Contents
Introduction
Background
The Ships
Installation
KeyBoard Commands
Firefly Cockpit Panel
Shuttle Cockpit Panel
The Firefly Drive
Drag
Cargo Handling
Mule
Cargo Skids
Firefly Attachment Control Panel
Mule Attachment Control Panel
Naming your Firefly
Miscellaneous
Disclaimer
Credits










Introduction
This started out as a minor model upgrade for my "Free Fall" add-on but ended up taking on a life of its own. I have added many features that the "Free Fall" never had. This new ship features independently rotating engine nacelles, (Crazy Ivan anyone?), fully functional shuttles and a "shiny" fully functional Firefly drive system. In addition to the Firefly and shuttles you get 8 different cargo carriers that you can haul around the "verse". Of course you also need something that can move the cargo around so I threw in the "Mule" featured in the movie. All in all you get twelve fully functional Orbiter ships to play around with.

It was a difficult task that really pushed my limited programming skills and while I started the journey alone, like Mal, I managed to pick up a motley crew along the way to help with the mission and I can't thank them enough. I feel their name in the credits just doesn't compensate them enough for the efforts and support they contributed but that's the best I can offer. Make no mistake, this project was a team effort and it turned out far better than it would have if I had gone it alone. My sincere thanks to all those folks that patiently waited for its release and my special thanks to the team, Shawn Beard, Aaron Moore, David R. Organ, Christopher Tarana and Marc Wubbema.
I hope you like and enjoy our Firefly "Jumbo" add-on.

Jon Marcure


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Background
The Firefly Jumbo is inspired by the Firefly Cargo ship Serenity as seen in the TV series "Firefly" and in the movie "Serenity". What do I mean by "inspired by"? This is not a model of Serenity nor is it intended to be. During my research and modeling I ran into some interesting scale issues with the reference materials I had. Put simply, the ship in the series is scaled incorrectly to the shuttles. In order to satisfy my scale concerns I reduced the size if the shuttles and increased the size of the Firefly. The shuttle cockpits are now about the same size as a small business jet's cockpit and the firefly is a little over twice the size of the firefly in the TV series. I have also increased the size of the cargo bay in order to allow the transportation of smaller ships or cargo containers.

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The Ships
Firefly "Jumbo"
Features.
  • There are two fully functional shuttle bays that can be used to store, launched and retrieved compatible shuttles or other compatible equipment.
  • Custom Attachment Control panel used to attach and detach the shuttles and cargo.
  • Holographic approach guides that can only be seen from the proper approach angle to help guide you to the shuttle cradles.
  • Rotating engine nacelles with preset positions for Main, Retro and Hover thrust, synchronized rotation and independent rotation.
  • Airbrakes to slowdown those fast approaches and reentries.
  • Landing gear.
  • Operating cargo door.
  • Powerful Firefly drive to quickly get you to where you want to go.
  • Super Firefly drive to get you to where you want to go even more quickly.
  • Reduced thrust mode for easier take-offs and landings in low gravity environments or when you have no cargo.
  • Standard docking port under the cockpit.
  • Custom flight model for atmospheric and space flight.
  • Hover and Retro thrusters for inexperienced pilots who are not yet up to the challenge of vectored thrust.
  • User configured drag via a parameter to add more drag for more realistic flight.
  • Automatic detection of the cargo mass to make flights with cargo a challenge.

Shuttle
Features

  • Fully functional Orbiter add-on ship in and of itself.
  • Wings that extend for improved flight performance in atmosphere or retract if you like flying a brick.
  • Airbrakes to slowdown those fast approaches and reentries.
  • Landing gear.
  • Standard docking port under the cockpit.
  • Custom flight model for atmospheric and space flight.

Mule
Features

  • Fully functional Orbiter add-on ship in and of itself.
  • Custom Attachment Control Panel for attaching and detaching the cargo skids.
  • Automatic detection of the cargo mass.
  • Ability to attach to and be transported by the Firefly.
  • Custom flight model that simulates a hovercraft type drive.

Cargo skids
Features

  • Fully functional Orbiter add-on ships.
  • Cargo 1, QJFFSC1 can carry user defined cargo via custom user configured attachment point.
  • Cargo 2 - 6 predefined cargo skids with user configured cargo mass.
  • Two Fuel skids with docking ports so that they can be used to refuel ships.
  • Custom flight models that simulate a hovercraft type drive.

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Installation
Installation
I have maintained folder structure in the zip file so all you have to do is unzip into your main Orbiter folder or a temp folder and then move the folders to your Orbiter folder. If you decide to move the folders and files yourself please keep the structure intact. I have placed all the textures into their own folder and if you move them from their folder into the main folder the textures will not show.
Very important. If you have a previous version of the Jumbo installed you must remove all the QJFF*.cfg files from the main Config folder. You must also overwrite any files if asked to.

Uninstall
Why would you want to?
Remove the following files and folders.
In the Config\Vessels folder; all QJFF*.cfg files.
In the Modules Folder; all QJFF*.dll files.
In the Plugin folder; FFSControl.dll and FFMControl.dll
In the Texture folder; FFPlasma.dds, FFPlasma2.dds, FFYel.dds and FireFly.dds.
In the Meshes Folder; all QJFF*.msh files.
In the Scenarios; FireFly Jumbo folder.


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The Firefly Drive
A word about the Firefly Drive,(FFD) from Chief Test Pilot Shawn Beard.
The time between activation of the FFD and 100% full recharge of the FF fuel tank is 83 seconds, and each "jump" accelerates the Firefly at a variable rate of acceleration. Why? Because the fuel is being consumed at a ferocious rate while the drive is running, changing the mass of the ship, and creating quite a handful of calculations for the average pilot, who has to be aware of the many variables involved (mass, g's pulled at any given moment, what to expect in performance if you have, say 47% of fuel, etc.). Through extensive testing, I've discovered and developed a general rule of thumb which takes into account all of the weird variables and fuel-to-impulse ratios associated with the drive (such as the variable acceleration, changing mass values, and coast times between recharges), and which is accurate enough for everyday use:

All anyone needs to remember is the number of FFD activations, or "jumps" they made in the direction of their target (maximum of 8 jumps, since you can only do 8 more to slow down once you get there....only 16 jumps per trip before a complete refuel is needed, and even that's cutting it close. Who wants to land with less than 4% of fuel? I do! I do!). Take that number-of-jumps, multiply it by 83 (the FFD cycle duration), then divide the answer by 2.4. (2.4 was determined to be the rough ratio-factor which would roughly include the variables mentioned above) Add to THAT another 5.2 seconds (the FFD spool-up/pretty-colors duration). Now save that number for a second.

Check out the particulars of the planet/moon you're going to: what is it's diameter? You can get this with CTRL-I, or in TransX. Divide that value by the kms/sec velocity in your orbit MFD (with your destination set to the target, of course), and add THAT to the number you saved a minute ago.

The resulting value will be the number of seconds from the target (again, TPeriapsis from the Orbit MFD) that you MUST activate the FF Drive by, while approaching ass-end first, in order to decelerate to a stop a safe distance above the surface ~ not too close, but not so far as to risk operating at bingo-fuel-levels. Making multiple jumps? Then make them in rapid succession, right after one another, and only when the previous jump is completed and the tank is at 100% again. When you get to a reasonable approach velocity (say, < 10km/sec) shut down the Drive, turn prograde and thank your friendly neighborhood programmer and designer that you have rotation engine pods to help you re-enter with style

Example? I'm returning to earth, after having made 5 jumps from the moon, so I'm zipping along at about 300 km/sec. 5 jumps x 83 seconds = 415. And 415 / 2.4 = 172.9. And 172.9 + 5.2 seconds spool up time = 178.1 I'll remember that for a second.

Now, the diameter of the earth (which has to be considered, since all periapsis times displayed in the Orbit MFD count as time remaining to the CENTER of the target planet/moon, NOT the surface) is 6371. And 6371 / 300 km/sec = 21.2. Add THAT to your previous answer ~ 178.1 + 21.2 = 199.3

That's the periapsis time at which you must activate your FFD. You can round up to give you a better margin for error (coming to a relative crawl perhaps between 1000 and 4000 km above the surface) or you can live dangerously, round down to 199 or 198, and see how close to atmo you can get without burning, crashing, or otherwise unpleasantly dying. Let us know how you make out, or if any of you brainiacs out there can come up with a better mathematical model that doesn't require an $80 purchase of a TI-86 calculator, feel free to add your distinctiveness to the collective.

Here an interesting table representing the range and velocities we're talking about here with this fine craft (please note that these are estimates ~ your actual mileage may vary due to system and graphics performance):

Jump # Fuel remaining (%)Final V
(km/sec)
Total Distance travelled (km)
after full recharge (100%)
delta-V
(km/sec)
1 94 55.78 2945 55.78
2 88 113.2 10,600 57.52
3 82 172.2 23,130 59.0
4 76 233.1 40,670 60.9
5 70 295.9 63,350 62.8
6 64 360.8 91,340 64.9
7 58 427.8 124,800 67.0
8 52 (turnaround time!) 497.2 164,100 69.4
9 46 569.0 209,100 71.8
10 40 643.5 260,300 74.5
11 34 721.0 317,800 (to the Moon in 15 min!) 77.5
12 28 801.5 382,000 80.5
13 22 885.5 453,000 84.0
14 16 973.1 531,100 87.6
15 10 1065.0 616,800 91.9
16 4 1161.0 710,100 96.0
Some FFD info:
  • Spool-Up time after FFD Engage: 5.6 seconds
  • Actual FFD acceleration duration: 48.0 seconds
  • Full FF jump/recharge cycle time: 83.0 seconds

Super Firefly Drive

What is a Super Firefly Drive? It is a standard Firefly Drive modified to produce a higher output. It operates in the same manner as the standard Firefly Drive but because of a few experimental, unapproved and very illegal modifications can produce 10 times the power of the standard firefly drive. Just be aware that the standard Firefly Drive tables will not apply when using the Super Firefly Drive. You can activate or deactivate the SFFD using the keyboard command sequence Ctrl F11.

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Drag
The Drag parameter will add a little bit of drag to the ship. It was felt that the firefly was a bit too aerodynamic in a power off glide so the drag parameter was added to make it a little dirtier. Rather than hard coding a value we decided to make it a parameter so that the user can add as much or as little drag as they want. The value to use is 0.0 to 1.0 with 0.0 being no additional drag and 1.0 being the equivalent of having the airbrakes extended all the time. Be aware that this option does not change the operation of the airbrakes. To change the drag you will have to add or change a parameter in the Scenario file. The parameter for the drag is DRAG and has a range of 0.0 to 1.0. I have included an example scenario file that has the firefly sitting on the ground with a DRAG value of 0.0. Please refer to it as an example for adding or modifying the drag. For reference I include the relevant section here.

Firefly:QJFF
STATUS Orbiting Earth
RPOS 3462305.73 4541348.50 -2824625.33
RVEL 320.382 -100.955 231.916
AROT -115.52 -39.77 135.01
PRPLEVEL 0:1.000 1:1.000 2:1.000 3:1.000
IDS 0:98 100
NAVFREQ 0 0 0 0
XPDR 0
GEAR 0 0.0000
FFDS 0 0.0000
PODANGLE 0.0000 0.0000
CARGO 0 0.0000
AIRBRAKE 0 0.0000
SHR 0 0.0000
SHL 0 0.0000
DRAG 0.0 This is the value you are going to add or change for drag. It should be 0.0 to 1.0
END


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Cargo Handling
David has provide a very nice Advanced Cargo Handling manual.pdf, that conveys everything you need to know to enjoy this add-on and I urge you to read it.

Opening and Closing the Cargo Bay Door

You can open and close the Cargo Bay Door using the Ctrl G keys on the keyboard. The important thing to remember is that you CAN NOT close the door if the Cargo Bay Attachment Arm is in the extended position at the front of the cargo bay. You can extend or retract the Cargo Bay Attachment Arm using the Ctrl F keys on the keyboard. It works this way so that you will not look silly taking off with a cargo skid sticking out of the cargo bay with the door closed.

Please note that there is an optional Firefly DLL which disables this feature for users that do not like to be restricted to only closing the door with the CBAA retracted.


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Mule
This version of the Mule was seen in the "Serenity" movie but never in the TV show. About the only thing we know about the Mule is that it's some sort of hover craft that can't carry much weight. Not much to go on so I decided to invent everything about it. My version is a ground effect tug that can push and pull a large mass but that's about it. It cannot fly and has no pitch or roll thrusters. What it can do is effectively scoot around the surface and push things around provided the thing being pushed has a child attachment point in the proper location. It also has its very own attach point in the firefly cargo bay so that you can carry it with you on firefly cargo runs. The main cargo attachment point is the large hook sticking out the front. Figure 1 shows the Mule attached to a cargo skid. Figure 2 shows it attached to its spot in the firefly.
Figure 1

Figure 2
How to pre-attach the Mule to the Firefly AUX-Mule attach point.
Mule:QJFFSM
ATTACHED 0:3,Firefly 0 is Mule's secondary child attach point. 3 is the Firefly's AUX-Mule attach point
PRPLEVEL 0:1.000
END

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Cargo Skids
I decided to provide a few cargo skids that the Mule can push around or that the Firefly can carry. Please refer to the Cargo Handling Manual for Cargo Skid information. Figure 3 shows the standard skid features, figure 4 shows the Firefly cargo bay attachment point for a skid and figure 5 shows the skid attached.

How to pre-attach a skid to the Mule attach point.
Cargo:QJFFC1 File name of skid QJFFSC1 - QJFFSC6 and QJFFSF1 and F2
ATTACHED 0:0,Mule 0 is skid's child attach point. 0 is the Mule parent attach point used buy cargo
PRPLEVEL 0:1.000
CMASS n.n Only valid for skids C2-C6
END

How to pre-attach a skid to the Firefly Cargo Bay attach point.
Cargo:QJFFC1 File name of skid QJFFSC1 - QJFFSC6 and QJFFSF1 and F2
ATTACHED 0:2,Firefly 0 is skid's child attach point. 2 is the Firefly's Cargo BAy Arm attach point
PRPLEVEL 0:1.000
CMASS n.n Only valid for skids C2-C6
END
Figure 3

Figure 4

Figure 5

Name that Skid!
You can easily change the texture used for the skid name by replacing the following textures with one of your own design. For more information on how to change naming textures refer to the Naming your Firefly section.
All the textures can be found in the Orbiter\Textures\JTM\QJSkid\ folder.
You may want to backup the existing files in case you want to go back
QJFFSC1.dds
QJFFSC2.dds
QJFFSC3.dds
QJFFSC4.dds
QJFFSC5.dds
QJFFSC6.dds
QJFFSF1.dds
QJFFSF2.dds


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Firefly Attachment Control Panel
This figure shows the update to the Firefly Attachment Control Panel included with the standard Firefly add-on. If you know how to use the old one you shouldn't have a problem with this one.

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Mule Attachment Control Panel
This figure shows the Mule Attachment Control Panel. If you know how to use the Firefly Attachment Control Panel you shouldn't have a problem with this one.

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Naming your Firefly
Naming your Firefly is easy and fun! Almost everything you need to create your own name can be found in the "Name Plates" folder which is within the "Firefly Jumbo Read Me" folder. Almost everything? Well I didn't include a paint application. You will need a paint application that lets you edit BMP files. What you will find in the Name Plates folder is the Master bit map files for the right and left sides, Microsoft's free DXTEX utility used to change the bit map files into Orbiter displayable textures and a folder with some sample nameplates.

Before we start lets go over a few cautions.
I strongly suggest that you work only with copies of the master bit map files. That way if you don't like your results or want to rename your Firefly you will have an easier time doing so.
The master bit map files are 256 pixels wide and 128 pixels tall. This is important to know because they should stay that size or maintain that ratio for best results. In other words a new bit map of 128 by 64, 512 by 256 or even 16 by 8 is usable but 100 by 100 or 128 by 256 will not work properly if at all.
Is there a reason I shouldn't name my Firefly? Yes there is. The way Orbiter works is by using multiples of the same object. If you name your Firefly and want more than one Firefly in a scenario they will all have the same nameplate. The only way around this is if you have a different spaceship object for each name you want. Which brings us to the Shuttles. The Firefly carries two shuttles and the only way to allow you to name each one was to create two shuttles objects which I have done. All shuttle nameplate textures can be found in the same folders as the Firefly nameplates.

The textures in question are:

  • NamePlateL.bmp is the name texture on the Left side of the Firefly
  • NamePlateR.bmp is the name texture on the Right side of the Firefly
  • SRNameL.bmp is the name texture on the Left side of shuttle QJFFSR
  • SRNameR.bmp is the name texture on the Right side of shuttle QJFFSR
  • SLNameL.bmp is the name texture on the Left side of shuttle QJFFSL
  • SLNameR.bmp is the name texture on the Right side of shuttle QJFFSL
The masters for the above are:
  • NamePlateL_MASTER.bmp
  • NamePlateR_MASTER.bmp
  • SRNameL_Master.bmp
  • SRNameR_Master.bmp
  • SLNameL_Master.bmp
  • SLNameR_Master.bmp
I have included a few sample textures which can be found in the Sample Name Plates folder.

Lets get started
First let's take a look at one of the master nameplate files.

This one is for the left side of the Firefly. Notice that there is darker gray line that is in the same shape as the nameplate area on the ship. The line will be your guide for customizing your nameplate. Anything you draw outside of the line will not appear. The reason for this is that the nameplate area is not a rectangle and the bit map you are working with is. In the "Name Plates" folder you will find two master bit maps.
NamePlateR_MASTER.bmp for the right side.
NamePlateL_MASTER.bmp for the left side.
As I suggested before, I would only work with copies of these so as not to damage the masters. As an aside, I have provided the masters as a baseline referance but you can use any picture or graphic you want. Just remember that results will vary and that the nameplate area was texture mapped for a texture twice as wide as high.

Enough small talk, lets do it!
Step One:
Copy the master bit map you want to alter and load the copy into you paint package.
Step Two:
Paint away.
Step Three:
When you are happy with your artistic efforts save it as a BMP file.
Step Four:
Now lets get it into Orbiter.
In the folder with the masters you will fine Microsoft's texture tool, DXTEX, for converting the BMP files to DDS format for use in Orbiter.
Launch this now.

  1. Go to File and select Open and load your BMP file. An important thing to note if you are running XP. The loaded file may appear as just a black box. This is a bug in the tool and does not affect its conversion capabilities.
  2. Go to Format and select Change Image Format and then select DXT1. The end of the file name should now read (DXT1, 100%) to reflect the format change.
  3. Go to File and select Save As. The file save dialog will automatically assign it the DDS extension. If you are changing the right side nameplate, save it as NamePlateR.dds or NamePlateL.dds if you are changing the LEFT side and make sure you maintain the case of the letters.
  4. Copy or move you new nameplate graphic to the following folder. Orbiter\Textures\JTM\QJFF and overwrite the older file.
  5. Load up Orbiter and check out you handy work.
See I told you it was easy.

In the Sample Name Plates folder you will find some examples I put together for you to view or use if you like.

Have fun naming your "Shiny" new Firefly "Jumbo".


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Miscellaneous
Docking ports
As best I can make out from the TV series and the movie the Serenity has at least eight access ports two of which have been show as docking ports in the TV show. I have only included one docking port, never shown on the TV series, right under the cockpit. The user is free to add as many docking ports as they want via the QJFF.cfg file.

Attachments
I used attachment points for the shuttles and cargo rather than docking ports because Orbiter does not allow docked ships to land. This presented a number of problems because there is no easy way to dock, undock or approach an attachment point. To overcome this I created the Attachment Control Panel that allows you to extend and retract the shuttles and attach and detach them. I based the panel on the Remote Control plug-in and as a result it can be used at any time from any ship. The user should be aware that you can inadvertently release a shuttle or cargo on a ship other than the one you have focused. It's a real bummer to fly a long trip only to discover you accidentally released something while focused on a different ship.

There is a strange bug in the attachment panel that I have been unable to solve. If you release a shuttle and then attach it to a cradle that is occupied you will have a problem. For some reason the two shuttles will attach themselves together and you cannot detach them from each other. I really don't know if this is a bug in my code or the Orbiter attachment handling. The work around is just be careful and don't do it. Some folks using Windows 98 have also reported that it doesn't work with 98. I don't know why this is and there are many others using 98 without any problem. The only work around to this is to use the keyboard controls which are limited to extend/retract and detach only. You will need one of the Attachment management MFDs to attach the shuttles and cargo.

Other musings
I'm a modeler and not a programmer. I did the best I could to get the features I wanted but it could have been a lot better. As a modeler I also find it really hard to create a low polygon model with limited textures. I have about 150 hours invested in this model and well over 200 in the whole project. Most of this time was in trying to create smaller textures and models so that they could be used in Orbiter and still satisfy my desires. Is it perfect? Hell no! It's got tons of mistakes and lacks in so many ways but I feel it is an adequate attempt to create a detailed model that is usable in Orbiter. Make no mistake this is a High End add-on designed for use with fast systems and advanced graphic cards. I have run it on a PIII 450mhz, 256meg ram PC with an 8 meg video card and while performance was lacking, it did run. In a word I ignored the function over looks suggested in the Orbiter add-on guide.

Flight Model.
I only build them and couldn't get into a stable orbit if my life depended on it. I have never used Orbiter other then to do a quick test of the DLL or get screen shots. This add-on would be nothing more than a pretty, (my opinion), model if it were not for the efforts of Shawn Beard. Shawn spent a lot of time working on the flight model of both the firefly and shuttle. Thank you Shawn for making this a better add-on.

Jon


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Disclaimer
I created all of the 3d models. I have made a good faith effort to not use any artwork that ties this to the TV series or movie. Models or objects seen in the TV series and movie inspired the 3d models but even a cursory inspection will show they are very different. All textures were created by me or derived from free photos found on the Internet. Any resemblance to any copyrighted materials is completely coincidental and unintended. If you are the owner of a copyright and feel I have infringed on it then email me so that we can work it out.
You install and use this add-on at your risk. I make no claims as to its compatibility on your systems. I take no responsibility for any damage caused by your use of it or attempted installation or removal. If you are unsure how to install add-ons, are unsure whether you should install the add-on or feel uneasy about installing add-ons then DON'T install it. It's that simple because you are under no obligation what so ever to install or use any add-ons from me or anyone else.
Neither I nor any other team member originated any of the Firefly concepts. This is a Fan based add-on for the Orbiter Space simulator and we have no intention of upsetting anyone connected with the Firefly productions or infringing on their rights. If you are part of the Firefly productions and wish this add-on removed from distribution please contact me to explain your concerns and I will remove it without hesitation or protest.

This add-on or any parts of it CANNOT be distributed separately or as part of a package that is sold for any money or compensation of any kind. It cannot be redistributed without permission.


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Credits

First and foremost Joss Whedon for the "Firefly" TV series and every person involved in the production of the series, movie and concepts behind it.
Zoic Studios, which created the Serenity and freely distributed plans and specifications.
Martin Schweiger for Orbiter Space Flight Simulator.
Vinka for the 3ds2msh program used to convert the model to Orbiter format.
Sean Patrick Kennedy a.k.a. Treybor for his Lightwave model of Serenity which I used as a reference.
R. Steven Glanville for Anim8or which was used for the modeling.

The team:
Jon Marcure 3d artist and chief programmer.
Shawn Beard Primary flight model engineer and chief test pilot.
David R. Organ Cargo manual and additional flight model enhancements.
Aaron Moore BETA tester.
Christopher Tarana BETA tester.
Marc Wubbema BETA tester.

If you feel this add-on is worth payment of some type than I encourage you to contribute whatever you feel is appropriate to a children's charity or organization of your choice.

Contact me via email at: jtmarcure@hotmail.com or I can be found hanging around the Orbiter forums.

Jon Marcure Copyright (c) 2006, All rights reserved.

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