New Scenario for testing - IOF #4 The Gate of Tears
Moderator: MOD_Command
RE: New Scenario for testing - IOF #4 The Red Gate
Thanks Andrea
Wil track down those Lua errors. cheers
B
Wil track down those Lua errors. cheers
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Red Gate
Hi,
Well I don't really know if its my fault but that's what happened:
After ferrying the harriers from kuwait to thumrait I lunched an attack at scorotoa while most of the planes were armed with guided munition that require buddy illumination. the Harrires did not fire one munition although each group had more then one a/c. and only attacked using guns.
Is it a problem with me not knowing how to use buddy illumination or something else?
Thanks!
Gil,
Well I don't really know if its my fault but that's what happened:
After ferrying the harriers from kuwait to thumrait I lunched an attack at scorotoa while most of the planes were armed with guided munition that require buddy illumination. the Harrires did not fire one munition although each group had more then one a/c. and only attacked using guns.
Is it a problem with me not knowing how to use buddy illumination or something else?
Thanks!
Gil,
RE: New Scenario for testing - IOF #4 The Red Gate
Hay gilmaor
The AV-8's cannot actually buddy illuminate for themselves. The US F-15E, the Brit Tornado G.1A and a couple of others can do the job, as well as AH-1 Cobras or a ground based laser.
I find the Tornado is the best because of its long legs, but you then need to spend the Special Action points to get them. The F-15E is good as well but you only have a couple of them and they are important strike assets.
B
The AV-8's cannot actually buddy illuminate for themselves. The US F-15E, the Brit Tornado G.1A and a couple of others can do the job, as well as AH-1 Cobras or a ground based laser.
I find the Tornado is the best because of its long legs, but you then need to spend the Special Action points to get them. The F-15E is good as well but you only have a couple of them and they are important strike assets.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
OK
Here is version 2.0. Renamed to 'The Gate of Tears' which is the translation of Bab el Mandeb
I think I've caught everything reported so far except the pilot recovery routine. If any Lua wizards can take a look at the script for that I'd appreciate it.
Oh and don't be shooting up those fishing boats, it could get expensive. [;)]
Here is version 2.0. Renamed to 'The Gate of Tears' which is the translation of Bab el Mandeb
I think I've caught everything reported so far except the pilot recovery routine. If any Lua wizards can take a look at the script for that I'd appreciate it.
Oh and don't be shooting up those fishing boats, it could get expensive. [;)]
- Attachments
-
- IndianFur..rs1994.zip
- (1.27 MiB) Downloaded 30 times
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Red Gate
Hi Gunner,
Thanks for your answer, I learned a lot and managed to solve the buddy illumination mystery!
Thanks!
Thanks for your answer, I learned a lot and managed to solve the buddy illumination mystery!
Thanks!
RE: New Scenario for testing - IOF #4 The Gate of Tears
Hello,
Event-Start SAR Target Pickup needs to be active and repeatable to work.
In 'Action-Load All Functions':
Be careful of the space in the names of the Action and triggers.There are none during the creation and you put some during the removal
You use ScenEdit_SetEvent ("Event-Cancel Pilot"..keyGUID,{mode="remove"}) to delete the Event that you create with each pilot created, but it does not work and you have more than one Event left without Action and triggers after each rescue or loss of pilot.Problem reported.
tm.asp?m=4505915
In ScenEdit_DeleteReferencePoint ({side="Civilianl", name = keyGUID .."- 3"}), the error in the name of the side "Civilian1" instead of "Civilian" prevents the deletion of the RP when the pilot is lost.
In the attached file you will find Action-Load All Functions after modifications:
I deleted the spaces and corrected the names.
I converted ScenEdit_SetEvent (" Event-Cancel Pilot ".. keyGUID, {mode =" remove "}) into a simple comment by adding "--" in front.
I change the name of the fired pilot (Crew "A/C Name") in the action "Action - Load All Functions". Each crew shot is identified by their name and you do not have 10 "Downed Crew" on the map :
- Add a unit
local downedPilot = ScenEdit_AddUnit ({type = "Installation", name = "Team" ..triggerUnit.name, side = triggerUnit.side, DBID = 2441, Latitude = 37.0902, Longitude = 95.7129})
I added a message warning the ejection of a pilot with his name:
- Pilot Ejected message
ScenEdit_SpecialMessage (downedPilot.side, downedPilot.name .. ": EJECTION! EJECTION! EJECTION!")
I customized the pilot's loss and rescue messages with their name.
I tried in your scenario by adding a/c in flight and we had some engine failures [8D]
This seems to work except of course that Event Link is not removed.
ORIGINAL: Gunner98
I think I've caught everything reported so far except the pilot recovery routine. If any Lua wizards can take a look at the script for that I'd appreciate it.
Event-Start SAR Target Pickup needs to be active and repeatable to work.
In 'Action-Load All Functions':
Be careful of the space in the names of the Action and triggers.There are none during the creation and you put some during the removal
You use ScenEdit_SetEvent ("Event-Cancel Pilot"..keyGUID,{mode="remove"}) to delete the Event that you create with each pilot created, but it does not work and you have more than one Event left without Action and triggers after each rescue or loss of pilot.Problem reported.
tm.asp?m=4505915
In ScenEdit_DeleteReferencePoint ({side="Civilianl", name = keyGUID .."- 3"}), the error in the name of the side "Civilian1" instead of "Civilian" prevents the deletion of the RP when the pilot is lost.
In the attached file you will find Action-Load All Functions after modifications:
I deleted the spaces and corrected the names.
I converted ScenEdit_SetEvent (" Event-Cancel Pilot ".. keyGUID, {mode =" remove "}) into a simple comment by adding "--" in front.
I change the name of the fired pilot (Crew "A/C Name") in the action "Action - Load All Functions". Each crew shot is identified by their name and you do not have 10 "Downed Crew" on the map :
- Add a unit
local downedPilot = ScenEdit_AddUnit ({type = "Installation", name = "Team" ..triggerUnit.name, side = triggerUnit.side, DBID = 2441, Latitude = 37.0902, Longitude = 95.7129})
I added a message warning the ejection of a pilot with his name:
- Pilot Ejected message
ScenEdit_SpecialMessage (downedPilot.side, downedPilot.name .. ": EJECTION! EJECTION! EJECTION!")
I customized the pilot's loss and rescue messages with their name.
I tried in your scenario by adding a/c in flight and we had some engine failures [8D]
This seems to work except of course that Event Link is not removed.
- Attachments
-
- ActionL..onctions.txt
- (12.83 KiB) Downloaded 31 times
Christophe
To all English teachers of the forum, sorry if English is not my mother language.
To all English teachers of the forum, sorry if English is not my mother language.
RE: New Scenario for testing - IOF #4 The Gate of Tears
Hay TyphoonFr
Thanks for the help. I'll give it a run this weekend.
Really appreciate the help.
Bart
Thanks for the help. I'll give it a run this weekend.
Really appreciate the help.
Bart
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
Hi Gunner,
I want to share my final thoughts on the scenario formerly known as Red Gate.
The decision to not activate the Tornados in retrospective has been a faulty one; with the objective of clearing Socotra and Bab el Mandeb area would have worked but to knock out Eritrea from the war the big boys are needed.
Moreover, in retrospect I should have leaved Socotra and Bab el Mandeb to the cares of USS Peleliu and the AV-8s, while F-15 plus F-16 and Tornados should have cleared the way to Eritrea by destroying Sana'a.
Of all the amphibious ships I got only the points for Barber County even if the ships went at full speed by the most direct route to the AO Area, maybe the on-station times must be reduced a little.
As I already said the C-141 ferry to Djibouti must be continuous to supply the AV-8s once they redeploy to Djibouti
All in all one of the best scenarios I have played.
Thank you for your effort!
I want to share my final thoughts on the scenario formerly known as Red Gate.
The decision to not activate the Tornados in retrospective has been a faulty one; with the objective of clearing Socotra and Bab el Mandeb area would have worked but to knock out Eritrea from the war the big boys are needed.
Moreover, in retrospect I should have leaved Socotra and Bab el Mandeb to the cares of USS Peleliu and the AV-8s, while F-15 plus F-16 and Tornados should have cleared the way to Eritrea by destroying Sana'a.
Of all the amphibious ships I got only the points for Barber County even if the ships went at full speed by the most direct route to the AO Area, maybe the on-station times must be reduced a little.
As I already said the C-141 ferry to Djibouti must be continuous to supply the AV-8s once they redeploy to Djibouti
All in all one of the best scenarios I have played.
Thank you for your effort!
RE: New Scenario for testing - IOF #4 The Gate of Tears
Thanks Andrea G
I appreciate the help and the kind words.
This one will be going to the community thread this weekend, any other points would be appreciated.
B
I appreciate the help and the kind words.
This one will be going to the community thread this weekend, any other points would be appreciated.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
TyphoonFr
Finally able to use your script. Fantastic! Not only does it work like a charm, the added names are great.
When I get around to it, I'm planning on adding this to all the Fury scenarios where its appropriate.
Only noticed one issue. I tryed a rescue with a RHIB and it didn't work. My read of the script is that it should, and I reacall that angster's original script allowed for that. Did you see anything that might preclude rescue by boats?
Really appreciate the help.
B
Finally able to use your script. Fantastic! Not only does it work like a charm, the added names are great.
When I get around to it, I'm planning on adding this to all the Fury scenarios where its appropriate.
Only noticed one issue. I tryed a rescue with a RHIB and it didn't work. My read of the script is that it should, and I reacall that angster's original script allowed for that. Did you see anything that might preclude rescue by boats?
Really appreciate the help.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
OK
This one is going to the community thread. Thanks for all help playtesting it.
V2.1:
-SAR script working like a charm, big thanks to TyphoonFr
-Reduced the time requirements in the Amphib area slightly
-a bit of odds & ends cleanup
enjoy
This one is going to the community thread. Thanks for all help playtesting it.
V2.1:
-SAR script working like a charm, big thanks to TyphoonFr
-Reduced the time requirements in the Amphib area slightly
-a bit of odds & ends cleanup
enjoy
- Attachments
-
- IndianFur..994v2.1.zip
- (1.27 MiB) Downloaded 26 times
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
Gunner98
When an aircraft is destroyed, a Rescue Trigger is created and added to the Event:"Event-Start SAR Target Pickup".
In Action: "Action - Load All Functions", go to the function: "Create Downed Pilot From Trigger Unit" and you find this:
-Create Trigger With Reference Points
local addedTrigger=ScenEdit_SetTrigger({mode="add",type='UnitRemainsInArea',name=downedPilot.guid, targetfilter={TargetType='1',TargetSide=triggerUnit.side},area={referencePointOne.name,referencePointTwo.name,referencePointThree.name,referencePointFour.name},TD=15})
Then it is added in the Event: "Event-Start SAR Target Pickup":
- Set Trigger To SAR Mission
ScenEdit_SetEventTrigger("Event-Start SAR Target Pickup",{mode="add",name=downedPilot.guid})
This trigger is of type "Unit Remains In Area", which is triggered when an Airplane (TargetType = '1') stays in the zone during 15s (TD = 15). For a ship, it is necessary to use "TargetType = '2' "
In Action: "Action - Load All Functions", go to the function: "Start SAR Target Pickup" and you find this:
"function StartSARTargetPickup (triggerUnit)
if triggerUnit and triggerUnit.speed <160 then ... "
So only the plane flying at least 160kts can save the pilots, so helicopters.
--------------------
In order to allow the ships to rescue the pilot,in the function "Create Downed Pilot From Trigger Unit" I add a trigger triggering with the ship:
- Create Trigger With Reference Points for Ship
local addedTrigger=ScenEdit_SetTrigger({mode="add",type='UnitRemainsInArea',name="ship"..downedPilot.guid,targetfilter={TargetType='2',TargetSide=triggerUnit.side},area={referencePointOne.name,referencePointTwo.name,referencePointThree.name,referencePointFour.name},TD=15})
I add to Event "Event-Start SAR Target Pickup":
ScenEdit_SetEventTrigger ("Event-Start SAR Target Pickup",{mode = "add",name="ship"..downedPilot.guid})
When the pilot is rescued,in the "Start SAR Target Pickup" function,the trigger is removed from the event "Event - Start SAR Target Pickup":
ScenEdit_SetEventTrigger("Event - Start SAR Target Pickup",{mode="remove",name="ship"..keyGUID})
Then I delete it:
ScenEdit_SetTrigger({mode="remove",type="UnitRemainsInArea",name="ship"..keyGUID})
If the pilot is lost,in the "Start SAR Failed Target Pickup" function,,the trigger is removed from the event "Event-Start SAR Target Pickup":
ScenEdit_SetEventTrigger("Event-Start SAR Target Pickup",{mode = "remove",name="ship"..keyGUID})
Then I delete it:
ScenEdit_SetTrigger({mode="remove"type="UnitRemainsInArea",name="ship"..keyGUID})
Now the pilots can be rescued by Helicoptere or by ship
Only noticed one issue. I tryed a rescue with a RHIB and it didn't work. My read of the script is that it should, and I reacall that angster's original script allowed for that. Did you see anything that might preclude rescue by boats?
When an aircraft is destroyed, a Rescue Trigger is created and added to the Event:"Event-Start SAR Target Pickup".
In Action: "Action - Load All Functions", go to the function: "Create Downed Pilot From Trigger Unit" and you find this:
-Create Trigger With Reference Points
local addedTrigger=ScenEdit_SetTrigger({mode="add",type='UnitRemainsInArea',name=downedPilot.guid, targetfilter={TargetType='1',TargetSide=triggerUnit.side},area={referencePointOne.name,referencePointTwo.name,referencePointThree.name,referencePointFour.name},TD=15})
Then it is added in the Event: "Event-Start SAR Target Pickup":
- Set Trigger To SAR Mission
ScenEdit_SetEventTrigger("Event-Start SAR Target Pickup",{mode="add",name=downedPilot.guid})
This trigger is of type "Unit Remains In Area", which is triggered when an Airplane (TargetType = '1') stays in the zone during 15s (TD = 15). For a ship, it is necessary to use "TargetType = '2' "
In Action: "Action - Load All Functions", go to the function: "Start SAR Target Pickup" and you find this:
"function StartSARTargetPickup (triggerUnit)
if triggerUnit and triggerUnit.speed <160 then ... "
So only the plane flying at least 160kts can save the pilots, so helicopters.
--------------------
In order to allow the ships to rescue the pilot,in the function "Create Downed Pilot From Trigger Unit" I add a trigger triggering with the ship:
- Create Trigger With Reference Points for Ship
local addedTrigger=ScenEdit_SetTrigger({mode="add",type='UnitRemainsInArea',name="ship"..downedPilot.guid,targetfilter={TargetType='2',TargetSide=triggerUnit.side},area={referencePointOne.name,referencePointTwo.name,referencePointThree.name,referencePointFour.name},TD=15})
I add to Event "Event-Start SAR Target Pickup":
ScenEdit_SetEventTrigger ("Event-Start SAR Target Pickup",{mode = "add",name="ship"..downedPilot.guid})
When the pilot is rescued,in the "Start SAR Target Pickup" function,the trigger is removed from the event "Event - Start SAR Target Pickup":
ScenEdit_SetEventTrigger("Event - Start SAR Target Pickup",{mode="remove",name="ship"..keyGUID})
Then I delete it:
ScenEdit_SetTrigger({mode="remove",type="UnitRemainsInArea",name="ship"..keyGUID})
If the pilot is lost,in the "Start SAR Failed Target Pickup" function,,the trigger is removed from the event "Event-Start SAR Target Pickup":
ScenEdit_SetEventTrigger("Event-Start SAR Target Pickup",{mode = "remove",name="ship"..keyGUID})
Then I delete it:
ScenEdit_SetTrigger({mode="remove"type="UnitRemainsInArea",name="ship"..keyGUID})
Now the pilots can be rescued by Helicoptere or by ship
- Attachments
-
- SAR2.txt
- (13.62 KiB) Downloaded 25 times
Christophe
To all English teachers of the forum, sorry if English is not my mother language.
To all English teachers of the forum, sorry if English is not my mother language.
RE: New Scenario for testing - IOF #4 The Gate of Tears
Hay TyphoonFr
Thanks for the quick responce. I'll be able to ammend it in a week or so when I'm back.
Apreciate the help.
B
Thanks for the quick responce. I'll be able to ammend it in a week or so when I'm back.
Apreciate the help.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
Thank you TyphoonFr
Pickup by boat works like a charm. Am going to use this script often I think.
Appreciate the help.
B
Pickup by boat works like a charm. Am going to use this script often I think.
Appreciate the help.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
Ver 2.2
With the amended rescue script.
With the amended rescue script.
- Attachments
-
- IndianFur..994v2.2.zip
- (1.27 MiB) Downloaded 41 times
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
With version 998.10, event removal with LUA is now possible and works well.
I had them "disabled" because they created errors (Error: Unknown operation!), You can "reactivate" them, so that the Event created is deleted at the end of the event SAR.
In action; "Action - Load All Functions", find and replace in functions; "Start SAR Target Pickup" and "Start SAR Failed Target Pickup":
-- Remove Actual Event -- It does not work
-- ScenEdit_SetEvent("Event - Cancel Pilot"..keyGUID, {mode="remove"})
By the lines:
-- Remove Actual Event
ScenEdit_SetEvent("Event - Cancel Pilot"..keyGUID, {mode="remove"})
* Lua: Added 'remove' option to SE_SetEvent ()
I had them "disabled" because they created errors (Error: Unknown operation!), You can "reactivate" them, so that the Event created is deleted at the end of the event SAR.
In action; "Action - Load All Functions", find and replace in functions; "Start SAR Target Pickup" and "Start SAR Failed Target Pickup":
-- Remove Actual Event -- It does not work
-- ScenEdit_SetEvent("Event - Cancel Pilot"..keyGUID, {mode="remove"})
By the lines:
-- Remove Actual Event
ScenEdit_SetEvent("Event - Cancel Pilot"..keyGUID, {mode="remove"})
Christophe
To all English teachers of the forum, sorry if English is not my mother language.
To all English teachers of the forum, sorry if English is not my mother language.
RE: New Scenario for testing - IOF #4 The Gate of Tears
Thank you
Will do.
B
Will do.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: New Scenario for testing - IOF #4 The Gate of Tears
Still playing.. only 2 weeks in...
Jeez.
Have found an annoying error that might be an engine issue.
I've send a large combined force of strike aircraft, including AV-8s, Tornado's (to illuminate) and the Awesome Jaguars to attack Sanaa Airbase (bomb and disable both the runway and the Taxiway)
I've created a strike mission, as you do, and the automated strike waypoints are fine EXCEPT they seem to instruct an inbound altitude of 12,000 feet ASL. As the airbase is positioned at a high altitude relative to sea level, this altitude doesn't meet the minimum altitude for the LGB's (12,000 ft AGL)
I managed to rig it, and manually adjusted all the altitudes - but I wonder if I did something wrong initially, or whether it's an engine bug. i.e. shouldn't the aircraft have known they needed to use AGL not ASL ?
Anyway still really enjoying it... Will finish eventually
Have found an annoying error that might be an engine issue.
I've send a large combined force of strike aircraft, including AV-8s, Tornado's (to illuminate) and the Awesome Jaguars to attack Sanaa Airbase (bomb and disable both the runway and the Taxiway)
I've created a strike mission, as you do, and the automated strike waypoints are fine EXCEPT they seem to instruct an inbound altitude of 12,000 feet ASL. As the airbase is positioned at a high altitude relative to sea level, this altitude doesn't meet the minimum altitude for the LGB's (12,000 ft AGL)
I managed to rig it, and manually adjusted all the altitudes - but I wonder if I did something wrong initially, or whether it's an engine bug. i.e. shouldn't the aircraft have known they needed to use AGL not ASL ?
Anyway still really enjoying it... Will finish eventually
RE: New Scenario for testing - IOF #4 The Gate of Tears
Hay serjames
That looks like it should go to the tech forum with a save game. I'm pretty sure the algorithm is supposed to account for AGL or ASL depending on where the target is.
Glad you're enjoying it.
B
That looks like it should go to the tech forum with a save game. I'm pretty sure the algorithm is supposed to account for AGL or ASL depending on where the target is.
Glad you're enjoying it.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
