose downwards although one (I) might expect the opposite. Do you have an explanation resp. do you understand why it works this way?

2) When I understand NATOPS correctly the FCS will compensate for cg variations due to fuel transfer and weapons release. Since we cannot implement this easily, it seems be the best way move all cg's close together around the longitudinal axis - as you have already done with you current versions. Is there a specific reasoning (some rough calculations) behind it for moving empty_weight cg to -27.0 and all other stations & fuel to -28.5 around the lon. axis. I understand that it has to do with pitch_auto_trim, and that it functions best around the center of the aircraft, but why is that so?

3) When cg's were moved backwards to their RL positions, pitch auto trim kicks in at around 7deg attitude, above that it does not seem to work. I.e. when you pull pull up the nose to 15 or 20deg. - although the g's are below 1.0 the plane will gradually pitch down until it reaches roughly 7deg. attitude and the movement stops. I have tried several changes in the coding, but none seem to effect this behaviour. Do you understand why it behaves this way in combination with the cg's moved backwards?

These are the questions that have been bugging me for the last few days, and I understand they might not be easy to answer, so please take your time - I will be on a short holiday the next two days anyway, where I hope some enlightenment will strike me.

Best regards, Peter
« Last Edit: April 12, 2015, 01:58:28 pm by hd764jvgd843 »

Azframer

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Re: New FSXBA Hornet
« Reply #734 on: April 13, 2015, 04:54:46 am »
I love the D model.

Is there a paintkit available?

The paint kit for the D model is the same as the C model it just wraps the model for the D. A clean version always gives a blacked out spot where the Blues Angels US Navy decal is on the Fuselage. So Training version with center line tank and empty pylons is what I am getting now.

Rick

Edit: Shows clean pilots Blue Angels uniform and blacked out ares and threw in a C model using same paint scheme.
« Last Edit: April 13, 2015, 05:55:14 am by Azframer »