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- ASDMOVE - Bulk Scenery Mover
- Copyright 1991, Steve Wigginton
- All Rights Reserved
-
- INTRODUCTION:
- The ASDMOVE program enhances the capability of Microsoft's Flight
- Simulator Aircraft and Scenery Designer (A&SD) program. Currently
- A&SD only allows you to manipulate a single object at a time. This
- works well until you have build a complex structure (i.e. airport
- facility, complex building, etc) consisting of multiple A&SD
- "objects". To manipulate this complex structure requires you to work
- with a single object at a time. This can get very tedious.
-
- The program came into being as a result of this problem. A friend of
- mine was designing a complex building made up of of many A&SD objects.
- When this building was complete, he discovered that it had been placed
- in the wrong location (by about 200 feet). The only way to move it
- using A&SD was one object at a time.
-
- So, after tinkering with a bunch of scenery files, I managed to break
- the code necessary to build this program. Now I offer you the
- benefits of bulk scenery processing.
-
- OVERVIEW:
- ASDMOVE lets you do the following 6 things to A&SD objects: 1-Move a
- group of A&SD objects from one location to another in an A&SD scenery
- file (.SC1 file), 2-Delete a group of objects, 3-Copy a group of
- objects into a .CUT file for later use in another file, 4-Cut (remove)
- a block of objects from a file and store in a .CUT file for later use
- in another file, 5-Paste objects from a .CUT file into a scenery file,
- and 6-Reorder the objects so that the area of the scenery file you are
- most interested in is the first group of objects to appear when you
- TAB through the list of objects.
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- I've tried to make the program as simple as possible to use. In fact,
- most of the real work that you do with this program is done from
- within A&SD. This makes it easy, since you don't have to learn a
- bunch of stuff to use this program.
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- Note: ASDMOVE only works with files created by A&SD (.SC1 extension).
- It does not process SubLogic scenery files.
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- HARDWARE/MEMORY REQUIREMENTS:
- If your PC is capable of running A&SD, it should be capable of running
- ASDMOVE <grin>.
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- ASDMOVE - Page 1
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- COST:
- This program is copyrighted, so don't sell it to your friends unless
- you give me the money. And don't modify it or put a virus in it, or
- something foolish like that. It's not Shareware, it's not Freeware,
- and it's not public domain. I don't know what it is, so I'll call it
- "Wiggi-Ware". But, here's how it works:
- You are under no moral or legal obligation to pay for this program. I
- did this as both a hobby and to keep my programming skills honed. I
- put a lot of time and effort into it, and would like to know your
- opinion of the program. The best way for you to let me know what you
- think of the program is to send a check for $10 (or more) to:
-
- Steve Wigginton
- 6895 Olive Tree Way
- Citrus Heights, CA 95610
-
- In the MEMO line of the check, write the words, "Steve, I think your
- program is really cool", or any other comments you wish to share.
-
- TECHNICAL SUPPORT:
- This program is supported using the "Ya Gets Whatcha Pays For" policy.
- If you are not familiar with this policy, it works like this: If you
- don't send me any money, go ahead and offer suggestions and let me
- know about bugs. I'll see what I can do. Send me $10 and I'll very
- seriously try to enhance the program to include features you request.
- Send me $20 and I'll try even harder. Send $10,000 and you'll receive
- preferential treatment which includes: Unlimited (or until my wife
- gets tired of it) phone support between the hours of 7pm and 11pm
- Pacific time Mon.-Fri. (hey, I work for a living. I can only do this
- on my own time). You'll also receive my sincere gratitude (what more
- could you ask for?).
-
- You can get in touch with me at the above address, or on Compuserve
- at 73507,2467. You can find the latest version of this program in
- the Flight Simulation forum (GO FSFORUM) on Compuserve. That's where
- all the really cool Flight Simulator people hang out!
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- PROTECTING YOUR SCENERY FILES (BACKUP FILES): ASDMOVE will always
- create a backup of the original file. It opens the original file in
- "read-only" mode to insure that a program bug will not contaminate
- your files. The last thing ASDMOVE does is rename your .SC1 file to
- <filename>.BAK and rename the new scenery file to <filename>.SC1. So,
- if the program bombs for any reason, your original .SC1 file will be
- untouched.
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- Even though I have taken very careful measures to protect your scenery
- files, it's still a good idea to save a copy of them.
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- ASDMOVE - Page 2
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- PROGRAM LIMITATIONS:
- While ASDMOVE lets you process groups of objects, it does not allow
- you to rotate the group. I've tried and tried to figure out how to
- do this, but it's just too much effort. Maybe it will happen
- later.
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- Objects created by Laemming Wheeler's Special Effects Editor (SEE) are
- only processed by the DELETE functions. Otherwise they are simply
- processed as though they were outside of the selected boundary.
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- Scenery files or objects which have been tampered with using DEBUG, or
- some other bizarre form of bit twiddling are not guaranteed to be
- processed correctly by ASDMOVE. In many cases, it will work, but I
- don't guarantee anything. For example, the MONLTH.SC1 file on
- Compuserve is a damaged scenery file. A&SD cannot process the polygon
- section properly and neither can I. The simple test is to use A&SD
- and TAB through each of the objects in the file. If A&SD can do it
- without locking up, I should be able to as well. An even better test
- is to run the ASDLIST program (included with ASDMOVE) on the file to
- be sure it is ok.
-
- QUICK START:
- If you can't wait to try this program out, and don't want to read the
- rest of these instructions, here's the 3-step Quick Reference:
- 1. For all ASDMOVE functions except PASTE, mark a boundary in your
- scenery file by placing 2 opposing corners of a rectangle using
- Radio Towers. You should be facing FS-North when you do this.
- See "Setting Boundary Markers:" for more information.
-
- 2. Mark the key points using Windsocks. If you are doing CUT, COPY,
- or PASTE you only need to mark one key point. If you are doing
- MOVE, you need to mark a "from" and a "to" key point. If you are
- doing DELETE or REORDER, you don't need any key points. See
- "Setting Key Points:" for more information.
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- 3. Run the ASDMOVE program. Select the option and objects to be
- processed. The program will create a new .SC1 file and rename
- your original file with a .BAK extension. See "RUNNING THE
- ASDMOVE PROGRAM" for more information.
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- TEMPORARY FILES:
- ASDMOVE uses temporary files to build the new scenery file. These
- files will have the name <filename>.$$$ and <filename>.### where
- <filename> is the name of your scenery file. If ASDMOVE bombs, it
- might leave one or more of these files on the disk. You can safely
- delete them since your original file will still be named
- <filename>.SC1. Generally, ASDMOVE is very good about cleaning up
- after itself and you won't see any of these files.
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- ASDMOVE - Page 3
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- GETTING READY TO RUN ASDMOVE:
- You can place the ASDMOVE.EXE program in the same directory as your
- scenery files or in any subdirectory which is included in your DOS
- path. Choose whichever is most convenient for you.
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- Most of the work you will do with ASDMOVE will actually be done from
- within the A&SD program. You choose the area you want to work with
- using familiar A&SD objects and techniques.
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- Setting Boundary Markers:
- All options of ASDMOVE except Paste and Move All objects require an
- area boundary to be defined in your scenery file. This is done from
- within A&SD and before running the ASDMOVE program.
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- Important: Boundary markers should always be placed while you are
- facing FS-North. This is different than turning to a heading of 000
- and varies with different geographic areas. The easiest way to
- orient yourself to FS-North is to press the <Alt> key while editing
- in A&SD. You will then be rotated to face FS-North.
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- The markers used to define the boundary for ASDMOVE are Radio Towers.
- These are listed as "Tower" in A&SD. It doesn't matter if your
- scenery file already has Radio Towers in it. ASDMOVE only looks for
- the last ones entered and uses them as the boundary markers. You
- place 2 Radio Towers to mark opposite corners of an invisible
- rectangle. For example, place one Radio Tower at the upper-left
- corner of the area you wish to process, and place another in the lower
- right corner. It is usually helpful to zoom out using the minus key
- or using <Shift-F4> to get a better view. The invisible rectangle
- formed by these 2 points will be the area to be processed. This area
- can be small (i.e. a building made up of multiple objects) or very
- large (an entire airport area, or even an entire city). Hint: it is
- sometimes useful to turn on the grid in A&SD to help visualize the
- rectangle marked by these 2 points. This is done in the Preferences
- menu.
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- Note: Objects made with multiple points (polygons, rivers, roads,
- mountains, and lines) use a geometric "center" point as their
- location. You can find this "center" point by selecting the object
- while in A&SD. The cursor will be placed at the center point. This
- "center" point must be included within the rectangle in order for the
- object to be processed by ASDMOVE.
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- ASDMOVE - Page 4
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- Setting Key Points:
- The CUT, COPY, and PASTE options require one "key point". The MOVE
- options requires 2 key points. DELETE and REORDER do not use key
- points. A key point marks a specific location in the area to be
- processed. These key points are marked using Windsocks. It doesn't
- matter if your scenery file already contains Windsocks. ASDMOVE only
- cares about the last one or two placed. See the instructions for the
- respective options to determine the meaning of the key point marker.
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- RUNNING THE ASDMOVE PROGRAM:
- To start the program, simply type:
- ASDMOVE <filename>
- where <filename> is the name of the scenery file you wish to process.
- This file should be in the current subdirectory. If you don't specify
- a filename, you will be prompted to enter one. You don't need to
- specify the file extension (.SC1). If ASDMOVE can't open the file you
- specified, an error will be displayed and the program will terminate.
-
- After ASDMOVE opens your source file, a menu is displayed of the
- various operations. Simply press the letter representing the option
- to be run ('M' for MOVE, 'A' for Move All, 'D' for Delete, 'C' for
- COPY, 'T' for CUT, 'P' for PASTE, and 'R' for REORDER). You do not
- need to press <Enter>. Each of these options is displayed in more
- detail in the section "PROGRAM OPTIONS". To exit the program instead
- of choosing an option, press the <Esc> key.
-
- If you choose CUT, COPY or PASTE, you will be asked for the name of
- the CUT file. This can be any name up to 8 characters (using the
- standard DOS naming convention). Do not specify an extension.
- ASDMOVE will automatically append .CUT to your file name. Choose a
- meaningful name which represents the object group. The PASTE option
- requires the .CUT file to be in the current directory. If it can't be
- found, you will get an error message.
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- After choosing the option, you will be asked if you want to save the
- markers. If you press 'Y', ASDMOVE will keep the markers when it
- builds the new scenery file. This can be useful if you wish to
- perform another operation on the same area. If you press 'N', the
- markers will not be included in the new file.
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- ASDMOVE - Page 5
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- Choosing Object Types:
- The next screen lets you choose which object types to process. You
- can choose the type of objects to be processed for any of the program
- options. Simply press the number or letter of the object type to
- toggle its selection. If a plus sign ('+') appears next to the object
- type, it will be processed. If no plus sign appears, it will not be
- processed. This allows you to choose only specific types of objects.
- For example, you can choose to only process Rivers, Runways,
- Automobiles, and Polygons. The program default is to process all
- objects. Note: if you choose number 3 (Objects), objects A through X
- will all toggle to match the current state of "Objects" (i.e. if
- "Objects" is currently selected, pressing '3' will deselect the
- "Objects" category as well as types A through X).
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- If you wish to exit the program without continuing, press the <Esc>
- key.
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- For DELETE, CUT, PASTE, and REORDER, you will be asked if you wish to
- create a MAP file. A MAP file is a cross-reference showing how the
- operation affected the order of the objects in your scenery file.
- This is important if you are using Laemming Wheeler's Special Effects
- Editor (SEE) or other programs which rely on the object number within
- an object category. The MAP file will show which objects were
- deleted, added, or moved. The file has the same file name as the
- scenery file and has an extension of .MAP. The MAP file consists of 2
- columns of information. The left column lists the object numbers in
- the original file. The right column list the object numbers for the
- new file. Objects added by the PASTE function will have the word
- "NEW" in the left column. Objected deleted by the DELETE and CUT
- functions have the word "DELETED" in the right column. Objects
- rearranged by the REORDER function have the original number in the
- left column and the new number in the right column.
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- The program will then perform the requested function. A count of the
- different object types will be displayed on the screen. This count is
- simply the number of objects encountered during processing. During
- processing, you will also see several messages displayed. These
- messages will inform you of the progress of the program as well as any
- errors encountered. The messages will probably be displayed too
- quickly to be read, but any errors will remain on the screen. When
- the program is finished, you will return to DOS.
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- ASDMOVE - Page 6
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- PROGRAM OPTIONS:
- MOVE - The MOVE option moves a group of objects in a scenery file from
- one area to another within the same file. Before running ASDMOVE,
- mark the 2 boundary points for the area to be moved using Radio
- Towers. Mark a "from" key point using a Windsock. You can place this
- marker anywhere you want. Usually it is best to place it near (or on
- top of) an object whose position is critical. Next, place a "to"
- marker using another Windsock. This is the location where the object
- group will be moved. The order in which you place these markers is
- very important. The "from" marker must be placed prior to the "to"
- marker. The move process will move the objects within the marked
- boundary relative to the "from" and "to" markers. For example:
- suppose you want to move an airport facility, including all of its
- buildings, roads, etc. place 2 boundary markers (Radio Towers) at
- opposite corners to form an imaginary rectangle around the airport
- area. Place a "from" marker (Windsock) in the center of the Control
- Tower. Then place a "to" marker (another Windsock) in the spot where
- you want the Control Tower to be after the move. Run the ASDMOVE
- program and the objects within the boundary (your airport) will be
- moved to the new location.
-
- MOVE ALL OBJECTS- The MOVE ALL OBJECTS option moves all objects in a
- scenery file from one area to another. Before running ASDMOVE, mark
- a "from" key point using a Windsock. You can place this marker
- anywhere you want. Usually it is best to place it near (or on top of)
- an object whose position is critical. Next, place a "to" marker using
- another Windsock. This is the location where the object group will be
- moved. The order in which you place these markers is very important.
- The "from" marker must be placed prior to the "to" marker. The move
- process will move all objects relative to the "from" and "to" markers.
- You will be asked if you want to also move the Scenery File Center
- Coordinates. If you answer 'Y', the center point of your scenery file
- will also be moved according to the "from" and "to" markers.
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- ASDMOVE - Page 7
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- DELETE - The DELETE option removes a group of objects from your
- scenery file. This can be used to remove a large area of a file or to
- remove specific types of objects (polygons, roads, etc.) from an area.
- Before running ASDMOVE, mark the 2 boundary points for the area to be
- deleted using Radio Towers. Then run the ASDMOVE program. The
- objects specified will be removed. Note: if your file includes
- objects inserted by SEE, you may need to modify your .DAT file to
- correctly match the new scenery file.
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- COPY - The COPY option allows you to copy an area of your scenery file
- into a .CUT file. This .CUT file can then be PASTEd into any location
- within the same or different scenery file. Before running ASDMOVE,
- mark the 2 boundary points using Radio Towers to specify the area
- being copied. Mark a key point using a Windsock. This key point will
- match the key point used when PASTE-ing the object group. Then run
- the ASDMOVE program. Specify the name of the .CUT file. The object
- group will still be in your scenery file. Note: even though you are
- not changing the original file, it is still renamed to .BAK. This is
- because the markers can be deleted which would modify the file.
-
- CUT - The CUT option removes a group of objects from your file. It
- places these objects into a .CUT file for later PASTE-ing. Before
- running ASDMOVE, mark the 2 boundary points using Radio Towers to
- specify the area being cut. Mark a key point using a Windsock. This
- key point will match the key point used when PASTE-ing the object
- group. Then run the ASDMOVE program. Specify the name of the .CUT
- file. The object group will be removed from your scenery file and
- placed into the .CUT file. Note: if your file includes objects
- inserted by SEE, you may need to modify your .DAT file to correctly
- match the new scenery file.
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- PASTE - The PASTE option takes objects from a .CUT file and places
- them into a scenery file. The new objects are placed at the beginning
- of the list (similar to the REORDER function). Before running
- ASDMOVE, place a "to" marker (Windsock) at the key point. This key
- point will match the key point used when the object group was CUT or
- COPYed the object group. Then run ASDMOVE. Specify the name of the
- .CUT file. The object group will be inserted at the location of the
- marker (Windsock). Note: if your file includes objects inserted by
- SEE, you may need to modify your .DAT file to correctly match the new
- scenery file.
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- REORDER - The REORDER option rearranges the objects in the scenery
- file so that the area specified appears first when tabbing through the
- objects. Before running ASDMOVE, mark the 2 boundary points using
- Radio Towers to specify the area you are interested in. Then run
- ASDMOVE. The new scenery file will be arranged so that the objects
- within the boundary are now at the beginning. When you TAB through
- the objects from within A&SD, these objects will appear first.
-
- Note: The order of the polygons in the scenery file determines how
- they overlap. The polygon entered last will be displayed on top. You
- should keep this in mind when reordering since the polygons to be
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- ASDMOVE - Page 8
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- moved to the beginning of the list will now be displayed underneath
- others which overlap them.
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- EXTRA TIPS:
- ASDMOVE uses the markers (Radio Towers and Windsocks) which were
- entered last. You can use this knowledge to your advantage. For
- example, suppose you have a .CUT file which you wish to place is
- several locations in your scenery file. From within A&SD, place a
- Windsock at each location. Then run ASDMOVE and answer 'Y' when
- asked, "Delete Markers When Done (Y/N)?". Then repeat the process for
- each of the markers you placed. With each run of the program, the
- .CUT file information will be inserted and the last marker deleted.
- The next time you run it, the previous marker will now be the last.
- Get the idea??? This same technique can be used for deleting multiple
- areas, CUT/COPY of multiple areas, etc. Let your imagination take
- control. Remember that your original file is renamed to .BAK. This
- .BAK file is overwritten with the next run of the program, so save an
- extra copy somewhere.
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- The .CUT files are really just slightly modified .SC1 files. If you
- want to edit a .CUT file, simply rename it to a .SC1 file and edit it
- using A&SD. When you are finished, rename it back to a .CUT file and
- you can PASTE it using ASDMOVE. The center coordinates of the .CUT
- file are the key point location. You can change this if you want to
- change the key point location.
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- Since .CUT files are really .SC1 files, you can also rename a .SC1
- file to a .CUT file and paste it into another .SC1 file. This is like
- merging the files, except that the .CUT file is placed at the "to"
- marker. I don't know how big a .SC1 file can get, but someone is
- bound to find out using this technique. Be careful!
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- You don't really have to face FS-North when placing boundary markers.
- You can also face FS-South, FS-West, or FS-East. The idea is to make
- the 2 boundary markers form a correct rectangle.
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- It doesn't matter which boundary marker is placed first, and they
- don't have to be upper-left and lower-right. They can be upper-right
- and lower-left if that's easier for you. However, the order of the
- "to" and "from" markers is very important. The last one placed will
- always be the "to" marker.
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- Key points for the MOVE, CUT, and COPY don't have to be within the
- boundary area. However, when the objects are placed, they will be
- placed according to the key points. This can be useful when using an
- object outside of the area being moved as the reference point.
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- ASDMOVE - Page 9
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- ASDLIST PROGRAM:
- While I was researching the format of the scenery files, I wrote this
- little utility to list objects in the file. I thought it was handy,
- so I'm including it as a freebie (sorta like the plastic juicer you
- get with Ginsu Knives). It simply lists all of the objects in your
- scenery file as well as their location. If you are having trouble
- editing your scenery file in A&SD, run this program and it may help
- you identify where the problem is. You'll probably also be surprised
- to find see that you have more stuff in your scenery file than you
- remember putting there. The object number listed next to the each
- object is useful if you are using the SEE program.
-
- To run the program, simply type ASDLIST <filename>. You don't have to
- specify the .SC1 extension. The program assumes this.
-
- You can redirect the output to a printer or disk file using standard
- DOS redirection. For example ASDLIST MYFILE >LPT1: will send the
- list to the printer. ASDLIST MYFILE >JUNK will send the list to the
- disk file "JUNK" in the current subdirectory.
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- Legal Stuff: Flight Simulator and Aircraft and Scenery Designer are
- registered trademarks of Microsoft Corporation.
-
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- Special Thanks to those who tested and offered suggestions on these
- programs:
- Jim Ross, Hans van Wyhe, Scott Langdoc, E.J. Peiker, Laemming Wheeler.
- Thanks to Ariel Maisonet for catching the VOR bug.
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- ASDMOVE - Page 10
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