DCS WORLD: Moduli di Terze Parti

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 19 agosto 2019, 1:45

Facebook.com/RazbamSims ha scritto:
*WIP*

Left: HUD mag slave changes and radar elevation indicator test.
Right: Analog vs digital effects symbols test and bar swipe indicator.

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 24 agosto 2019, 2:34

Facebook.com/RazbamSims ha scritto:
M-2000C RDI Test.

1. This is how the real RDI radar behaves
2. The pilot must work harder now to keep the contacts inside the radar detection cone. Knowing how to use the radar antenna elevation is a must.
3. Only the locked contact (TWS and STT) has continuous tracking.



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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 24 agosto 2019, 2:39

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Facebook.com/Deka Ironwork Simulations ha scritto:
HSD with SA (datalink & rwr), and AG radar WIP.

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 4 settembre 2019, 1:22

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 11 settembre 2019, 3:28

VR - ED Team ha scritto:
DCS 2.5.5.35461 Stable Update
  • DCS World
    ChinaAssetPack. Add HQ-7 Launcher and Radar Vehicles
    URAL-4320T now takes damage as expected
    Naval Units now have health bars on the F10 map
    ME. Trigger Zone of Search Then Engage task no longer freezes for relocation in some conditions.
    Dedicated Server. Issues with -norender and AI not attacking now fixed.
    ME. Error after clicking the Add button in tab Suppliers that appeared in some cases is fixed.
    Corrected trees shadows.
    In external view, the SPAAA ZSU-23 can cause lag, memory leak and even crash if stuck - fixed.
    ME. Error when click on task Embarking, after changing infantry group - fixed.
    ME. GUI Error when trying to select tasks "Radio usage when contact" in some cases - fixed.
    SSE. RAlt+J command will not breaks unit name of the object for the scripting engine.
    SSE. Coalition.addStaticObject unable to spawn objects on ships - fixed.
    The spreading under fire of ground units - restored.
    AI aircraft will not react to lock by undetectable optical systems.
    Nose illumination lights don't longer illuminate the nose - fixed.
    F10 map. The names of enemy airfields will not float away in the Fog of War mode.
    MP. If setting is not enforced in mission file, used setting is not displayed on MP UI - fixed.
    ME. Error when use the selecting arrows from stop condition with LAST WPT - fixed.
    ME. Error when trying to delete cloned task - fixed.
    Added interface variable 'ammo_type_default' for assignment of default munition mix for aircraft canons.

  • DCS MiG-21bis by Magnitude 3 LLC
    Adjusted alpha channel for afterburner flame effects. (WIP)
    Added missing floodlights.
    Corrected directional sounds
    Increased volume of external engine sound.

  • DCS Christen Eagle II by Magnitude 3 LLC
    Decreased volume of structural stress sounds.
    Corrected error from having the module show up twice in the mission editor.

  • DCS F-14 Tomcat by Heatblur Simulations
    NEW: JESTER can now tune radar elevation for a specific distance and altitude
    Added JESTER Elevation Menu
    Adjusted trim speed
    Adjusted pitch damping
    Adjusted power at low speeds
    Adjusted Speedbrake drag
    Adjusted pitch moment with gear and flaps
    Adjusted High AOA buffeting to start at higher alpha
    Fixed VF-24 Livery
    Gave JESTER a bit more trust in his pilot, adjusted his eject criteria
    Fixed swapped x and y in map markers, will work with JESTER again
    Fixed possible right engine flameout bug on in-air respawn
    Added new Quickstart mission “Watching the Devildog - Laser Guided Bombs”
    Added SP and COOP (2 Crews) version of Watching the Devildog
    More Tweaking to Afterburners (which remain WIP)

  • DCS 2000C by RAZBAM
    Weapons System Command enabled.
    Radar search behavior updated to simulate real radar:
    Radar antenna in TWS will not follow locked target.
    Contact icons can disappear if they are not inside the radar sweep.
    Contact icons now display on which bar they are located.
    Following keybinds are modified:
    - Special Modes FWD to Weapons SystemCMD FWD
    - Special Modes AFT to Weapons SystemCMD AFT
    - Target Unlock/Special Modes Deselect to Weapons SystemCMD Depress
    Updated Mission 06 of the campaign:
    - fixed the AI flight lead behaviour. He will now drop bombs from the
    - south and return to the anchor point.
    - fixed rare problem with the AI flight lead not taxiing.

  • DCS AV-8B by RAZBAM
    Full set of 20 training missions made by Baltic Dragon is now available.

  • DCS C-101 by AvioDev
    Added cockpit lighting synchronization in multicrew.
    Fixed anti-collision light that could be off disregarding cockpit switch position at hot start.
    Fixed not working animation of rear canopy of another human controlled C-101 in multiplayer.
    Fixed again forward canopy synchronization so that partially opened canopy of human controlled C-101 is visible now for another player in multicrew.
    Radioaltimeter DH light will not illuminate now above 2000 ft.
    Added wing condensation effect.
    Fixed several knobs inputs binding to keyboard or HOTAS (like markers, ignition light and MPR dimmers, stby horizon caging etc).

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 11 settembre 2019, 19:35

Facebook.com/RazbamSims ha scritto:
Now it is possible to set targets for the JDAMs with the CAS page.

Targets are selected on the F10 map and loaded into the ATHS system.
Remember the correct use of JDAMs require careful planning BEFORE starting the flight.
The letter T indicates that the target is loaded into a targetpoint. T43 = Targetpoints 4 and 3.

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 15 settembre 2019, 21:43

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 21 settembre 2019, 17:41





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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 30 settembre 2019, 1:22





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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 1 ottobre 2019, 0:01

Polychop Simulations ha scritto:
Gazelle 2019 / 2020 updates

As part of our effort to keep the community informed about the progress, this thread will provide you with a periodical status report on the development of the Gazelle in 2019 and onward. Although this thread will be locked and only Polychop developers will be able to update it, we’d like to stand by our earlier statement that we will try our best to be more receptive to your suggestions and feedback. A dedicated community coordinator has been assigned to streamline communication between the community and Polychop and to make sure the items discussed on these forums will reach the development team.

SITREP 09-30-2019

It has been a week since we have decided to change our business strategy to developing the Gazelle in parallel with the new unannounced module. A new programmer has been assigned to work solely on the Gazelle. The new programmer has been set up with the SDK and has been working hard on getting the first bugfixes out and incorporate some features requested by the community. Setting up the SDK was completed on 09-28-2019. It will take some time for him to have a complete understanding of the complex SDK environment but the first results are there already and will be implemented into the public builds after they have been tried and tested.
The past two days have been spent on the following fixes and changes:

RWR

The RWR has been updated to incorporate 3rd party modules and show the correct symbology for them. Furthermore, as requested by the community, the RWR symbology for the Su-27, Mig-29, Su-33 and J-11 has been changed to show up on the RWR scope as a 29 symbol.

Sounds

Thorough inspection of the source code has revealed that an API (Application Programming Interface) in the DCS World engine has become redundant and has been replaced with a new version, incompatible with the way sound events are coded for the Gazelle. With the source of the sound problems now discovered, work has begun on rewriting the sound code. In the end this will solve the missing sounds such as the mistral tone, RWR, fuel pump and many more.

Mistral missile

The mistral missile has long been an item of discussion. A community member has supplied us with an altered version of its Lua configuration. This configuration will serve as a base for future adjustments of the mistral missile performance as this configuration seems to be a configuration most people agree on. A first version will be implemented soon and includes amongst other changes, the removal of an apparent “ghost stage” and the addition of a smoketrail.

Keybinds

Work has begun on adding and correcting a number of keybinds as requested. This process will continue over the next few weeks. Magnetic brake and trim keys have been fixed and keybinds for the flare dispenser system have been added so far. The changelogs that will accompany the updates to the public versions will go over this in more detail.

PBR textures

Work on a complete PBR texture overhaul has been ongoing. We hope to show you some of the progress in one of the next reports.


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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 3 ottobre 2019, 1:58





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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 3 ottobre 2019, 2:00

Facebook.com/RazbamSims ha scritto:
M2000C cockpit complete rework (3d and textures)

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 5 ottobre 2019, 1:58

Facebook.com/PolychopSimulations ha scritto:
The eagle has landed in Great Britain. This weekend 2 of us are going to be at Cosford RAF museum. Heads up, something is about to be revealed very very soon with some explanations.

We kindly ask to not throw any speculations around anywhere, we will give all informations needed about the project during the show and make them available for the community aswell.

This includes questions about contracts aswell, which is why we urge not to specualte at this point and just enjoy the weekend.

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 7 ottobre 2019, 17:59

Facebook.com/PolychopSimulations ha scritto:
OH-58D Kiowa Warrior

Polychop is proud to reveal to you the module we’ve been working on for the past two years, the OH-58D Kiowa Warrior. Licensed by Bell Textron and with the input and feedback from many very dedicated subject matter experts from the Kiowa community, we think the OH-58D module will be on par with the other high-end helicopter modules currently available in DCS World.

Fitted with the iconic Mast Mounted Sight and a vast array of weaponry we think the Kiowa will stand its ground and have its place in the DCS World eco-system, capable of fulfilling many roles ranging from recon and AFAC to close air support and anti-tank warfare, day or night.

Learning from the past and including subject matter expert input and testing right from the start, countless hours have been spent at coding a new and true to life flight model to a point where we can honestly say we’re proud of the result. We don’t take that statement lightly as we know the flight model of our previous module did not live up to expectations. That said, the SA-342 Gazelle module will be updated in time with the new technology developed for the Kiowa. The same amount of time has been spent on meticulously coding the implementation of all the systems, devices and weaponry available to the Kiowa’s crew.

Parallel to the coding, a true to life and detailed visual representation has been modelled and fitted with high resolution PBR textures to ensure stunning visuals that make it a joy to play with. With a fully clickable cockpit and all the correct switchology in place it will surely make any Kiowa pilot feel right at home. That said, a lot of work is still to be done on both the art and code. This process will continue for the next few months. An expected release date can not be given at this time.

Being a licensed product, the OH-58D module has to adhere to the standards set by Bell Textron, which we believe will in turn benefit the community in terms of quality control. Both the high but expected standards set by Bell Textron and lengthy but needed contract negotiations and legal requirements with Eagle Dynamics led to the fact that the development of the Kiowa module up to this point has been sort of a public secret. With multiple parties involved and no signed contract we could not share as much information with the community as we would have liked. We have to point out that at this moment, no contract has been signed yet but the latest draft is one we think all parties can agree to. With a contract on the table that is acceptable for all parties involved, the time has come for us to share with you the status of development.

We’ll be doing this by posting periodical situation reports during the remainder of the development process. In every one of these sitreps we will go over a number of features already implemented and the things we are still working on.

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 7 ottobre 2019, 18:23

Cobra847 - 3rd Party Developer ha scritto:
Heatblur Development Update - The Road to Full Release

Half a year has now passed since the release of the F-14! It’s time to give you an update on our current development status, priorities and what the future holds in store for the F-14.

First of all, thank you so much for the incredible support! The feedback we got from you was nothing short of overwhelming, from the many praiseful words you’ve bestowed on us to the incredibly committed and detailed feedback and criticism: thank you so much. Being part of this community has been the experience of a lifetime, and all of the hardships of development have been worth it. Let’s go over some of our current priorities and development changes. Recent shipped changes are of course included in the patch log as always, but just to recap, here are the changelogs from the past three patches:

Overview

Generally, we are currently still prioritizing major bug fixes. This is now slowly changing and we’ve started shifting focus back on the new additions to the module, as well as the introduction of the remaining features and content.

Making sure that we’ve corrected most of the major issues and given ourselves a good starting point for the addition of new features has been an integral part of our F-14 post-launch sustainment plan. One critical part to this is to make sure that we never try and keep a game-breaking or immersion breaking bug in the aircraft for too long. Your experience matters to us- and prioritizing this over new features will keep the road forward smooth. Hopefully, we’ve now reached a point where we can begin to introduce new features with confidence and with minimal introduction of new issues, so that the F-14 continues to feel like a stable product.

Jester LANTIRN

This feature is rapidly nearing completion, and we are now in the final phase of its development. We will make a separate update on this feature before release. This has been a very challenging task, but we believe we’ve found a good way to make JESTER operate the LANTIRN both quite independently, but also at the pilot’s command and disposal. Weaving this functionality together in an immersive and realistic way has been integral to our efforts.

One core component to this effort has been to make a new human emulation system for the way JESTER will actually utilize the LANTIRN controls. This includes simulating the way a human would search an area and avoiding any sort of robotic jankiness. This has proven to be a challenging endeavour. Search patterns that make sense and feel authentic have been developed as part of this effort.

Certainly, communication with JESTER is key to achieve your goals. The player will be able to tell JESTER to look at either a Waypoint, coordinates or a map marker, and command the area and size of the area to search in. You will be able to instruct JESTER to e.g. prioritize SAMs or armor or ships - and much more. All in all, we hope we’ve found an appropriately immersive and functional way to integrate JESTER Lantirn, and we hope you’ll enjoy this feature once it launches. Currently, the last remaining items are to record the remaining voice lines required for this and run the feature through a few final cycles of testing.

TWS Auto

This feature has undergone significant refactoring internally. As some may recall, it was disabled just prior to release as it was not very reliable and there were specific mathematical issues we had difficulty solving. We decided to completely rewrite this feature as part of a partial refactoring of various radar code.

Some more work and a lot of testing is still required, however, if all goes well this should be available in open beta by early November. This will add TWS attack steering (steering tee on HUD/VDI/DDD/TID) to the centroid of the targets, as well as aim the TWS radar search pattern in the correct direction to maximise target coverage. Re-developing this feature has been a major development effort and we’ll be pleased to finally get it in your hands.

JESTER

JESTER has already received a couple updates, like the recently introduced new elevation function. Further updates are in progress, including improved IFF and close combat SA.

We’re also working on new energy calls as well as suggestions for the player when to switch to the Pilot Acquisition Modes. This will make him sound less “unable”, and hopefully also teach the player better about the limits of the AWG-9, as these suggestions will come in situations when it is hard for the RIO to keep up with the radar, which is frequently the case at close range.

We’re continuing to work closely with the multiplayer PvP and SP community to find new and useful ways to increase Jester’s usability and utility. It goes without mention that many smaller tweaks to functionality, logic and other elements are still ahead of us.

AIM-54

We’re pleased to note that we’re finally able to use the new missile API to control the AIM-54 active mode from the F-14!

These changes are currently live in our experimental build branches, and we are currently testing to ensure that everything works as it should. Here is a brief summary of what these changes include. We’ll delve into more depth once this feature is ready to ship:

  • TWS with range >10NM: LTE 3s, loft, SARH/DL, missile goes active at 16 seconds time-to-impact
  • PDSTT with range >10NM: LTE 3s, loft, SARH/DL, missile does not go active (SARH/DL all the way to target)
  • TWS or PDSTT with range <10NM, or PH ACT selected: LTE 3s, no loft, active directly after launch
  • PSTT or BRSIT or (ACM cover up with no track or PSTT or PDSTT): LTE 1s (unless STT and angle >15deg then 3s), no loft, active immediately


This also means the in-flight missiles with TWS will no longer go active if tracking is lost, the F-14 is destroyed, the radar is disabled (..etc), before 16s TTI. However, the WCS can keep a track file stored for up to 2 minutes (for targets under missile attack) and send an active signal to the Phoenix pointing it into the target’s likely position, if the track has not updated for a certain time.

We’ll continue testing the Phoenix and ensuring that it behaves as accurately to the real thing as possible.

Art

The art team has been prioritizing the completion of some of the bigger workstreams that currently remain for this part of the product. These include the completion of the Forrestal class carriers (yes- still shipping for free for all!), the F-14A engine nacelles, nozzles and other adjustments, the A-6 (and future KA-6), and much more.

Some of the critical elements still outstanding that are due to ship very soon include the digital EGIT, various minor corrections and fixes, correcting the custom cockpit option, new afterburners, and several other high priority items. The Forrestal class carriers will launch later this year. Get ready to land on a real postage stamp!

Some of the features that will launch in Q4 include;

  • Corrected Custom cockpit options
  • Digital EGIT (-B)
  • Forrestal Class Carrier
  • Various tweaks, adjustments & fixes (holes, smoothing errors, etc.)
  • The dreaded HGU-33 visor knob.


Flight Modeling

The F-14B flight model is also nearing its completion. We’ve created an entirely new testing system that supersedes our previous automated testing. This will allow us to more effectively tune and tweak the remaining elements of the model. Our new testing framework has quicker turnaround times and delivers more detailed metrics.. We will release an overview on the flight model tuning once we are done, so everyone can follow the changes that we made and to better understand them.

Not only during development, but also over the past half year our SMEs have been extremely active in giving us feedback almost on a daily basis, which at this point requires a massive thank you from us, to them. It is not so common that a person would devote so much free time and passion to a project like ours, and we feel extremely blessed. We believe that getting so much devoted and dedicated pilot feedback is absolutely critical to our development process, and we cannot stress enough how lucky we are to have such incredible SMEs.

Multicrew, RIO Inputs & more

We are close to completing a major refactoring of the way inputs are handled between the front and rear cockpits. This is a significant change to our codebase, and will solve a few key issues, as well as allow for a cleaner delineation between pilot and RIO inputs.

This refactoring will solve the key and critical issue of Jester not re-activating after a player disconnects. Further, it will disallow any RIO keyboard inputs from the Pilot’s cockpit. For this reason, we’re keeping this feature entirely in our experimental branch until JESTER LANTIRN is fully implemented; so as to not remove the utility of the current SP LANTIRN modification, which will stop working.

While we understand that some of you have become reliant on this modification; we are sticking to our design principles of handling all RIO functionality through JESTER or through multicrew.

Campaign

Work on the -B campaign is underway and it is slated for completion by the end of Q4. It is set in the late 80s, around the fall of the Berlin Wall and tries to recapture a realistic scenario of what could have happened.

Though fictional, it will be kept close to missions that were realistic to be flown by Tomcat pilots at the time and is meant to portray the various tasks a real Tomcat pilot and RIO would have found themselves in. The campaign will revolve more heavily around air to air, but if you want to get a feel for what it will be like (approximately), you can try the quickstart mission “Watching the Devildog”.

This first campaign will release for the Caucasus theatre, and will eventually include a Co-Op version.

F-14A

Development on the F-14A is progressing in parallel to the finishing work on the F-14B’s flight model. Current focus is on building a new engine model for the P&W TF-30 engines; which have a number of unique characteristics and piloting considerations. We are closely conferring with our SME’s, who flew -As for many years on getting an appropriate grasp of these engines and the impact they had on the aircraft.

Overall, the work on the -A is progressing at an appropriate pace and focused on several key areas, namely:

  • New P&W TF-30 engine model
  • Refactoring to split the F-14 into two aircraft
  • Bullet Fairing for TCS
  • New, F-14A specific liveries
  • ALR-45 RWR, sounds and graphics
  • Nozzles, Nacelles, antenna changes
  • Minor Flight Model Adjustments


Viggen

We’ll keep the update short and sweet on the Viggen as there’s been way too much talk, and not enough walk. It will launch out of EA by the end of Q4. The Campaign is now finished, and is undergoing testing. Other features that will be included in the final (1.0RC) version of the Viggen include;

  • New Sounds
  • In-cockpit Pilot body
  • New, overhauled PBR exterior textures
  • Various minor fixes, adjustments and tweaks.


Beyond RC1 for the Viggen; we will be focused on backporting features developed for the F-14. These include new afterburners, effects, and other elements currently in development for the F-14.

The Viggen is not a second rate citizen for us. Our priorities are now aligned so as to launch these remaining items without question later this year. Our sincere apologies for it taking longer than expected!

There is more that we’ve not touched on in this update (e.g. J-35 AI) - but we’ll be sounding off through updates and through another development update throughout Q4. Stay tuned.

As always, thank you for all of your support. Your patience, passion, persistence and commitment is what makes us tick. Thank you for letting us be a part of this community and letting us develop your favourite aircraft.

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