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IL2 Great Battles Easy Mission Generator


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  • 2 weeks later...

Would it be possible to get an option to set a range for number of enemy aircraft? Instead of random / 0-10, could it be possible to get an option that says minimum 2, and then a maximum? For example, 2-6 could get you 2, 3, 5, etc.

Edited by co199
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Hi, I haven't been doing much flying for a while and today I updated to the latest version of your great mission maker. I also noticed that there is a version for Tank Commander so I got that too. Unfortunately that about as far as I got :) 

 

I ran into two problems, at least problems that affect me and possibly not many other people.

 

1st was with the new version of the builder. I 'm pretty sure there's a button to generate a mission down at the bottom of the first page, but as I can only just see the edge of the second button, I can't make a mission at all. Nothing I try has any effect and I think it's got to do with the size of my screen.

Anyhow if you could possibly see your way to resizing the panel, moving the buttons to a point further up towards the top or making the window scroll-able so that I can use your great utility I mighty appreciate it :good:

 

2nd was with the Tank mission generator. Initially I had the same problem as above, but then I realized that as the single page window has a similar layout as the earlier air mission generator I'd been using, I could collapse a few of the options and the buttons would appear and be accessible, so that was ok in the end.

However when I went to setup a mission I immediately discovered that the only map available is the intense tanking map that I can't use because it to fame heavy for my machine with the odd screen :) 

Not sure if you intend to add any of the other maps, but I'm going to have to give up at this point.

 

Ironic thing here is that for long enough I couldn't use the stock mission editor for the same reason I couldn't reach some of the buttons in the drop down window without setting my screen to portrait from landscape, so I got into your mission builder to compensate. Now they've fixed it and you've changed yours which is just another one of those funnies life throw at you from time to time :) 

 

Having remembered that trick I'm going to try it now.

 

Thanks anyhow for all your efforts :good:

Edited by Pict
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Probably an obvious question but...are you using your monitors native resolution?

Of course the game works best using that but so do many applications. 

If you are already using that resolution never mind.

(it's been my experience that sometimes asking an "obvious" question jogs the memory)

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1 hour ago, Pict said:

Hi, I haven't been doing much flying for a while and today I updated to the latest version of your great mission maker. I also noticed that there is a version for Tank Commander so I got that too. Unfortunately that about as far as I got :) 

 

I ran into two problems, at least problems that affect me and possibly not many other people.

 

1st was with the new version of the builder. I 'm pretty sure there's a button to generate a mission down at the bottom of the first page, but as I can only just see the edge of the second button, I can't make a mission at all. Nothing I try has any effect and I think it's got to do with the size of my screen.

Anyhow if you could possibly see your way to resizing the panel, moving the buttons to a point further up towards the top or making the window scroll-able so that I can use your great utility I mighty appreciate it :good:

 

2nd was with the Tank mission generator. Initially I had the same problem as above, but then I realized that as the single page window has a similar layout as the earlier air mission generator I'd been using, I could collapse a few of the options and the buttons would appear and be accessible, so that was ok in the end.

However when I went to setup a mission I immediately discovered that the only map available is the intense tanking map that I can't use because it to fame heavy for my machine with the odd screen :) 

Not sure if you intend to add any of the other maps, but I'm going to have to give up at this point.

 

Ironic thing here is that for long enough I couldn't use the stock mission editor for the same reason I couldn't reach some of the buttons in the drop down window without setting my screen to portrait from landscape, so I got into your mission builder to compensate. Now they've fixed it and you've changed yours which is just another one of those funnies life throw at you from time to time :) 

 

Having remembered that trick I'm going to try it now.

 

Thanks anyhow for all your efforts :good:

 

Hi Pict,

 

About 1) What is your monitor resolution set to? And are you using large fonts perhaps?

About 2) I don't know what to say... Prokhorovka is the only Tank Crew map that has been released. It has a special detailed terrain mesh and destructible buildings. If you can't run it then you are basically saying you can't run Tank Crew?

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15 hours ago, SYN_Vander said:

 

Hi Pict,

 

About 1) What is your monitor resolution set to? And are you using large fonts perhaps?

About 2) I don't know what to say... Prokhorovka is the only Tank Crew map that has been released. It has a special detailed terrain mesh and destructible buildings. If you can't run it then you are basically saying you can't run Tank Crew?

 

Hi,

 

1. Screen is set to 1366 x 768 which is the standard maximum and recommended resolution by the manufacturer...it's a laptop :) 

Like I said, if the buttons were higher up the first screen it would work just fine. As it is I have a nice large screenshot of a P-47 that fills most of that screen and the buttons I need to make the whole thing work lost off the bottom. I can access the game location button and just and no more the file name prefix button, after that I know they are there if I tab through them, but can't see or click on them.

 

2. The Prokhorovka map isn't needed to stage a tank battle, only for the campaign as far as I know. I use the tanks often, but just avoid that map as the destructible zone on it kills may frame rates.

 

Thanks anyhow.

 

Edited by Pict
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My guess is that EMG wasn't coded to take in lower screen resolutions since most folk will be flying at 1080p or better. Probably not a big deal to resize to work on lower resolutions though. 

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I've been absolutely in love with the past few updates, adding the dogfight mode has made flying with my group much MUCH more enjoyable, since the respawns make it much more forgiving for some of our newer pilots. One thing I do miss from the coop mission though is the AI component of Flights

 

Now I understand that when using the dogfight gamemode, AI flights (aside from ambient ones) only spawn on the non-player side. Would it be possible if in the AI skill level tab, we could select whether a flight be AI or player controlled? I have no idea how this stuff works, but something like this is what I'm imagining:

 656392855_Screenshot2021-03-27004616.png.3b696647adfd73e8741ae03e96084bb1.png

 

setting up one flight to be purely player controlled, while the other flight can be set as AI at whatever skill level you want. This would let us fly escort missions for AI or let us fly pure ground attack missions while AI cover us. This could also be used for VS type missions where teams have to attack the enemy bombers while defending their own.

 

I'm not sure if something like this would be difficult or even possible, so I hope this doesn't come off as a crazy demand or anything like that, but it would make the mission generator even more powerful than it already is and open up a lot more options for mission types!

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  • 2 weeks later...
Posted (edited)
On 3/27/2021 at 6:02 AM, Mtnbiker1998 said:

I've been absolutely in love with the past few updates, adding the dogfight mode has made flying with my group much MUCH more enjoyable, since the respawns make it much more forgiving for some of our newer pilots. One thing I do miss from the coop mission though is the AI component of Flights

 

Now I understand that when using the dogfight gamemode, AI flights (aside from ambient ones) only spawn on the non-player side. Would it be possible if in the AI skill level tab, we could select whether a flight be AI or player controlled? I have no idea how this stuff works, but something like this is what I'm imagining:

 656392855_Screenshot2021-03-27004616.png.3b696647adfd73e8741ae03e96084bb1.png

 

setting up one flight to be purely player controlled, while the other flight can be set as AI at whatever skill level you want. This would let us fly escort missions for AI or let us fly pure ground attack missions while AI cover us. This could also be used for VS type missions where teams have to attack the enemy bombers while defending their own.

 

I'm not sure if something like this would be difficult or even possible, so I hope this doesn't come off as a crazy demand or anything like that, but it would make the mission generator even more powerful than it already is and open up a lot more options for mission types!

 

Would love that too, but it's very difficult. In the mission editor there is no way I can create a relationship between AI planes and spawned planes (players) such as A escorts B. I have explored several solutions over the past, but haven't found a very convenient solution.

The best one can do is: AI flight spawns on the runway/ramp as 'parked' . Players spawn in on the ramp. As soon as a player fires a (red) flare over the airfield the AI will start their engines and fly their mission. However, there is no way you can have AI cover you or follow you around. They wil be completely oblivious of the human players.

 

I think the best solution is simply to go for cooperative mode :) . But I know how difficult it is to start a mission without someone making a mistake. Been there many times. I think the single/cooperative and dogfight modes should somehow be merged to one format. Instead of anonymous planes spawning in, they should always have an predefined id so you can treat them in the game same as any other (AI) plane.

Edited by SYN_Vander
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On 4/4/2021 at 11:36 AM, SYN_Vander said:

 

Would love that too, but it's very difficult. In the mission editor there is no way I can create a relationship between AI planes and spawned planes (players) such as A escorts B. I have explored several solutions over the past, but haven't found a very convenient solution.

The best one can do is: AI flight spawns on the runway/ramp as 'parked' . Players spawn in on the ramp. As soon as a player fires a (red) flare over the airfield the AI will start their engines and fly their mission. However, there is no way you can have AI cover you or follow you around. They wil be completely oblivious of the human players.

 

I think the best solution is simply to go for cooperative mode :) . But I know how difficult it is to start a mission without someone making a mistake. Been there many times. I think the single/cooperative and dogfight modes should somehow be merged to one format. Instead of anonymous planes spawning in, they should always have an predefined id so you can treat them in the game same as any other (AI) plane.

I had a feeling there was some kind of limitation. I wouldn't mind the flare method, and having more mission options is always a good thing in my book, but I understand why you'd want something more polished.

 

Heck, even having the "Flare flight" be a set of fighters that just fly a cap in the same area as the attacker's mission would be pretty cool, but I guess thats already covered by Ambient AI flights.

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@SYN_Vander Great resource! Thank you for all of your hard work.

 

I think I may have found an issue.

 

I want to allow all available aircraft, both allied and axis, to both spawn points in a dogfight mission. I have created a custom plane set with every possible aircraft and checked the custom plane set box. The problem seems to be that the custom plane set is only being applied to the allied spawn. The allied spawn point has all aircraft available to the player, the axis spawn point only has axis aircraft.

 

I also have a request. Is it possible to have the planes in a dogfight mission start on the run way with engines running? Or, on the ramp with engines running?

 

Thanks again for everything.

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Posted (edited)
9 hours ago, Hartsblade said:

@SYN_Vander Great resource! Thank you for all of your hard work.

 

I think I may have found an issue.

 

I want to allow all available aircraft, both allied and axis, to both spawn points in a dogfight mission. I have created a custom plane set with every possible aircraft and checked the custom plane set box. The problem seems to be that the custom plane set is only being applied to the allied spawn. The allied spawn point has all aircraft available to the player, the axis spawn point only has axis aircraft.

 

I also have a request. Is it possible to have the planes in a dogfight mission start on the run way with engines running? Or, on the ramp with engines running?

 

Thanks again for everything.

 

Hi Hartsblade,

 

I tried to do what you wanted to do, but I can't reproduce the bug, for me it works:

image.thumb.png.0035f0440e157f4f921090ff13a80d3b.png

 

I started by copying the All Planes preset

Then I select fighters_allied on the 'Custom planeset' (on the right). All the allied fighters will already be filled in

Then select fighters_axis on the 'Planes in Preset' (left)

Select all fighters by left click and drag down

Hit 'Add->' to add them to the custom plane set (right)

Repeat for all other categories (if you want to)

Hit 'Save'

 

Something you may want to check: In the 'Plane type'  selection box make sure it says 'any' for both Blue and Red flight. (Red flight are always the fighters)

 

About your request: You have to ask the developers. It's only possible to spawn in the air (with engine running obviously) or on the ground with engine not running.

Edited by SYN_Vander
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Hello SYN_Vander.

I have a question about the 'ambient flights'; is there any chance that you get 'too much' bombers with a lot of AI gunners in your mission or is the number of these performance demanding planes restricted somehow? The tooltip mentiones only two flights per side in general.

I'm trying to find the right settings on your great generator for my not so great PC and two or three flights of (how many?) multi-crew bombers are maybe too much for my system.

 

Thanks for your good work. EMG is definitely my fav quick mission generator for this game.

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36 minutes ago, vonGraf said:

Hello SYN_Vander.

I have a question about the 'ambient flights'; is there any chance that you get 'too much' bombers with a lot of AI gunners in your mission or is the number of these performance demanding planes restricted somehow? The tooltip mentiones only two flights per side in general.

I'm trying to find the right settings on your great generator for my not so great PC and two or three flights of (how many?) multi-crew bombers are maybe too much for my system.

 

Thanks for your good work. EMG is definitely my fav quick mission generator for this game.

 

Well you can always disable them.

The logic is as follows. If a side is flying a bomber or attack mission, the enemy ambient flights will only be fighters. If a side is flying an intercept mission then one of the ambient flights will be a bomber flight. So typically, you will never have more than one bomber flight per side.

I have on my backlog a 'density'  setting so you can lower the total amount of AI aircraft.

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9 hours ago, SYN_Vander said:

 

Hi Hartsblade,

 

I tried to do what you wanted to do, but I can't reproduce the bug, for me it works:

image.thumb.png.0035f0440e157f4f921090ff13a80d3b.png

 

I started by copying the All Planes preset

Then I select fighters_allied on the 'Custom planeset' (on the right). All the allied fighters will already be filled in

Then select fighters_axis on the 'Planes in Preset' (left)

Select all fighters by left click and drag down

Hit 'Add->' to add them to the custom plane set (right)

Repeat for all other categories (if you want to)

Hit 'Save'

 

Something you may want to check: In the 'Plane type'  selection box make sure it says 'any' for both Blue and Red flight. (Red flight are always the fighters)

 

About your request: You have to ask the developers. It's only possible to spawn in the air (with engine running obviously) or on the ground with engine not running.

I may not have been clear about the issue.  Creating the custom plane set is the easy part, no issues there.  The problem is that the custom plane set is only being made available to the allied side ands not the axis.

 

this is the list when you click on one of the allied Plane Type drop downs:

allied.thumb.png.2613bd470862f2860b000284587e814e.png

 

This is the the list from the Axis Drop Down:

axis.thumb.png.940eaa18fe031f5195b1eb55adf7ea1b.png

 

This translates into the Allied Airfield having access to all aircraft while the Axis Airfield only has access to the faction planes.

 

As far as the plane engines running, I guess I'm just wondering if the "Start on runway" option (which is available in Cooperative scenarios) can be added to the Dogfight scenarios.

runway.thumb.png.5938d2e859c5f49fd252030c834bbfa7.pngramp.thumb.png.21efc9e371057334a46103fdbd38dfd3.png

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So Vander, I presume that you’ll be updating the EMG, at least for the Rhineland map, to include the 19 new rail yards in 4.6 to the ground targets list?  I wonder if the Rhineland map area could be expanded just a wee bit diagonally to include Florennes/Cheivers areas?

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Posted (edited)
32 minutes ago, 352ndOscar said:

So Vander, I presume that you’ll be updating the EMG, at least for the Rhineland map, to include the 19 new rail yards in 4.6 to the ground targets list?  I wonder if the Rhineland map area could be expanded just a wee bit diagonally to include Florennes/Cheivers areas?

Yeah, I added the planes but forgot about those new rail yards. I will add them as well.

 

Still working on a new EMB version. That one will have separate (moving) Train objective and a (stationary) Railyard objective.

Edited by SYN_Vander
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New update out!

 

Version 46

-Added Spitfire XIV to Rhineland plane set (and custom plane set)

-Added Nieuport 28 to Arras plane set (and custom plane set)

-Added Rhineland railyards to the template

-Added support in mission format for Tactical Codes (not functional yet)

-Fixed: Mission Objective not set to 'Central Powers' but 'Axis' for Flying Circus which would prevent achieving the objective

 

If you are using a custom plane set, don't forget to back it up or it will be overwritten with the default one!

 

Download here: https://sites.google.com/view/il2-great-battles-emg/

 

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Bit to¬†fast? The screen says "v47"...¬†ūüėČ

 

Joking apart, this mission generator is the best possible addition to the QMB.

 

SYN_Vander, could you please have a look? I cannot generate a mission, error screen popping up.

Tried same configuration with v45, no problem for generating the mission.

 

Did some more testing, mission generation works on WWII maps, it's only Arras map that causes problem.

Thanks.

Edited by hsthhsth
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2 hours ago, hsthhsth said:

Bit to¬†fast? The screen says "v47"...¬†ūüėČ

 

Joking apart, this mission generator is the best possible addition to the QMB.

 

SYN_Vander, could you please have a look? I cannot generate a mission, error screen popping up.

Tried same configuration with v45, no problem for generating the mission.

 

Did some more testing, mission generation works on WWII maps, it's only Arras map that causes problem.

Thanks.

I can generate missions on Arras just fine. Do you have screenshot? or copy of the config file?

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I was actually able to recreate this, and I think it's an Arras issue if you have the time period set to early war and select the Nieuport 28. If I generate a mission with the map set to mar-apr 18, i get this failure:

 

001.thumb.PNG.129cf67f7ed540aeeaf8acb03c339aca.PNG

 

and here are the settings:

 

002.thumb.PNG.87e1d38cee4a0216473b6edc63764836.PNG

 

003.thumb.PNG.2f6cedbebe049d5a8c850732ffbe9951.PNG

 

Same settings with apr-june 18 generates a mission without error.

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Posted (edited)
10 minutes ago, co199 said:

I was actually able to recreate this, and I think it's an Arras issue if you have the time period set to early war and select the Nieuport 28. If I generate a mission with the map set to mar-apr 18, i get this failure:

 

001.thumb.PNG.129cf67f7ed540aeeaf8acb03c339aca.PNG

 

and here are the settings:

 

002.thumb.PNG.87e1d38cee4a0216473b6edc63764836.PNG

 

003.thumb.PNG.2f6cedbebe049d5a8c850732ffbe9951.PNG

 

Same settings with apr-june 18 generates a mission without error.

 

Yup, I found it. Somehow (no clue why!) the waypoints for AI flights in the Arras template have disappeared in the mar-apr 1918 front.

 

I will release a new version.

Edited by SYN_Vander
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Hi SYN_Vander,

 

Thank you for the quick fix.

Tested with v47 on Arras. Mission creation worked.

 

But, the mission successful completion still doesn't work.

Although there is this green text "mission objectives allied completed" on the map, the lobby screen (TAB) keeps showing the "in progress" text.

The flight now returns to base (didn't do this before) and the landing icon comes up but after the successful landing is still says "mission failed".

 

Question: the lobby screen showed that 3 enemies where shot down. Does the lobby screen show only the kills by the player? What about the scores for the flight? Do they somehow also decide on mission success?

 

I've attached the mission.

SYN_Generated_FC.zip

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Posted (edited)
18 minutes ago, hsthhsth said:

Hi SYN_Vander,

 

Thank you for the quick fix.

Tested with v47 on Arras. Mission creation worked.

 

But, the mission successful completion still doesn't work.

Although there is this green text "mission objectives allied completed" on the map, the lobby screen (TAB) keeps showing the "in progress" text.

The flight now returns to base (didn't do this before) and the landing icon comes up but after the successful landing is still says "mission failed".

 

Question: the lobby screen showed that 3 enemies where shot down. Does the lobby screen show only the kills by the player? What about the scores for the flight? Do they somehow also decide on mission success?

 

I've attached the mission.

SYN_Generated_FC.zip 289.11 kB · 0 downloads

 

Yes, I can confirm it doesn't work. Also, the Icons for the AAA sites have incorrect faction as well, so they do not show up.

Thanks, I'll look into it

Edited by SYN_Vander
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Hi Bob, game 4.601. Have a funny one, v47, generated a Ju52 mission, and it looks like all the non addressed planes from (non active items) are flying around.

I had it opened in the ME, and just changed a few plane names (was curious about the RTB settings after the droppings of then goods). Maybe that's the cause?

 

The freshly recreated unchanged file (no2) is attached,  it behaves in the same way; the saved config.ini output is added.

PS je kan me PM-men als je me iets wilt laten uit proberen ...

 

config.zip

Kuban Ju52-vs Hurricane VANDER-2.zip

Edited by jollyjack
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47 minutes ago, jollyjack said:

Hi Bob, game 4.601. Have a funny one, v47, generated a Ju52 mission, and it looks like all the non addressed planes from (non active items) are flying around.

I had it opened in the ME, and just changed a few plane names (was curious about the RTB settings after the droppings of then goods). Maybe that's the cause?

 

The freshly recreated unchanged file (no2) is attached,  it behaves in the same way; the saved config.ini output is added.

PS je kan me PM-men als je me iets wilt laten uit proberen ...

 

config.zip 912 B · 1 download

Kuban Ju52-vs Hurricane VANDER-2.zip 363.63 kB · 0 downloads

 

Well you are using a custom plane set. By default -and it gets overwritten on a new version- the plane set will contain all planes available in the game. Deselect 'Custom planeset' (under scenario and try again.

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On 4/21/2021 at 7:13 PM, SYN_Vander said:

Yeah, I added the planes but forgot about those new rail yards. I will add them as well.

 

Still working on a new EMB version. That one will have separate (moving) Train objective and a (stationary) Railyard objective.

 

I noticed trains go through (Kuban) tunnels now, the steam though comes through the tunnel-mountain roof, but an improvement maybe?

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6 minutes ago, jollyjack said:

 

I noticed trains go through (Kuban) tunnels now, the steam though comes through the tunnel-mountain roof, but an improvement maybe?

Really? That is new to me. Will check!

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Hi,

fist thank you very much for keeping up the great work on this handy tool.

 

I'm sorry if i missed something and this is already known or on purpose.

If I try to create a rescue mission, EMG stops with an error "Could not generate mission!" other transport missions (resupply) are working as expected.

It happens on all maps where Transport/rescue is available. I tried it with default setting and also played around with some settings, sadly always with the same result.

Last Version it works is V41 but at least since V44 (can't tell for V42+V43) it always runs into that error.

Am I doing something wrong?  

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7 minutes ago, CorvusX said:

Hi,

fist thank you very much for keeping up the great work on this handy tool.

 

I'm sorry if i missed something and this is already known or on purpose.

If I try to create a rescue mission, EMG stops with an error "Could not generate mission!" other transport missions (resupply) are working as expected.

It happens on all maps where Transport/rescue is available. I tried it with default setting and also played around with some settings, sadly always with the same result.

Last Version it works is V41 but at least since V44 (can't tell for V42+V43) it always runs into that error.

Am I doing something wrong?  

Probably not. Let me check.

12 minutes ago, CorvusX said:

Hi,

fist thank you very much for keeping up the great work on this handy tool.

 

I'm sorry if i missed something and this is already known or on purpose.

If I try to create a rescue mission, EMG stops with an error "Could not generate mission!" other transport missions (resupply) are working as expected.

It happens on all maps where Transport/rescue is available. I tried it with default setting and also played around with some settings, sadly always with the same result.

Last Version it works is V41 but at least since V44 (can't tell for V42+V43) it always runs into that error.

Am I doing something wrong?  

 

I can't reproduce the error. Perhaps a combination of different factors. Can you post the config file here?

 

46 minutes ago, jollyjack said:

 

I noticed trains go through (Kuban) tunnels now, the steam though comes through the tunnel-mountain roof, but an improvement maybe?

 

Are you sure?

image.thumb.png.67fbf14900e67f579ef20bc6658b2635.png

 

ūüėÜ

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1 hour ago, SYN_Vander said:

I can't reproduce the error. Perhaps a combination of different factors. Can you post the config file here?

 

I tested a little more, with an U2 as rescue plane on allied side, it worked. Looks like it only affects axis rescue missions.
Same behavior on my sons PC.

 

working-resupply-config.zip notworking-rescue-config.zip

working-allied-u2-rescue-config.zip

Edited by CorvusX
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3 hours ago, SYN_Vander said:

Are you sure?

 

image.thumb.png.67fbf14900e67f579ef20bc6658b2635.png

 

ūüėÜ

 

I saw this once, and if you switch camera points set at both tunnels, the train all of a sudden is underground, but for the steam.

I also saw some times the rails above ground, and then they disappeared again. Guess this fix it's not finished yet ....

At least the train follows the waypoints, on "track"

 

Edited by jollyjack
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