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Found 15 results

  1. Chapter 51: Photo Tour 07

    IMPERIAL DOCKYARDS: CUXHAVEN By: Dreadnought & AP Chapter 51: THE PHOTO TOUR 07 BATTERY SCHARNHORST On the night of 11 November 1940, the Royal Navy launched 21 Fairey “Swordfish” biplanes from the flight deck of the aircraft carrier HMS Illustrious. Each of the “flying stringbags” carried either a bomb or an aerial torpedo and the attack formation took a heading for the main Italian naval base of Taranto. By the time the sun rose the following morning, the British had successfully executed the first all-aircraft ship-to-ship naval engagement in history – and fully half the capital ships of the Italian Navy rested on the bottom of Taranto harbor. Just thirteen months later, the Imperial Japanese Navy bombed Pearl Harbor and effectively put an end to the dominance of the battleship in naval warfare. Prior to the emergence of the aircraft carrier, all nations bordering the sea used a combination of battle fleets and powerful coastal gun batteries to defend strategic bases and port cities from attack by enemy battle fleets. Imperial Germany had been developing a system of coastal defense batteries since the early days of the empire in 1871. By the early 20th Century, German islands, ports, deep water channels, and naval bases were well protected by strong concrete gun emplacements mounting powerful Krupp artillery. “Battery Scharnhorst”, defending Cuxhaven, is an example of just one of the many coastal defense batteries scattered all over the world. “Battery Scharnhorst” (center of picture) sits on a headland on the east side of the Jade’s deep water channel and provides a defensive cross-fire with “Battery Gneisenau” on the western shore. (See Imperial Dockyards: Wilhelmshaven for details of Battery Gneisenau.) The site was originally occupied by an earthwork shore battery that was expanded into an enclosed fort. The earthen ramparts were backed by brick and masonry walls where heavy cannon were mounted “en barbette” on open carriages (about 1880). As the new main anchorage was constructed, it was decided to protect it and the deep water channel with a modern concrete battery along the lines of the “fortresses” constructed around Metz. Battery Scharnhorst is an all concrete bunker, replacing the previous rampart walls that had no overhead protection. The thick concrete walls facing the sea were sloped at a 60 degree angle to deflect direct fire from heavy guns, and were further covered by thirty feet of packed earth to absorb impact energy. The concrete roof was built in two thick layers with six feet of sand sandwiched between them (same theory as a protective coal bunker). In this view you can see a road entering the bunker complex through a reinforced tunnel mouth. This entrance was used for any foot traffic as well as vehicles. You can also see a rail line running into the bunker, which would bring heavy equipment, spare parts, supplies, and powder and ammunition for the guns. Goods were unloaded from the rail cars and shuttled through the bunker complex with hand-cars on a narrow gauge track. This rear view shows the two entrance tunnels as well as the small exterior entrances to the magazines used for truck traffic and small loads. As you can see, there are only four openings into the bunker complex, two of which are rather small. And there are no exterior buildings or other infrastructure elements that might be destroyed during battle. Everything necessary to the operation of the bunker is contained within its protective walls. Like a warship, the powder and shell handling rooms are directly behind each gun turret and connected to the gun houses by shell hoists. Accommodations for the gun crews and bunker staff are located in rooms along the interior rear walls, and there are dynamo rooms, food and water storage, messing arrangements, offices, and repair shops scattered throughout the complex. The roof of the bunker has virtually nothing on it. There are, of course, the five gun turrets – and a large, square, air intake shaft with a thick steel grate to prevent shells from entering. Just behind the intake shaft are three duct pipes to exhaust fumes from inside the bunker (usually cordite smoke that leaks into the structure from the turrets). Again, like a warship, the bunker operates on the “forced draught” principle. The air intake fans draw air into the bunker and create a “positive” pressure. The fume extractors remove the air around the guns, and from specific handling compartments adjacent to them. You can see earth has been banked-up along the front edges of the bunker and some vegetation has been allowed to grow. The vegetation will prevent erosion of the protective earthen bank, while also making the bunker a difficult target. In an age when air reconnaissance was in its infancy, the bunker would have to be ranged upon by warship rangefinders – at sea level. The vegetation would act as natural camouflage – or – could be removed in time of war to clear the field of fire. This is a close-up of the gun turrets atop the bunker. The concrete bunker complex with revolving turrets was inspired by similar concrete fortress installations built along both sides of the Franco-German border – but most especially by Fort Copacabana, built between 1908 and 1914 to guard the waters of Rio de Janeiro Bay, Brazil. The fort was taken out of service in 1975 and is, today, a very well-preserved national monument. The gun turret is a Krupp model CD/4-1906 fortress turret mounting Krupp model 1906 SK-L/40 12-inch guns. Note the thick concrete and steel reinforcing ring placed around the turret base to prevent shell penetration and possible jamming of the turret race. The fortress gun model was graciously provided by @Barroco Hispano. This is a close-up view of the rear area, where most of the unusual detail can be seen. The bunker was created by raising the terrain, and sculpting it to shape using the “road-piece-plop” method. (Very simple – but very effective.) The raised areas were then covered using the “Paeng” Grunge Concrete pieces to create the bunker – especially the Paeng pieces with overhanging props. Some Paeng lots were modified to handle the gun turrets, air shafts, exhaust ducts, security lamp posts, and those with sailors. The road and rail entrances are from the “WMP” Doc Rorlach Tunnel pack – as suggested by “Mattb325”. And the tunnel pack was graciously updated and brought out of “retirement” for me by the hard-working @Tiberius6 (MANY - MANY thanks). The tunnels were plopped in recesses in the bunker area, then covered over with the overhanging Paeng pieces. A bit tricky, but far better than anything else I tried. The exterior entrances to the magazines are the “PEG SNM Series” small ammo bunkers. They were modified so that the bunker prop overhangs the rear of the lot. That allowed me to plop them “into” the raised side of the bunker so that only the entrance was visible. I then used Paeng overhanging pieces to fill in the concrete wall effect. The following three pictures are landscape details. I used “Heblem Sands” brown sand to indicate earthen spots here and there, as well as using them to cover sloping sides of hills. I used the “Heblem” light gray sand texture to create the appearance of loose gravel in many places to show valleys or depressions in the hills. You have to be very careful when texturing slopes and hills. Using a texture (sand) or too much ground cover on a slope tends to obliterate it – and the sloping effect simply disappears into the “clutter”. Where possible, I used my custom made 1x1 “tree filler” lots (to save time). And I have used virtually every possible ground cover, bush, or tree MMP in the Stex Catalog to paint the terrain. It is an extremely tedious exercise to fill in the landscape in this manner – but I think it produces an excellent level of realism. NEXT TIME…… CUXHAVEN: THE PHOTO TOUR 08 MANY THANKS to @Barroco Hispano for his beautiful warship models. SPECIAL THANKS to my friend and partner, @AP, for his talents, meticulous models, colorful imagination, and extreme dedication. If you enjoyed anything – please punch the “like” button so WE will know. A comment would be even more informative. Comments and critiques requested and gratefully accepted. All questions answered promptly to the best of our ability. THANK YOU for your visit! You may wish to visit these CJ’s as well…… SERIES I: IMPERIAL DOCKYARDS: WILHELMSHAVEN SERIES II: IMPERIAL DOCKYARDS: CUXHAVEN Appearing – Work In Publication SERIES III: IMPERIAL DOCKYARDS: BREMERHAVEN Appearing -- ??? And please feel free to drop in at… THE SIMTROPOLIS SHIPYARD https://community.simtropolis.com/forums/topic/761469-simtropolis-shipyard/?tab=comments#comment-1766496
  2. Hello! This is my first time posting on here. I hope I'm posting in the right place. There are two glitches I've discovered in my game. 1) Street tunnels don't appear. The game lets me build them but the actual tunnel pieces are missing and the squares become transparent (as seen below). 2) Real Highway Mod elements (such as curved ramps, as seen below) appear white. I've googled and only found only one post related to issue #2, but there was no solution. I've tried both hardware and software image rendering but that doesn't fix either issue #1 or #2. I'm using a Mac (Monterey 12.3.1) and my graphic/display information is below in case that helps. Thanks in advance for any help!
  3. I'm trying to make a road in a tunnel under downtown. It's got to be in there, right?! I've seen screenshots of tunnels before. How do I make a tunnel under my city? I tried using the FLUP road tool to no avail. I'm really new to NAM and it's a bit overwhelming. This probably won't be my last question!
  4. Canarsie Pol: An Underwater Trash Solution for an Island City Carnarsie Pol, island city in East New York, has the problem that all island cities have. What to do with all the garbage! Real estate on the island is at a premium, and sims hate few things worse than landfill. Way to make the land values plummet! It's a problem that plagues real-life island cities, too, and the most common solution is a garbage barge. I'm cautious about mods that might upset the economic gameplay, so I haven't installed any trash mods yet ... but there's a SimCity 4 vanilla solution to the this sticky problem. Underwater tunnels. When you construct a vanilla tunnel in SimCity 4, the tunnel entrance and exit is exquisitely fragile to subsequent terraforming, but the underground tunnel route can be terraformed as much as you like. To make an underwater tunnel back to the mainland, all you need is a temporary orthogonal land-bridge while you're building the tunnel. When you're done, just terraform the ocean back over the landbridge. Of course, the Mayor mode terraforming tools are utterly inadequate for a job of this magnitude, so God mode here I come. Ctrl+Alt+Shift and click the God mode button, and da-dahhh, all the original God mode terraforming tools are back again ... one of my favourite cheats. Here goes! I like to terraform to produce a little realism around the tunnel entrance, before I build the tunnel. Notice the entrance is a little lower than the surrounding tiles, too. Canarsie Pol is very close to sea level, so I couldn't do much of a ramp down, but I dropped the tunnel entrance elevation to the lowest level that would take a 1x1 street plop. Mischief Managed. The landfill is far, far away ... the sea terraformed back where it was. Eventually, I'll connect the other side of the landfill to a Neighbour Connection, where I painted the red line, to export the trash right off the city tile, but for now this will do. I don't have a convenient city neighbour to take my trash, yet. This solution only works because Canarsie Pol is fortunate enough to have a little strip of mainland on the same city tile. There are techniques for building an underwater tunnel Neighbour Connection, too, for city tiles that have no mainland at all, but I didn't want my Canarsie Pol residents to use this tunnel. Given the tunnel only leads to the landfill, the only tunnel users will be garbage trucks. Trust me, the sims will all stay well away from this dedicated landfill route!
  5. Breezy Point Industrial Precinct: Airport Tunnel, Zoning and Pollution Management Sigh. The environmental activists have been having their field day, which makes life for this city mayor a tad more frustrating. If only they knew that pollution management IS on my agenda. It needs to be on my agenda, because having a plan for balancing pollution and industry, with commerce and tourism, is essential to long-term economic planning. With my own lifetime measured in centuries, yes, I'm totally in here for the long haul! But, I have other concerns to manage, too, traffic network primary among them, as I am in the business of creating jobs for my sims, not for the oompa-loompas. If their appropriate workplace is too far from their house, sims get depressed and become unemployed, and no one wants those No Job Zots all over the map! One of the keys to maximising distance they will travel to work is to have good roads, and high speed one way roads (OWR-2) and ground level highways (MHW) – even though these are just Maxis vanilla features – are awesome tools for providing them a fast, smooth and enjoyable commute to work within their home city tile, allowing them to travel further without getting depressed. I'm even going to do an airport tunnel (vanilla MHW), not for access to the airport, but for swift access under the airport, to manufacturing jobs on the other side. Oh my sims are really gonna LOVE that! Here's my plan, with the red numbers on the map correlating to the numbered points below. All my best traffic management, zoning, pollution management and tunnel secrets all in one place. SPOILER WARNING: SimCity 4 gameplay tips ahead. Explanations correlating to the red numbers on the screenshot: As I mentioned in my Thoughtful reflections on Oompa-Loompas post, back road access from my slums (R$) to the dirty industry (I-D) maximises employment in those factories. Sims only get depressed (No Job Zots) based on the speed of their morning commute. They don't mind taking the long way home in the evening, so one way roads (OWR-2) are ideal for getting them to work quickly, with minimum loss of traffic out of my commercial zones. You can see the edge of the slums (R$) at the top-right of the above screenshot, near the (1) mark that shows their back road access. I ran the simulator for 15 years to verify that the backroad (OWR-2) access, just barely does the trick for encouraging my NAM sims to be fully employed at the most distant dirty industry (I-D) lots at the bottom-right of the map. By the way, it's one of my advisors that called them "slums", not me! Sure, they don't have a high school or hospital yet, but it's coming. By the time the first generation of R$ kids grow up and start having children of their own, both high school and maternity ward in the hospital will be fully equipped. Hence, super-fast access to the manufacturing (I-M) zones on the other side of the "Commuter Airport" concerns me deeply, to ensure the oompa-loompas don't get in to steal the jobs from my sims. A Maxis ground highway tunnel (MHW) will make this a super-fast and enjoyable morning commute. The (2) marks the point for my airport tunnel entrance. The (3) marks the airport tunnel (MHW) exit, also surrounded by one-way roads (OWR-2) for fast RCI access to the many-many manufacturing zones (I-M). I'll post a comment in this same thread with full coverage (and instructions) on the airport tunnel construction. This will also serve high speed access to the Sea Port (10). Landfill. Can't live with it; certainly can't live without it! Landfill has huge NIMBY impacts on most aspects of the game, so I've zoned this next to my Wildlife Reserve, dirty industry (I-D), and my planned locations for the Small Municipal Airport, Waste to Energy Plant, and Federal Prison, all of which don't mind being right next to the landfill. Of course, no one actually works at the landfill, so maximum distance from the slums (R$) makes sense, too. As my slums (R$) mature in successive generations to have better education (EQ) levels, that low wealth residential area will slowly improve to provide social workers and prison wardens employed at the Federal Prison. Prison staff are also happy to commute further than factory workers will, curiously enough. Fast (OWR-2) access for more distant workers travelling through my commercial zone. There will be a few of those distant commuters, but I'm not sure how many. One way road (OWR-2) access will help maximise their number. This same set of one way roads (OWR-2) will improve police response to crimes at the airport, from the nearby Modern Police Station, by Mattb325 (my latest download). This police station has special features to overcome the crime bug affecting large plops. I always have police stations from the very start of my game, because one of the most effective ways to fight crime is to not let crime culture get a foothold in the first place. While I am waiting for the game to progress to the point where the airport will pay for itself (by providing commercial CAP relief), I will use that area for TEMP I-M zoning. Factory owners are forewarned that their tenancy is very temporary! Like, seriously, there's a great big sign promoting the upcoming building of the "Commuter Airport"! The strip of trees planted just there will help lighten the air pollution, which even manufacturing zones (I-M) are not keen on. Breezy Point has POWER! That's a Natural Gas Power Plant already built, and two more 4x4 spaces ready for two more power plants just like it. Natural gas is less polluting than coal or oil, and I'm pretty sure it's less polluting than the rest of my dirty industry (I-D), hence the power plants are actually nearest to the commercial and residential zones. Less polluting is a relative term, however, which is another reason that entire area is low wealth (R$ and C$), and will remain low wealth throughout the game. Notice that the zones for the future POWER plants are in a lighter yellow (Medium Density Industrial) as opposed to the dark yellow (High Density Industrial). The demarcation of these different coloured zonings guarantee that I won't end up with industrial growables overlapping both zones, so that it will be a clean bulldoze when I eventually plop more 4x4 power stations in those spots. I've used the same technique to guarantee clean future plops in the 4x4 WASTE and JAIL sections. In the meantime, these Medium Density Industrial zones will grow dirty industry (I-D) factories just as well as the High Density Industrial. NOTE: The primary use of High Density Industrial is for large industrial parks, with internal access for freight and workers, whereas Medium Density Industrial is for street-side factories. The Water Treatment Plant won't be plopped until I am ready to start encouraging medium wealth commercial (C$$) in the upper left and upper-right portions of the screenshot. Proximity to R$ residential assists with employment at the plant, to avoid the oompa-loompa problem. Proximity to dirty industry (I-D) maximises effectiveness at reducing water pollution. YES, I've tested all this stuff out (over many happy years playing Rush Hour vanilla), to verify that this is how the game works! This is also a good use of a space that will always have high air pollution levels. More one way roads (OWR-2) to maximise fast RCI access, for maximum employment of factory worker sims in place of their oompa-loompa counterparts. Sea Port located close to my industrial precinct. Short freight trips seem to improve productivity for the factories, boosting employment and income, and the real-life Breezy Point being a peninsula, the one-and-only road neighbour connection is far, far away. Like airports, the SimCity sea ports don't mind pollution at all. For those freight trucks deciding to circle the airport, rather than use the tunnel, a combination of one way roads (OWR-2) and NWM 3-lane Asymmetrical Road (ARD-3) provides fastest possible freight routes. This is also one of the the long routes home for factory workers not using the airport tunnel. Another long route home exit from the industrial precinct. Sims don't seem to get depressed about the evening commute, like they do with the morning commute, but I still care about giving them a positive commuting experience in ALL of my cities! Another strip of trees, to protect upcoming high wealth commercial (C$$ & C$$$) and high tech industry (I-HT) from the debilitating effects of air pollution. The strip is 3 tiles wide, and I hope that's enough. I'll dezone the north end of the industrial precinct and plant more trees if I need to. I'll also invoke the Clean Air Act ordinance when I plop the airport, so that will help, too. That will be the point when I push my dirty industry (I-D) tax rate from 9% to 20%, which will be a very unhappy day for the factory bosses, but a happy day for Breezy Point's bright future! Stay tuned in the comments below for the upcoming airport tunnel project!
  6. RHW Tunnels

    Hey Folks OK as you can see from the pic I get a red line at the entrance to the tunnel. It looks like it doesn't go through. Not sure if it is or not turned on drawpaths and see nothing for the tunnel. What you see in the pic is RHW 4 tunnels. I attempted to run RHW through the hill but all I get is red line. I attempted to just run RHW through by dragging it but all I get is the red line. These tunnels I have I got here on the STEX and comes with just about all the networks tunnel entrances. I have the green arrows shown by the drawpath cheat but you can see there is that thin red line going across the entrance. Any thoughts? Robdragon
  7. Well, the thing is, as RHW doest not allow to make tunnels, I did what pretty much everyone else does, I tricked the original game features to allow me to make tunnels, this worked so far with trains, I made tunnels that go under water and even as far from one point of the city to another, now... The original highways have worked on flat terrain and even more, but there is something I'm making wrong and I can't seem to understand what... As you can see, the highway allows me to make the tunnel that pretty much goes along most of the city until the other side of the channel. The train one works just fine. Now, the other entrance /out is being shown: However, when I try to drive the cars in or into out of it they can't go on once they reach the shores, something stops them from going on. I even made several other atttemps with the terrain below the water but the trains don't seem to be affect by it. Does the terrain has anything to do? Did I make it too deep? (As I said before, trains don't seem to be an issue) Thanks in advance!
  8. Hi, I'm new to this forum and Cities Skylines. I'm into my first city in the shady strands map. I've gotten some helpful assets from the forum here, but I've had a problem deleting assets that have tunnels. When I bulldoze them, it leaves behind a remnant where the tunnel's exit and entrance were. It's the little T icon that gets left. Here is a screenshot below Iw this a bug or is there a way to delete them? Thanks
  9. Street Tunnels

    Hi, are there any street tunnels, especially aftermarket ones? Thanks in advance.
  10. Underwater Tunnels

    Hi, Can someone give me a quick quide to building a underwater tunnel
  11. Hey Simtropolis, so I'm trying to create a big city and I had an idea to use a central roundabout that would extend to an exterior avenue via a tunnel network of avenues. Working okay so far and is defintely maximizes denisty as im stting at 195k population with about 15%-20% map not used and most of my buildings sitting at level 2 density. However traffic is a huge issue! So here are some screenshots, any feedback or comments would help.
  12. This video will show you how to terraform using roads. Dig or raise the land, build overpasses, underpasses, tunnels even on flat maps. Also how to use bridges over land.
  13. Well, I wanted to post a new tutorial I made in the omnibus, but it seems something's wrong. I can't post the body in edit mode, and therefore I can't add any images... Anyway, that's why I post it here. Well, I guess we all know how to make underwater tunnels, but the annoying thing is that you can't make a neighbour connections with them, so the tunnels need to come above water again to make a neighbour connection. I'll show you a way to get around this with only 1 simple file and some patience! First of all, you need to lower the sea level by using the BLaM Sea Level Mod, which can be found here: We'll only need the file "sealevelmod0m.dat". Now, place this file in your plugins folder. Also, make sure that you remove all water texture mods, because the sea level mod may not work in this case. Now open upen the first city you want to connect via an underwater tunnel and prepare the terrain as shown in the picture. The best is to do this in the god mode by pressing ctrl + alt + shift and clicking on the god mode icon. When the terrain is prepared, drag the highway (or any road you want to connect) so that it connects to the other city. Make sure that this connection will lie underwater when you remove the sea level mod again! Raise the terrain again so that a tunnel can be made, then drag the highway from the neighbouring connection to the other tunnel entrance - which you should make sure of that it lies above the sea level! - starting from the neighbour connection, as shown in the picture. When the tunnel's ready - make sure to save your city - you can flatten the terrain again a bit to make the tunnel a bit smoother, and you get the result as shown in the picture. Now close your city, and go to the neighbouring city and repeat the same steps until you get something like this: Save and close your city and exit the game. Now remove the sea level mod from your plugins folder and place your potentially removed water texture mods back into the folder. Open up your city again and the result should look like this: Note that there is a problem with the water texture. This is independent of any water texture mods as it also showed up on using the default maxis water textures. If this is an issue for you, I suggest you use a lot with a boat on it that is an overhanging prop (as shown in the picture) or simply photoshop it away when using pictures of it for instance in your CJ's. The boat I used was created by Somy, and can be found at his site http://members3.jcom.../somy000/p8.htm The result is a fully functional underwater neighbour connection! I hope it will be useful to you! Questions are welcome in the comment section of course.
  14. The Suburbs

    As the seaports developed richer people moved away ( I was glad because lower weath makes more realistic suburbs). I also made an underwater tunnel to the Porter Island where my commercial zones sprawled. Well that's it for now, me and my AK need to talk about getting extra clips in the recent bullet shortage. And remember- face me kawan who- and whimme gimme yo' face till yo' face turns blue. And if your wondering, that is a picture of a friend- my family comes from Nine Mile (the place where Bob Marley grew up) in the St. Ann's Parish. OH and I am part Crucian. Why did I tell you this? It can help you anticipate what I will develop next.
  15. Tunnel Modd

    Version 2

    19,035 Downloads

    The SC4 Tunnels have seen little renovation since their first release. This package contains replacement models for all of the standard tunnels, and new tunnels which extend or change default functionality. All tunnels are presented as deliberately minimal tunnel portals so that they can be easily covered by overhanging lots. Additionally, I release this set in the direct expectation that modellers (better than I am) can improve on these ideas - and give us a truly great set of game tunnels. Please read the installation instructions (included) and be very clear before installing – it is easy to come unstuck if you don’t. The Release is broken into 3 parts A. Replacement Rail Tunnel and a Single Rail Tunnel. B. Drop-in standard models for Road, One Way Road, Avenue, Ground Highway and Raised Highway tunnels. C. ADVANCED: THIS PART OF THE UPGRADE SHOULD ONLY BE ATTEMPTED IF YOU ARE SURE WHAT YOU ARE DOING. A number of 7.5m Road and One Way Road Tunnels - Road, OWR, MAVE4 and OWR3, example slope mods, and instructions for implementing these changes. SPECIAL NOTE for those who saw white space just above: Part C of this mod has changes (that you may need to make) which require knowledge of use of lLive’s Reader for editing game materials, as well as knowledge of Exemplars for Slope Mods. If you don't know what these are, either stay away from part C or get someone who does to do these changes for you, or, read on and learn fast (by far the most exciting way) Thanks and Credits: I would like to thank DocRorlach in particular but also DJP (Dave) an EpicBlunder (Reid) for throwing what they could at these tunnels and instructions. The Doc and I have many moments of discovery along the way and without his cajoling I wouldn’t have persisted with the necessary BATing part of this mod. Fortunately I did, but it was a steep starting curve. These were made with the Bat4Max5 scripts and 3dsMax 2011, gmax and iLive’s Reader. Blatant Ad: Be on the lookout too, for a complementing mod by DocRorlach, which contains a number of tunnel entrances that are made to OVERLAY the ones in this package. This then exploits the fact that it was always possible to create overlaid tunnels (and hence a very wide variety of portals is possible at a time), but that the old models were too tall to do this convincingly. Support: Please address all queries and finds to my forum support page here on Simtropolis. I will keep track and reply as best I can. rivit Oct/Nov 2011 This install should ideally be placed in Plugins:\Z___RVT Modds\RVT Tunnels\* to guarantee it loads after Z___NAM. rivit Apr 2015
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