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Starsector 0.98a is out! (03/27/25)

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Messages - Lukas04

Pages: [1] 2 3 ... 47
1
Modding Resources / Re: [0.98a] LunaLib
« on: May 05, 2025, 04:34:30 AM »
Hi,

I have this crash when trying to launch the game :
https://imgur.com/a/3xCkger

This problem doesn't occur the first time I launch the game, and everything work. Then, when I relaunch the game after few hours/days, I can't launch the game anymore. Replacing the Lunalib file with a new one correct the problem the first time, but now it doesn't work anymore. (I don't have the log of the first time this crash message occur for comparison)

detailed log here :
Spoiler
80526      14728 [Thread-5] INFO com.fs.starfarer.loading.scripts.ScriptStore Class [org.selkie.zea.terrain.AbyssShoalNebulaTerrain] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
80529      14729 [Thread-5] ERROR lunalib.lunaSettings.LunaSettings LunaSettings: Could not find mod IndEvo
91650      22206 [Thread-5] INFO com.fs.starfarer.loading.scripts.ScriptStore Class [assortment_of_things.abyss.entities.AbyssalLightsource] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
91652      22207 [Thread-5] ERROR lunalib.lunaSettings.LunaSettings LunaSettings: Could not find mod IndEvo
91817      22214 [Thread-5] INFO com.fs.starfarer.loading.scripts.ScriptStore Class [indevo.industries.artillery.projectiles.RailgunProjectileEntityPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
91831      22214 [Thread-5] ERROR lunalib.lunaSettings.LunaSettings LunaSettings: Could not find mod IndEvo
91912      22217 [Thread-5] INFO com.fs.starfarer.loading.scripts.ScriptStore Class [com.fs.starfarer.api.impl.campaign.entities.GenericProbeEntityPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
91915      22217 [Thread-5] ERROR lunalib.lunaSettings.LunaSettings LunaSettings: Could not find mod IndEvo
92010      22221 [Thread-5] INFO com.fs.starfarer.loading.scripts.ScriptStore Class [indevo.industries.artillery.entities.ArtilleryStationEntityPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
92011      22221 [Thread-5] ERROR lunalib.lunaSettings.LunaSettings LunaSettings: Could not find mod IndEvo
94772      22439 [Thread-5] INFO com.fs.starfarer.loading.scripts.ScriptStore Class [indevo.industries.privateer.industry.PrivateerBaseSlotBlocker] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
94773      22439 [Thread-5] ERROR lunalib.lunaSettings.LunaSettings LunaSettings: Could not find mod IndEvo
120435     24407 [Thread-2] INFO com.fs.starfarer.campaign.rules.Rules Loading rule: IndEvo_SYCustomProductionPanel_init
120436     24408 [Thread-2] ERROR lunalib.lunaSettings.LunaSettings LunaSettings: Could not find mod IndEvo
120437     24435 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.ExceptionInInitializerError
120438     java.lang.ExceptionInInitializerError
120439            at java.base/jdk.internal.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
120440            at java.base/jdk.internal.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
120441            at java.base/jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
120442            at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Unknown Source)
120443            at java.base/java.lang.reflect.ReflectAccess.newInstance(Unknown Source)
120444            at java.base/jdk.internal.reflect.ReflectionFactory.newInstance(Unknown Source)
120445            at java.base/java.lang.Class.newInstance(Unknown Source)
120446            at com.fs.starfarer.campaign.rules.oOOO.getCommandClass(Unknown Source)
120447            at com.fs.starfarer.campaign.rules.oOOO.<init>(Unknown Source)
120448            at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
120449            at com.fs.starfarer.loading.SpecStore. O0000(Unknown Source)
120450            at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
120451            at com.fs.state.AppDriver.begin(Unknown Source)
120452            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
120453            at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
120454            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
120455            at java.base/java.lang.Thread.run(Unknown Source)
120456     Caused by: java.lang.NullPointerException: Cannot invoke "java.lang.Integer.intValue()" because the return value of "lunalib.lunaSettings.LunaSettings.getInt(String, String)" is null
120457            at indevo.utils.helper.Settings.getInt(Settings.java:134)
120458            at indevo.industries.salvageyards.rules.IndEvo_InitSYCustomProductionDiag.<clinit>(IndEvo_InitSYCustomProductionDiag.java:72)
120459        ... 17 more
[close]

As it seem to be related to IndiEvo, I tried replacing the mod file with a new one without success. But desactivating it make the game work again.

Make sure to be on the latest version of Indevo, and try going to Starsector/saves/common/LunaSettings and deleting indevos file there

2
Hmm - the radar center is actually always just the location of the player fleet.

In the meantime: added a "radarMode" boolean parameter to the method signature.

Yeah i guess you could just use that, though then theres the issue that i wouldnt know which version of "above" its rendering right now, so that new parameter will be quite useful, thank you!

3
Not entirely sure if this is a bug, or rather unintended, but shield sounds have been set to use the dweller sounds for the hull-size specific options if their hull_style doesnt have an entry in the list below.
This is an aspect that most mods overlook to configure manualy, as the sounds werent all to different anyways, so now most modded ships will by default use dweller shield sounds

Not the biggest issue, as you can just add your hull_style to it, but this feels like the kind of thing that would be easily overlooked during ports of older mods. 

"shield_raise":{
      "sounds":[
         {"file":"sounds/sfx_shields/shields_up_large.ogg","pitch":1,"volume":1},
         {"file":"sounds/sfx_shields/shields_up_medium.ogg","pitch":1,"volume":1},
         {"file":"sounds/sfx_shields/shields_up_small.ogg","pitch":1,"volume":1},
         {"file":"sounds/sfx_shields/shields_up_dweller.ogg","pitch":1,"volume":1},
      ],
      "LOW_TECH":{"sounds":[0,1,2], "pitch":1, "volume":0.75},
      "THREAT":{"sounds":[0,1,2], "pitch":1, "volume":0.75},
      "DWELLER":{"sounds":[3], "pitch":1, "volume":0.75},
      "MIDLINE":{"sounds":[0,1,2], "pitch":1, "volume":0.75},
      "HIGH_TECH":{"sounds":[0,1,2], "pitch":1, "volume":0.75},
      "OMEGA":{"sounds":[0,1,2], "pitch":1, "volume":0.75},
      "FIGHTER":{"sounds":[2], "pitch":1, "volume":0.5},
      "FRIGATE":{"sounds":[2,3], "pitch":1, "volume":0.6},
      "DESTROYER":{"sounds":[1,3], "pitch":1, "volume":0.7},
      "CRUISER":{"sounds":[1,3], "pitch":1, "volume":0.8},
      "CAPITAL_SHIP":{"sounds":[0,3], "pitch":1, "volume":1},
   },

4
I am not entirely sure if this is a bug or not, as the method doesnt even appear to be used within vanillas context.
However i do have some use for it, and using it reveals that anything rendered from it will also appear on the radar.

To clarify, i've made sure to override the renderOnRadar method and remove its superclass call, so its not being called from the renderOnRadar method itself.
The issue with it is that the radar works on another coordinate system, atleast as far as i can tell, since terrain rendered on it wont move together with the player position, and unlike in the renderOnRadar method, you do not get the radar center variable from it.

I would asume removing this functionality would probably not be possible in case mods use this for something, so i think just being able to get the current radarCenter somehow would be nice. Could be null if its not rendering this on the radar at the moment, as to be able to only render on the map or on the radar, depending on what you want.

5
for some reason this mod gets flagged by NordVpn as having malware, rather concerning

You probably want to confirm if theres anything real through multiple sources first, not just a single source.
Mods get false flagged very commonly by anti viruses, so its good to ensure your reporting is right first, and if you checked it more thourougly, and you do have genuine concern for malware, it is probably better to report the posts towards the forum moderators.

6
Mods / Re: [0.98a] Random Assortment of Things
« on: April 26, 2025, 05:51:55 AM »
If you use Adjusted Sector (or a similar mod) to increase the size of the sector the Abyssal Depths will retain their position, possibly entering normal hyperspace rather than being moved as the sector gets larger like Limbo does.

The mod your using just has to move the orion abyss label to put it where its supposed to be.


Can you precise the file we need to edit, and it's location ?

I made some test, and this is not adjusted sector that provoc this problem, but the combination of adjusted sector + Nerexelin (Adjusted sector alone place the abyssal depth in the right spot)

Just running some code after procgen that moves the label should do the job

7
Mods / Re: [0.98a] Random Assortment of Things
« on: April 23, 2025, 03:51:41 AM »
If you use Adjusted Sector (or a similar mod) to increase the size of the sector the Abyssal Depths will retain their position, possibly entering normal hyperspace rather than being moved as the sector gets larger like Limbo does.


The mod your using just has to move the orion abyss label to put it where its supposed to be.

8
Mods / Re: [0.98a] Random Assortment of Things
« on: April 22, 2025, 06:26:04 AM »

Hey guys. I hope someone can help me. My problem is, that the menu for the settlement i created on my planet dissapeared. Dont know how to get it back. The settlement itself works but can´t manage it anymore without the menu. Is where a "hotkey" to open it? Doesn´t find so far anything regarding that. On the wikipage also doesn´t find anything.

Thats odd, never heard about an issue like that yet. And no, there isnt really.

What kind of information do you need with which "maybe?" the problem could be identified?
I have a big modlist but the thing is, that i works the first ours of playing but something happend and after that it dissapeared. As far as i remember the only thing i´ve done in that time was to save, leave game and after time play again with last save.

Not sure if theres anything you could give that could narrow it down, though if it ever happens again please do notify me of it

9
Try downloading the new version i just uploaded, should fix the crash, however you probably wont be able to use F2 to open codex entries for those aptitudes. No clue whats causing those issues, as weirdly enough its not finding a vanilla method in your install.

10
Mods / Re: [0.98a] Random Assortment of Things
« on: April 21, 2025, 03:18:34 PM »
I have seen your Reddit thread. Probably not necessary but depending on the metallicity of the asteroids maybe they too could be consumed... ^^

i think thematicly its more fun to keep it to ships

Hey guys. I hope someone can help me. My problem is, that the menu for the settlement i created on my planet dissapeared. Dont know how to get it back. The settlement itself works but can´t manage it anymore without the menu. Is where a "hotkey" to open it? Doesn´t find so far anything regarding that. On the wikipage also doesn´t find anything.

Thats odd, never heard about an issue like that yet. And no, there isnt really.

11
Quote
1919790 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Boolean.booleanValue()" because "this.hasOpAffectingMods" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Boolean.booleanValue()" because "this.hasOpAffectingMods" is null
   at com.fs.starfarer.loading.specs.HullVariantSpec.updateStatsForOpCosts(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.skills.OrdnanceExpertise$Level1.apply(OrdnanceExpertise.java:86)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at second_in_command.SCData.setOfficerInSlot(SCData.kt:177)
   at second_in_command.misc.NPCOfficerGenerator.generateRandom(NPCOfficerGenerator.kt:293)
   at second_in_command.misc.NPCOfficerGenerator.generateForFleet(NPCOfficerGenerator.kt:35)
   at second_in_command.SCData.generateNPCOfficers(SCData.kt:100)
   at second_in_command.SCData.init(SCData.kt:78)
   at second_in_command.SCUtils.getFleetData(SCUtils.kt:112)
   at second_in_command.skills.starfaring.abilities.SensorBurstOverride.applyEffect(SensorBurstOverride.java:40)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:227)
   at com.fs.starfarer.api.impl.campaign.abilities.ai.SensorBurstAbilityAI.advance(SensorBurstAbilityAI.java:94)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

I got a random crash, I'm not sure what caused it, but I've yet to reproduce it.  The crash happened after hopping into hyperspace after generating a new save.

Not sure if its really SiC related, seems to be some crash caused by base game Ordnance Expertise, because some other hullmod on some ship is doing something odd. SiC is just in the stacktrace because it forced the game to update the affected ships stats.

Could it be that this mod has a really bad performance impact? I've recently started a 0.98 game including this mod (admittedly I don't even have a vanilla baseline, because I never play vanilla). Since I got FPS problem way before any colonization or even just invasions started (so maybe 2 hours of playing time), which I never had with 0.96, I got VisualVM profiler. I found that second_in_command functions are way up there in CPU time usage.

Here are some example (the percentages are percent of total CPU time without sub-calls)
Code
second_in_command.specs.SCOfficer.getSkillSpecs ()					12 192 ms (4,7 %)
second_in_command.specs.SCBaseAptitudePlugin.getOriginSkillSpec () 7 786 ms (3 %)
second_in_command.SCUtils.getFleetData () 6 500 ms (2,5 %)
second_in_command.SCData.getAllActiveSkillsPlugins () 4 904 ms (1,9 %)
second_in_command.hullmods.SCControllerHullmod.applyEffectsBeforeShipCreation () 3 902 ms (1,5 %)
second_in_command.specs.SCOfficer.getActiveSkillPlugins () 2 400 ms (0,9 %)

There are also functions that don't use the CPU much on their own, but constantly call something that takes a lot of time (times/percentages are including the time of sub-calls):
Code
second_in_command.specs.SCAptitudeSpec.getPlugin ()	5 697 ms (1,5 %)
java.lang.ClassLoader.loadClass ()            4 100 ms (1,1 %)
java.lang.Class.newInstance ()                1 597 ms (0,4 %)
Self time 0,0 ms (0 %)


And these are not all of them. That's easily 20% and more in CPU time for a mod that shouldn't need to do any calculations unless you change skills or maybe the environment changes.

In the hopes that I'm using VisualVM correctly, could you please look into that? Maybe do some caching in the right places?

I could probably improve performance here and there, but the mod taking up a certain amount of performance is to be expected, as with it NPC fleets also get skills and those have to be kept up to date, like burn speeds, sensor profiles, etc. Its going to scale together with the more fleets there are in your sector.

12
Mods / Re: [0.98a] Random Assortment of Things
« on: April 20, 2025, 09:12:41 AM »
Hello, I try to start a new game and it crashes. I create a character, pick a start and the game crashes when it loads. Then I get an error in the log. I have tried to deactivate mods, I even unistalled and reinstalled the game and updated all the mods that I could be updated. I don't know what to do. Please let me know.

551126 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getContainingLocation()" because "<parameter1>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getContainingLocation()" because "<parameter1>" is null
   at com.fs.starfarer.campaign.BaseCampaignEntity.autoUpdateHyperLocationBasedOnInSy stemEntityAtRadius(Unknown Source)
   at DE.scripts.DE_ModPlugin.initFortressModeChanges(DE_ModPlugin.java:1174)
   at DE.scripts.DE_ModPlugin.onNewGameAfterEconomyLoad(DE_ModPlugin.java:1688)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.class.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

Looks like an issue with Diktat Enhancement? Dont think its RAT related.

The problem I had with Gilgamesh not being recoverable seems to be Sephira. A couple runs without Sephira and I could recover it; a couple runs with it, I couldn't. A quick look around, I haven't seen anyone else have this problem, though I also haven't seen anyone say they had both mods enabled, so *shrugs*

Thanks for the lead, other peoples have had the issue so i can atleast ask them on if they also use it.

13
Suggestions / Add a Ram slider to the games launcher.
« on: April 18, 2025, 09:45:36 AM »
This is a bit of a resurrect of a prior post, however i think its fitting with the games move to Java 17.
Players can now largely avoid having to install Java upgrades, however now they still have to modify the vmparams file for modded playthroughs, which can be rather confusing for people with less tech affinity.

From what i recall, the reason the opt-in memory configurator for the launcher isnt active by default is due to an issue with restarting the JVM from the launcher.
I think if possible, it would be nice if the Launcher instead just tells the user to restart the launcher themself, its better than not having the configuration slider atleast. And in the case the user forgets to, it will be in affect the next time they start the game anyways.

14
Modding Resources / Re: [0.98a] LunaLib
« on: April 15, 2025, 12:02:34 PM »
i reinstaled but now got another problem, earlier nothing was changing in the log but now i got this

590636 [Thread-2] ERROR boggled.scripts.BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation  - ColonizeAbandonedStation colonize_abandoned_station has invalid station construction factory boggled_gatekeeper_station
590636 [Thread-2] ERROR boggled.scripts.BoggledTerraformingProjectEffectFactory$ColonizeAbandonedStation  - ColonizeAbandonedStation aotd_colonize_abandoned_station has invalid station construction factory boggled_gatekeeper_station
590651 [Thread-2] ERROR boggled.campaign.econ.boggledTools  - Mod replacement_id terraforming project project_to_be_replaced not found, ignoring
591132 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: lunalib/lunaCodex/LunaCodex
java.lang.NoClassDefFoundError: lunalib/lunaCodex/LunaCodex
   at second_in_command.misc.codex.CodexHandler.addModEntry(CodexHandler.kt:139)
   at second_in_command.misc.codex.CodexHandler.onCodexDataGenerated(CodexHandler.kt:91)
   at second_in_command.SCModPlugin.onCodexDataGenerated(SCModPlugin.kt:31)
   at com.fs.starfarer.api.impl.codex.CodexDataV2.init(CodexDataV2.java:295)
   at com.fs.starfarer.title.TitleScreenState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: lunalib.lunaCodex.LunaCodex
   at java.base/java.net.URLClassLoader.findClass(Unknown Source)
   at java.base/java.lang.ClassLoader.loadClass(Unknown Source)
   at java.base/java.lang.ClassLoader.loadClass(Unknown Source)
   ... 10 more

I think Lunalib codex have problem here since it was changed in update

EDIT: Nwm i was stoopid, it was "second in command" mod

You need to update your version of Lunalib

15
Suggestions / Add a "force_sim_unlockable" tag.
« on: April 15, 2025, 09:13:14 AM »
Currently the "isAcceptableSimVariant" method in "SimulatorPluginImpl" forces ships with the "restricted" tag to not be sim unlockable. This is a bit of a problem since there is some hidden things that you may want to give the restricted tag, but still want to have in the simulator once encountered.

For myself, ive encountered that i had to remove the "restricted" tag from the ships of my hidden faction and added the "no_dealer" tag just to make sure, but now it appears that it can spawn as a derelict due to other mods that expect the tag to be present.

So i would request a "force_sim_unlockable" tag to ensure that the restricted tag can be kept, and that if the method notices this tag, it just allows it.
Same would probably be useful for when someone might want to make a station available for simulation. 

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