CountZero Posted August 15, 2021 Posted August 15, 2021 (edited) its probably just need to rename WaterSpray1_1 to anything els that works after game updated, i try in file bomb_ger_sc1000.txt ,at line 82: OnDropWaterScript = "LuaScripts/WorldObjects/Emitters/WaterSpray1.txt and it works then , game dont crash when torp hit watter, and when torp hit ship it exploded i aslo updated amunition locals "Torpedo He111h6\data\swf\il2\ammunition" here is link for mod with edits that work for me, untill og mod maker makes his fix, try if this works: https://www.mediafire.com/file/kptwu14fk2oum6i/Torpedo+He111h6.zip/file Edited August 15, 2021 by CountZero fkn forum is mess, saving post for 15min ffs 1
Beebop Posted August 15, 2021 Posted August 15, 2021 3 hours ago, SquashmanMikeEH said: I'm not sure what files to look for? Inside the torpedo mod folder go to;data > luascripts > worldobjects > ballistics > bombs and look at or post the contents of bomb_ger_sc1000.txt. There are the nuts and bolts of the original mod. 4 hours ago, jollyjack said: I tried the LL mod without other mods ... still crashes .. Did you make the changes suggested by Stonehouse? 1
jollyjack Posted August 16, 2021 Posted August 16, 2021 6 hours ago, Beebop said: ... Did you make the changes suggested by Stonehouse? Tried, but without the trails it's kind of useless; you cannot see whee you've gone wrong, especially regarding destroyers, you need to drop torpedoes from some distance or you'll gel killed. 9 hours ago, CountZero said: its probably just need to rename WaterSpray1_1 to anything els that works after game updated, i try in file bomb_ger_sc1000.txt ,at line 82: OnDropWaterScript = "LuaScripts/WorldObjects/Emitters/WaterSpray1.txt and it works then , game dont crash when torp hit watter, and when torp hit ship it exploded i aslo updated amunition locals "Torpedo He111h6\data\swf\il2\ammunition" here is link for mod with edits that work for me, untill og mod maker makes his fix, try if this works: https://www.mediafire.com/file/kptwu14fk2oum6i/Torpedo+He111h6.zip/file This works fine indeed, no crashes, but without the Torpedo trails .. i wonder if they still exist in the game somewhere and need a new script protocol eventually. I looked at some files from the original mod but could not find any clue. Maybe somewhere to do with Uboats and periscope dept.
Beebop Posted August 16, 2021 Posted August 16, 2021 OK. I'm betting that the update renamed/changed/removed and-or modified the ship wake trails that LL used in the original mod. Without knowing that solving will require some kind of Rosetta Stone.
CountZero Posted August 16, 2021 Posted August 16, 2021 2 hours ago, jollyjack said: Tried, but without the trails it's kind of useless; you cannot see whee you've gone wrong, especially regarding destroyers, you need to drop torpedoes from some distance or you'll gel killed. This works fine indeed, no crashes, but without the Torpedo trails .. i wonder if they still exist in the game somewhere and need a new script protocol eventually. I looked at some files from the original mod but could not find any clue. Maybe somewhere to do with Uboats and periscope dept. trail should be controled by torpedo, tied to it, so i dont think original mod added it, i also look for it but didnt located what the problem is with it not showing up after update.
Stonehouse Posted August 16, 2021 Posted August 16, 2021 (edited) Just a guess but if someone is reporting that the U Boat periscope no longer leaves a wake it's likely that the method for generating a wake changed with the last update for the ship wake improvements and things like the periscope probably are waiting for a definition update. So while you might get back the torp wake for free via a patch to fix things like the periscope you might not as well. Possibly you could fiddle some of Lizlemon's settings in the 1000kg text file to change the depth the torp runs at? Perhaps as a workaround if it ran shallow and was somewhat visible as it ran that would suffice to correct your aim? Edited August 16, 2021 by Stonehouse
CountZero Posted August 16, 2021 Posted August 16, 2021 (edited) i tryed raising alt, and even using other graphics from other ship torpedos in game, and what i see is trail shows up but its realy realy faint its bearly visable, using 2x speed, so its posible graphics changes for water effects made this type of trails bearly visable now after update. Edited August 16, 2021 by CountZero 1
Beebop Posted August 16, 2021 Posted August 16, 2021 20 minutes ago, Stonehouse said: Perhaps as a workaround if it ran shallow and was somewhat visible as it ran that would suffice to correct your aim? Not sure how well that would work. For instance whether I place my submarine waypoint at -.5 or -5 it submerges to the same depth. Also I have been unable to get the sub to ride with decks awash. As noted by Count Zero it very well may be a change in the wake effect since the update.
Beebop Posted August 16, 2021 Posted August 16, 2021 Just checked a mission I made prior to the update. Destroyers firing at targets using torpedoes. No wakes for the torps. It's not a mod issue, it's a game issue. Bug report being filed. 2
CountZero Posted August 16, 2021 Posted August 16, 2021 (edited) i located where graphics for BackTrail are, after you extract data from game, they are in data\(null)\graphics\textures\particles folder EDIT: For test I replaced few picture files with picture for frontwave.dds and then i could see strong trail on torpedo, after more tests to fined out exactly picture that need to be edited , its nosetracksmall.dds So here is mod with nosetracksmall.dds picture replaced by frontwave.dds, and i also included original nosetracksmall.dds , i cant edit dds pictures so if someone wonts to make that picture more pronounced so orignal wake of torpedo is same but more visable (original picture is in Torpedo He111h6strongtrail\data\graphics\textures\particles folder): https://www.mediafire.com/file/k0nbcylreavynsj/Torpedo+He111h6strongtrail.zip/file Edited August 16, 2021 by CountZero 1
Beebop Posted August 16, 2021 Posted August 16, 2021 Sorry. Still no torpedo wake. Drops fine, splash upon entry, explosion if contact. Just no trail. Thanks for trying.
CountZero Posted August 16, 2021 Posted August 16, 2021 (edited) 1 hour ago, Beebop said: Sorry. Still no torpedo wake. Drops fine, splash upon entry, explosion if contact. Just no trail. Thanks for trying. it shows up for me, you can ctrl+F6 to se torpedo from close up also: Spoiler you can see torp trail behined 111 and here is view of torp: i just think original picture of trail needs to be edited so its same type but more visable, this is just to strong and it has big effect on ships trails making it more visable. also tryed it on my home PC and they show up: Spoiler Edited August 16, 2021 by CountZero 1
jollyjack Posted August 16, 2021 Posted August 16, 2021 (edited) Hi CountZero, your mod version works, thanks, but the trails won't show. Maybe one of your scripts point to a file i don't have ... I made your converted nosetracksmall.dds brighter, but i saw no torpedo-trails yet. I checked with camera operators set at the torpedo dropzone ... PS if they work on your computers, maybe it is a setting in some script file that needs special tuning f.i. for NVIDIA GPUs? Cntr-F6 works. BTW, is there a view point to be set like with fixcameras? The Torpedo view defaults under water. Edited August 16, 2021 by jollyjack
Beebop Posted August 16, 2021 Posted August 16, 2021 2 hours ago, jollyjack said: CountZero, your mod version works, thanks, but the trails won't show. 2 hours ago, jollyjack said: The Torpedo view defaults under water. What JJ said. I don't see the trails in your screenshots.
jollyjack Posted August 16, 2021 Posted August 16, 2021 I wonder if uboats show trails when waypoints are set to -5 m below surface (estimated periscope dept). Alas cannot try that now, maybe tomorrow ..
Beebop Posted August 16, 2021 Posted August 16, 2021 They do submerge but no periscope trail just the splash at the front. Am currently in communication with -DED-Rapidus about this as it's the same issue unmodded. 1
SquashmanMikeEH Posted August 16, 2021 Posted August 16, 2021 (edited) 23 hours ago, CountZero said: its probably just need to rename WaterSpray1_1 to anything els that works after game updated, i try in file bomb_ger_sc1000.txt ,at line 82: OnDropWaterScript = "LuaScripts/WorldObjects/Emitters/WaterSpray1.txt and it works then , game dont crash when torp hit watter, and when torp hit ship it exploded i aslo updated amunition locals "Torpedo He111h6\data\swf\il2\ammunition" here is link for mod with edits that work for me, untill og mod maker makes his fix, try if this works: https://www.mediafire.com/file/kptwu14fk2oum6i/Torpedo+He111h6.zip/file Yes, thanks to CountZero the torpedo trails are back ?? After dropping, the torps dive deep, then the trails appear after a few seconds. Even in VR, the trails are quite strong and are very easy to see from a distance. (2080Ti, i7-9970, Pimax 8KX) Many thanks. Edited August 16, 2021 by SquashmanMikeEH
CountZero Posted August 16, 2021 Posted August 16, 2021 (edited) 8 hours ago, jollyjack said: Hi CountZero, your mod version works, thanks, but the trails won't show. Maybe one of your scripts point to a file i don't have ... I made your converted nosetracksmall.dds brighter, but i saw no torpedo-trails yet. I checked with camera operators set at the torpedo dropzone ... PS if they work on your computers, maybe it is a setting in some script file that needs special tuning f.i. for NVIDIA GPUs? Cntr-F6 works. BTW, is there a view point to be set like with fixcameras? The Torpedo view defaults under water. 5 hours ago, Beebop said: What JJ said. I don't see the trails in your screenshots. i dont know why it dosent show up on your ones, i just redownloaded mod from this link: https://www.mediafire.com/file/k0nbcylreavynsj/Torpedo+He111h6strongtrail.zip/file turn off game, turn of mods from jsgme, placed mod in MODS folder, activate Torpedo He111h6strongtrail and when i drop torpedo i can see trail of it like on pictures, and like it is in changed picture in textures. Ill try on 3rd PC, but i dont see why it should not work. regarding ctrl-f6, i can move camera with numpad keys, and zoom out, if torpedo is droped from bigger hight it takes time for it to get to cruies depth, and trail to show up. you dont see water trail on this shots ? Edited August 16, 2021 by CountZero
Beebop Posted August 16, 2021 Posted August 16, 2021 Here's what I see. I have dropped two torpedoes. Notice there is no wake from the contact. I have no idea if my other torp was still coming, past or what path it took.
CountZero Posted August 16, 2021 Posted August 16, 2021 then only option is wait for devs to return things to how they were before last update.
Beebop Posted August 16, 2021 Posted August 16, 2021 46 minutes ago, CountZero said: then only option is wait for devs to return things to how they were before last update. HAHAHAHAHA! When was the last time the Dev's reverted anything back? Best we can hope for is they make the wakes stronger or improve the visibility of whatever they modified. But I'll bet we'll colonize the moon first.
SquashmanMikeEH Posted August 16, 2021 Posted August 16, 2021 3 hours ago, SquashmanMikeEH said: Yes, thanks to CountZero the torpedo trails are back ?? After dropping, the torps dive deep, then the trails appear after a few seconds. Even in VR, the trails are quite strong and are very easy to see from a distance. (2080Ti, i7-9970, Pimax 8KX) Many thanks. Hey Guys CountZero's mod WORKS just fine!!! The TORPEDO WAKES ARE BACK. I have tested the mod with several missions - It is as good as it was before update!! If the wakes do not show for you - are you sure you have installed CountZero's mod correctly??? Thanks again CountZero - Good Work 1
Beebop Posted August 16, 2021 Posted August 16, 2021 1 minute ago, SquashmanMikeEH said: are you sure you have installed CountZero's mod correctly?? Ummmm, put the data folder inside a folder called "CountZeroTorpMod" and put that in my MODS folder, then enabled with JSGME. Am I doing something wrong? EVERY OTHER mod I have works just fine doing that. 1
jollyjack Posted August 17, 2021 Posted August 17, 2021 It's the same with me, and boy i am jealous! 8 hours ago, Beebop said: But I'll bet we'll colonize the moon first. After Brazos gets there?
jollyjack Posted August 17, 2021 Posted August 17, 2021 (edited) FIXED ! CountZero; I reinstalled your Mod version. Took off my sun glasses to have a better look, and EUREKA, they were there, jolly good show, well done mate! They are far more vague than before, but at least my fav mod, torpedoes is fixed! Edited August 17, 2021 by jollyjack 1
Beebop Posted August 17, 2021 Posted August 17, 2021 How Did You Do That? What did you change? You were having the same issue as me. Was it really just re-downloading or re-installing the mod that solved the issue?
jollyjack Posted August 17, 2021 Posted August 17, 2021 (edited) As suggested by CountZero i just de- and re-reinstalled it .... puzzles me too why it now works. The trails are far less visible compared to those in 4,602 however, you really have to look good, maybe set the GPU's screen settings to high or ultra? I even saw the splash from a submerged Uboot's periscope (waypoints set at -5m), but no trails yet. Still experimenting. ADDED: test mission by Juri_S from the default set, with an added air start He111 player with torpedoes, 4 USSR Destroyers, and 4 USSR Submarines. JSGME install CountZero's Longtrail Torpedomod from the link above (original mod from LizLemon, adapted for game version 4.603. ) And pity the poor USSR sailors. PS as soon as the torpedo mod works for some allied planes, OffWinters was working on that, i'll make an Allied mission to hunt for Uboats .. Torpedo attack He111-H6 TESTER v2.zip Edited August 17, 2021 by jollyjack
Beebop Posted August 17, 2021 Posted August 17, 2021 (edited) I finally got it to work But...at a price. Seems that my "Historically Correct Markings" Mod for some reason fecked the torp trail. Took it out and voila! It works. I cannot understand how a marking mod can affect an animation file. So, if I want torp trails I have to have those silly looking faux German tail markings. And no SquashmanMikeEH, I didn't install the mod incorrectly! I may not be the sharpest tool in the shed but I do know how to read! This was a mod conflict issue, not an installation issue. So that issue won't be addressed by the dev's for two reasons, 1. This is a mod. They don't like mods even though the only mods they look aside from are those that do not affect gameplay, (makes sense, I wouldn't want those kinds of mods) and almost exclusively have to do with visual enhancement. Since they want nothing to do with even those mods, why did they allow them to be enabled? It's beyond me. 2. The mod that's messing up this mod is for markings that may or may not be illegal (depending on who you read) in some countries so they will do nothing to accommodate that. 27 minutes ago, jollyjack said: I even saw the splash from a submerged Uboot's periscope (waypoints set at -5m), but no trails yet I think it might be there. Han responded and implied that they might look into making the periscope wake stronger while giving a left-handed comment that we should not expect Ohio Class wakes from a periscope. Of course we don't, we just want to be able to see them. Otherwise using torpedoes is like shooting blindfolded at the target range. You know the gun went off but have no idea if you hit anything. (unless the police walk up to you and arrest you. that might be a clue). Edited August 17, 2021 by Beebop 1
CountZero Posted August 17, 2021 Posted August 17, 2021 1 hour ago, Beebop said: I finally got it to work But...at a price. Seems that my "Historically Correct Markings" Mod for some reason fecked the torp trail. Took it out and voila! It works. I cannot understand how a marking mod can affect an animation file. So, if I want torp trails I have to have those silly looking faux German tail markings. And no SquashmanMikeEH, I didn't install the mod incorrectly! I may not be the sharpest tool in the shed but I do know how to read! This was a mod conflict issue, not an installation issue. So that issue won't be addressed by the dev's for two reasons, 1. This is a mod. They don't like mods even though the only mods they look aside from are those that do not affect gameplay, (makes sense, I wouldn't want those kinds of mods) and almost exclusively have to do with visual enhancement. Since they want nothing to do with even those mods, why did they allow them to be enabled? It's beyond me. 2. The mod that's messing up this mod is for markings that may or may not be illegal (depending on who you read) in some countries so they will do nothing to accommodate that. I think it might be there. Han responded and implied that they might look into making the periscope wake stronger while giving a left-handed comment that we should not expect Ohio Class wakes from a periscope. Of course we don't, we just want to be able to see them. Otherwise using torpedoes is like shooting blindfolded at the target range. You know the gun went off but have no idea if you hit anything. (unless the police walk up to you and arrest you. that might be a clue). Nice to see it shows up for you guys also, regarding historical skins and torp mod, you could try turn off both mods in jsgme, then copy data folder from torpedo mod and paste it in hisorical mod folder wher its his data folder. Then you should have all files from torp in historical skin mod, you can rename main mod folder to: Historically Correct German Official Skins for BoM-BoS-BoK and Torpedos , and you can then activate just this historical skin + torpedos mod. Both mods should work then, i tested it like that just now, maybe that fix problem it was making for you with 2 separate activations. 1 1
jollyjack Posted August 17, 2021 Posted August 17, 2021 (edited) Periscope wake works too, and i was able to blow up one sub with a torpedo. See mission posted above ... Edited August 17, 2021 by jollyjack 1 1
Beebop Posted August 17, 2021 Posted August 17, 2021 6 hours ago, CountZero said: ...regarding historical skins and torp mod, you could try turn off both mods in jsgme, then copy data folder from torpedo mod and paste it in hisorical mod folder wher its his data folder. Then you should have all files from torp in historical skin mod, you can rename main mod folder to: Historically Correct German Official Skins for BoM-BoS-BoK and Torpedos , and you can then activate just this historical skin + torpedos mod. Both mods should work then, i tested it like that just now, maybe that fix problem it was making for you with 2 separate activations. Interesting idea. I'll try it. BTW there is a new Historically Correct markings mod that now includes all the later planes that have been released since the original mod came out: Now to some "nitpicking". First and foremost, THANK YOU for fixing the mod. However I have noticed a couple of things; 1. In the Modifications section the big bombs pictures have not bee replaced by a picture of the torpedo as in the original LL mod although it does show up in that loadout variation subset pictures. This is in no way a deal breaker and after all the work you have done so far I could understand you not worrying about it. It would just be an image replacement file. 2. The Stuka does not have a torpedo option. It still has only the big bombs as an option. Again a small thing because the visual model of the German torpedo is so long that the tip cuts through the propeller arc. ?? Again no big deal. Well I'm off to trying your solution. I'll report back later today on the results. And again, thanks for doing this for the Community and for thinking outside the box. ?
CountZero Posted August 17, 2021 Posted August 17, 2021 (edited) 1 hour ago, Beebop said: Interesting idea. I'll try it. BTW there is a new Historically Correct markings mod that now includes all the later planes that have been released since the original mod came out: Now to some "nitpicking". First and foremost, THANK YOU for fixing the mod. However I have noticed a couple of things; 1. In the Modifications section the big bombs pictures have not bee replaced by a picture of the torpedo as in the original LL mod although it does show up in that loadout variation subset pictures. This is in no way a deal breaker and after all the work you have done so far I could understand you not worrying about it. It would just be an image replacement file. 2. The Stuka does not have a torpedo option. It still has only the big bombs as an option. Again a small thing because the visual model of the German torpedo is so long that the tip cuts through the propeller arc. ?? Again no big deal. Well I'm off to trying your solution. I'll report back later today on the results. And again, thanks for doing this for the Community and for thinking outside the box. ? Yes i noticed thouse things and some double stuff in mod folder that look unneccesary when i tested, i used mod link from first post i dont know if there is onother one, but that one was made for he-111h6 to show pictures and discriptions, on other airplanes it would not, its missing same files dedicated to Ju-88, Ju87(its sc1800kg bomb) or He-111h16 or other airplanes, i can add thouse things now when i understand what changes what, i tryed this mod only when it came out, and come back here when i saw post in update topic that something dont work. So from what i see mod was made to have all corect pictures and texts only for H-111h6 and for others torp would just show up insted 1000kg bomb if they were able to cary it. jollyack show me that there was work on shorter torpedo by LizLemon and OffWinters, i tested that and it can work for example insted 500kg bomb, or on P-38 insted 1000lbs, but on shorter torp i could not make water trail show up, im still testing that. Edited August 17, 2021 by CountZero 1
Beebop Posted August 17, 2021 Posted August 17, 2021 Got it to work with Historically Accurate Skin mods. First I made a copy of the original Historically Accurate Skins mod and copied the 'data' folder from your 'longtrails' mod into it, renamed it "Torp - Historically Accurate Skins" and it worked. Then I did the same with the new 4K Skin Mod for both Default Summer/Winter skins and for the 4K Extras that includes up to Normandy released skins. (the only caveat there is when it was made there was no 4K Ju-52 so it retains the politically correct markings). It now works too. THANKS CountZero!!!! ? 1
CountZero Posted August 17, 2021 Posted August 17, 2021 (edited) Here is link for this torpedo mod by LizLemon with added info, pictures and descriptions when torpedo is selected in modifications for H-111H16, Ju-88, Ju-87 and Bf-110s. SC1000 is replaced with long F5B like in original and stronger watter trail, and SC1800 with short F5B (this one dont have working water trail for torpedo). https://www.mediafire.com/file/vrtty0yq3wjfs06/Torpedo+He-111,+Ju88,+Ju-87,+Bf-110,+Stronger+Trail,+Shorter+torp.zip/file Edited August 19, 2021 by CountZero working trail for short torpedo 1
SquashmanMikeEH Posted August 17, 2021 Posted August 17, 2021 34 minutes ago, CountZero said: Here is link for this torpedo mod by LizLemon with added info, pictures and descriptions when torpedo is selected in modifications for H-111H16, Ju-88, Ju-87 and Bf-110s. SC1000 is replaced with long F5B like in original and stronger watter trail, and SC1800 with short F5B by Off Winters (this one dont have working water trail for torpedo). https://www.mediafire.com/file/vrtty0yq3wjfs06/Torpedo+He-111,+Ju88,+Ju-87,+Bf-110,+Stronger+Trail,+Shorter+torp.zip/file Bravo CountZero - Many thanks for giving us the water-trails back and these great variations.
Stonehouse Posted August 18, 2021 Posted August 18, 2021 (edited) Sounds like the two mods had some common files. So while creating a custom merged version of the two is a better solution you can also get around these things by changing the order of loading in JSGME. Last mod loaded wins in situations like this. I'm guessing you had the Historically Accurate skins mod loading after the torp mod. It is something to be very careful of when you start to load a lot of mods. Edited August 18, 2021 by Stonehouse
Beebop Posted August 18, 2021 Posted August 18, 2021 Actually I had the skins in first. When I added the torp mod I got a notice that some files in the Historical Skins would be modified. That didn't happen with your changes so it must be the wake tails file that caused the error. And you're right, last mod in wins. Merging as CountZero suggested worked for me. I now have politically incorrect markings AND a working Torpedo mod with trails. Thanks to both of you for making the game more enjoyable for me and many others.
jollyjack Posted August 18, 2021 Posted August 18, 2021 (edited) 11 hours ago, CountZero said: Here is link for this torpedo mod by LizLemon with added info, pictures and descriptions when torpedo is selected in modifications for H-111H16, Ju-88, Ju-87 and Bf-110s. SC1000 is replaced with long F5B like in original and stronger watter trail, and SC1800 with short F5B by Off Winters (this one dont have working water trail for torpedo). https://www.mediafire.com/file/vrtty0yq3wjfs06/Torpedo+He-111,+Ju88,+Ju-87,+Bf-110,+Stronger+Trail,+Shorter+torp.zip/file CountZero, you're my Hero .... BTW, is your real name Mr.Steel? Edited August 18, 2021 by jollyjack 1
CountZero Posted August 18, 2021 Posted August 18, 2021 (edited) Its not historical but as bonus here is torpedo added to 190s:https://www.mediafire.com/file/ao6ilgclq0yxpd5/Torpedo+for+Fw-190.zip/file Its short model of torpedo that replaces 500kg bomb, so it dosent have working water trail , it fits best D9, for other is still a little to long for prop. P-38:https://www.mediafire.com/file/5m6reizdcite8kn/Torpedo+for+P-38.zip/file It replaces 1000lbs bombs, its also short model torpedo and more fat to fit better so no working water trail, somone who can edit dds pictures can change skin of torpedo to american looking one (skin is located in: Torpedo for P-38\data\graphics\ammo\Textures folder ) Pe-2:https://www.mediafire.com/file/q7pn4et8n0sjh0z/Torpedo+for+Pe-2.zip/file Its short model torpedo with water trail, it replaces 500kg bombs, somone who can edit dds pictures can change skin of torpedo to soviet looking one (skin is located in: Torpedo for Pe-2\data\graphics\ammo\Textures folder ) On short torpedos probably process of shortening it by LL removed hook for trail so im not able to make it work. If you use them together some modification descriptions and pictures wont show up, so best used one by one. Edited August 21, 2021 by CountZero links are now with fix for water trail for short torp
Beebop Posted August 18, 2021 Posted August 18, 2021 P-38 w/Torps! ? Pe-2 w/Torps (AND WATER TRAILS) ?? (not much into LW planes but nice add for the 190. So can these be added into your original mod or will the no water trails for the 190 and P-38 be a problem? In other words can the data folder be merged into your working mod?
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