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Flyboy Fox3 Server Information

Server Name: Flyboy | Fox3ms.com V9-72
IP Address: 147.135.72.72:10308
Password: Request via PM to @JG1_Flyboy   (I am also on Discord)

*Fox3 Division level server that can host up to 60 players. Includes support for SRS, LotATC and Tacview
**Get more information about Fox3 at: https://www.fox3ms.com/

 


Purpose

This page gathers everything pilots need to know to get the most out of the Flyboy Fox3 server—scripts, missions, mods, and general philosophy.
I’ll keep this updated as new missions and scripts are added.


Goals and Design Philosophy

The Flyboy Fox3 Server is built for both learning and competition:

  • Training: Safe space to practice flying, weapons, navigation, refueling, and teamwork.

  • Co-op: Missions emphasizing coordination and communication between players.

  • PvP Events: Team-versus-team scenarios where strategy and cooperation win the day.

  • Realistic but Fun: “Dead is dead” philosophy—treat combat seriously, but skip the tedious parts of full mil-sim flying.

I aim for a balance between "Air Quake" and full mil-sim—enough realism to stay immersive, but not so rigid that it kills the fun.


Mods Frequently Used

For some of the missions you'll need these mods installed in your Saved Games\DCS\Mods\aircraft or  Saved Games\DCS\Mods\tech folder.

  • aircraft folder for planes

  • tech folder for objects (such as 476 Range Targets)

  • If these folders don’t exist, create them (use lowercase spelling).

476th Range Targets – Adds range structures, bullseyes, and realistic range targets.
https://www.476vfightergroup.com/showthread.php?5304-476th-Range-Targets-Package

Flag Pole – Displays correct country flags in missions and events. Put this one in the Saved Games\DCS\liveries folder.
https://www.digitalcombatsimulator.com/en/files/3336821/

A-4E Skyhawk – Classic carrier jet—light, agile, great for Cold War missions.
https://community-a-4e.github.io/

UH-60L Blackhawk – Fully flyable transport helicopter.
https://www.patreon.com/posts/uh60l-mod-2-0-138859868

C-130 Hercules (Anubis) – Heavy transport—used in logistics and airdrop missions.
https://github.com/SkzKatsushiro/DCS-Hercules-Anubis-Mod-Expanded

T-45 Goshawk – Navy jet trainer, great for carrier ops practice.
https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/


Scripts Used on the Server

NOTE: I don’t have links for these scripts and at this time am only holding these internal to JG1 and my own missions  

Scripts extend what DCS can do. Here’s a quick overview of the ones you’ll encounter and how they help you as a player:

Flyboy Custom Scripts

ArtySpotter – Allows players to call in artillery strikes using map markers, lasers, or MGRS coordinates.
Player Use: Mark a target and call fire missions for precision artillery support.

Target Range – Tracks bomb, rocket, and strafing accuracy at designated ranges with live feedback and score messages.
Player Use: Drop ordnance or strafe targets to see hit accuracy and performance reports.

Chute Cleaner – Removes deployed parachutes to reduce lag. Can run automatically or be triggered manually via F10 menu.
Player Use: Normally runs in the background, or use F10 > Chute Cleaner to clear manually.

Dynamic AI Spawn – Lets players spawn specific AI aircraft or ground units for training or dogfights.
Player Use: Use the F10 menu to spawn bandits, drones, or ground targets.

Early Warning Radar (EWR) – Provides realistic “bogey dope” and radar coverage by coalition.
Player Use: Get situational awareness calls like “Bandit 20 miles north.”

Persistence Universal – Saves mission progress (units destroyed, zones captured, etc.) and restores it automatically.
Player Use: Return later and continue where the battle left off.

RealRadar – Simulates radar line-of-sight and range limits for realism.
Player Use: Expect realistic detection behavior—no omniscient AWACS.

TeamScore – Tracks and logs team performance, kills, and objectives.
Player Use: View team results and mission outcomes for competitions.

 


Other Public Scripts

CTLD – Logistics and sling-load operations—build FOBs, deploy troops, and spawn vehicles.
CSAR – Search and Rescue—recover downed pilots to earn points or restore player slots.


Missions on the Server

Most of the missions are custom-built for realism and fun, but a few are adapted from popular community missions (like Foothold) with added Cold War flavor.

Training Missions

Multi Training Cold War – Caucasus 
Standard go to training map for carrier ops, sparring, SEAD, refueling, bombing ranges, and low-level Top Gun Alley routes. Stay low to avoid SAMs hidden in the valleys.

Dynamic ACM – Caucasus
Fast-paced dogfighting mission focused on missile training and teamwork. Timer tracks how quickly you down enemy bandits after visual ID within 1nm. Thanks to The Ops Center for this one and I encourage everyone to check out his excellent ACM training videos on YouTube. 

Multi Training Cold War – Germany
Features the Dynamic AI Spawn and Chute Cleaner scripts. Spawn a variety of AI aircraft or drones for combat training. Air and ground starts available.
Target ranges for both Blue and Red now implemented.
Work in Progress— next up is working on dynamic live fire ground target spawn.

Multi Training Cold War – Syria
High realism—no map icons or labels. Focus on visual spotting and proper navigation.

SAM Evasion / SEAD Training
Practice detecting, avoiding, and destroying different SAM types from both air and ground starts.

Target Range Training
Practice bombing and strafing, with messages that give you feedback on your accuracy. Air/Ground starts and unlimited weapons to hone your skills. 

Multi Training Cold War – Syria (Non-Precision IFR)
Low-visibility mission (400–500 ft ceilings, 2 mi vis). Ideal for formation and instrument flight training. Starts pre-dawn—expect changing light conditions.

Multi Training WW2 – Normandy
Fly Allies or Axis aircraft against AI or PvP. Intercept or defend realistic B-17 bomber formations—an incredible challenge and visuals. Target Range now implemented with air spawns  

NAV Training (Various, Caucasus)
Includes multiple day/night, IFR/VFR missions with varying visibility and ceiling categories:

  • Marginal VFR Easy – 3 mi vis, 1500 ft ceiling

  • IFR Non-Precision – 400–500 ft ceiling, 2 mi vis

  • IFR CAT I – 200 ft ceiling, ½ mi vis

  • IFR CAT II – 100 ft ceiling, ¼ mi vis


Campaign / Co-op Missions

Foothold – Syria Extended Cold War
Dynamic campaign starting from a carrier or Akrotiri on Crete. Earn credits by capturing zones, destroying targets, or completing missions, then spend them to call AI support (JTAC, CAP, SEAD, etc.). Cold War era loadouts for balance.

Foothold – Sinai Cold War
Classic Foothold variant on the Sinai map. No CTLD, but great for teamwork and coordination.

Foothold – Persian Gulf Cold War
Older Foothold version for Persian Gulf. No CTLD, but excellent for practicing long-range operations.


Events

Yom Kippur II (Fictional PvP – Oct 1975)
This is the team-based PvP event I created on the Sinai map. Each side begins with 20 points and under a ceasefire. Violating the peace (crossing restricted zones or attacking ground targets) triggers war and point loss.
Recon missions earn points during the peace phase, but once war begins, full-scale combat ensues. The first team to reach 100 points wins.
More detail info here: https://forum.jg1.org/topic/16816-dcs-yom-kippur-2-fictional-event-saturday-may-3-and-saturday-may-10/
 


Final Notes

  • Fly realistically: Treat every sortie as if it were real.

  • General Rules: Play fair and be nice!

  • Ask for help: Message @JG1_Flyboy or other pilots for assistance.

  • Stay updated: Follow this thread. New missions and scripts are added or improved upon regularly.

  • Mission Requests: If you have a request for me to run a particular mission on a certain day/time let me know in advance and I'll try to make it happen.


 

Posted

I finished my Target Range script and it now includes bomb and strafe measuring capabilities. I created a Target Range mission with air/ground starts and unlimited weapons so can hone your skills. I also put a bomb and strafe range on both Blue and Red sides on the Multi Training Germany map.

Here is a summary of the Target Range script:

 


🎯 Target Range Update (Flyboy Server)

Practice your bombing and strafing skills on the new Target Range training system — now active on the Flyboy Server!

This script automatically scores bomb and gun runs, shows your accuracy, and logs results for competitions.

💣 Bombing Practice

  • Fly into your coalition’s bombing range zone:

    • Blue Coalition: Blue Bombing Range

    • Red Coalition: Red Bombing Range

  • Drop any unguided bombs (Mk-82, FAB-250, etc.).

  • After impact, you’ll see an on-screen report like:

    Mk-82: 146 ft from Blue Target 1, brg 177° — Flyboy [A-10A]
    

    → That’s your distance from target and the true-north bearing from the target center.

  • Every pilot sees their own reports automatically.

  • You can also open the F10 → Other → Target Range menu to:

    • Toggle whether you see coalition mates’ results (optional).

    • Repeat your last report.

    • Review your last 5 scores.

    • Turn on debug for detailed bearing data (advanced users).


🔫 Strafing Practice

  • Each range also includes strafe targets.

  • Fire short bursts! When you complete a pass, you’ll see:

    PASS 1 COMPLETE – Hits: 27 | Hit Rate: 5.4/sec
    Cooldown: 30 sec before next pass
    
  • Only rounds fired from inside the range count.

  • Passes are scored automatically — no need to press anything.


📜 Competition & Scoring

  • All results are saved server-side in the DCS log.

  • Server staff can generate scoreboards and event summaries directly from these logs.

  • Logging is always ON (players can’t disable it).

  • Only your coalition can see your results unless you enable “See Coalition Reports” in the F10 menu.


🧭 Extra Info

  • Bearings are true-north referenced, just like a navigation VOR.

  • Distance can be displayed in feet or meters (currently feet).

  • Each range has defined boundaries — entering/leaving will show a message:

    • “Entered Target Range — logging enabled.”

    • “Leaving Target Range.”


⚙️ Tips for Best Results

  • Stay within 5 nm of the target area during your runs.

  • Drop one bomb per pass for cleaner results.

  • Avoid guided munitions — only unguided (dumb) bombs and guns are scored.

  • For strafe: short bursts, low passes (~1500 ft AGL).

  • Use F10 → Target Range → Show History to review your recent impacts.


 

Posted

For the Multi Training Germany map I also added a wide variety of airplanes for red to spawn and fight, including F-14, F-15C, F-16,  F-18, Mirage and Viggen. I’ll be adding more for the Blue side to spawn soon but right now for fighters they can spawn MiG-19, Mig-21 and MiG-29A. All fighters on both sides can be custom spawned to number, pilot skill and weapon loadout (Eras 1970, 1974, 1976 and 1984 as appropriate/available). 

Posted

Updated Target Range Training, Multi Training Caucasus and Multi Training Germany missions. The F10 menu problem I was having with the target script is solved and now works. You now can turn on coalition range reports, see your last 5 runs, last 5 coalition runs and see a leader board of top 5 player runs. I also refined the targets to make them look better with descriptions of each in the briefing. 

Posted

Multi Training WW2 Normandy 2.011 has been updated. Now Includes Dynamic AI Spawn, EWR, Chute Cleaner and Target Range scripts. Just need to update the mission briefs but I had it running last night. Fox3 Luck and I tested it out Tue night and he loved it so much he’s going to put it as one of their standard missions on Fox3. 

  • 2 weeks later...
Posted

I've totally revamped my Multi Training Caucasus map to include the Dynamic AI Spawn system where you can now have multiple and unlimited types of AI targets including Viggen, Mirage, F-16, F-18, F-14, etc and customize the number, skill level and weapon loadouts of the opponents (1970, 1974, 1976 and 1984 level weapons). You can spawn up to 5 AI groups at a time, and once destroyed or despawned you can rinse and repeat as many times as you like. And when the map gets cluttered with all those pesky parachutes from your kills you can use Chute Cleaner to wipe them off the map. You can also spawn and despawn the target drone now as many times as you like. Also have dedicated Target Range using the Target Range script to practice your bombing and strafing skills with feedback. Arty Spotter and EWR scripts are also included. 

Also made similar changes to the Multi Training Normandy (WW2) and Multi Training Germany maps. The Germany map is very nice, but some people have trouble running it because it is a resource hog with all the beautiful scenery which is why I'll still prob use the Caucasus map as the go to standard training map. My next plan is to update the Syria training map to include the Dynamic AI Spawn, as that map I like to use as totally realistic (no labels, no map positions, etc.). 

I plan to be online tonight (sometime around 2100 ET) with Dino (who will get checked out on Bf109), @Patriot and @Luck to final test the WW2 Multi Training map if anyone wants to join. If all works well I will be giving that map to Fox3 Luck for use as a standard WW2 training map on Fox3. 

Posted

Mission Updates on the Server:
- Multi Training Cold War Caucasus 2.204 (added C-130J)
- Multi Training Cold War Germany 2.107 (added C-130J)
- Multi Training WW2 Normandy 2.018 (minor improvements and added two more Defend spawns for Blue)

TeamScore script update: 
I am maybe 2/3 of the way there and had major breakthrough/progress last week as I got the points working for air/ground/ship and buildings working correctly.

What's working:
- I can assign diff point values to types of units so more valuable units score bigger points. I can also assign special bonus points such as a VIP convoy, etc. 
- I have a waiting phase where everyone can spawn in, look at the map and strategize. If you try to takeoff during this phase you will get a countdown timer to despawn or you will go boom. Works great.
- Admin starts the mission either in a Peace phase or direct to war. In peace you can do recons and other missions, kill air targets etc. But ground targets, crossing DMZ etc will count as negative points. If you go over -100 you trip the war and your coalition loses additional -1000 points. Team commander can choose to go to war for -500 points or wait until random peace negotiations fail and war starts on its own.
- Special missions, buildings and other targets for enhanced points.

Still to be done 
- Persistence so we can do this in multi week event. Will save flags, zone ownership, etc.
- Zone capture and template spawns (similar to Foothold). My plan for next event is to have series of zones that each side can conquer or reconquer and gain points for each time they capture. It will be a struggle along the front to push and/or hold the line. Zones/airbases will have supply capacities of 1-6 supply units. These can be supplied with helicopters or cargo planes (UH1H can carry 1, CH-47/Mi-8 carries 2 and C-130 carries 3). The more supply units it has the more template spawn units are supplied. I'll also have CTLD available to carry in extra units, but these unfortunately can't be saved in persistence. So in the peace phase this might be time to logistically place units, fully supply zones, etc in readiness for your team's strategy. 
- Persistence and zone capture is very doable and I even had it working at one point but had to go back and fix some other things before implementing this fully and perfecting. 

Overall Goal
My next event will be a Yom Kippur part 2 (1975) based in the Syria map (main bases Ramat David for Blue and Damascus for Red). Overall it will require team strategy to win. Though air and ground kills are important, you won't be able to win the match only doing "Air Quake" and must use a more nuanced, team approach to accomplish goals and work together. After all, air power is there to support the strategic ground war and this is exactly what I want to simulate. 

  • 3 weeks later...
Posted

I am making great progress on my TeamScore Script in preparation for using it for next Yom Kippur II Syria event. We tested successfully many of the concepts and I am now moving into the final phase to include zone/airbase capture, persistence, etc. Below is a general outline of the concepts and my plan for the next event.

 


TeamScore Dynamic Campaign – Player Information

Overview

This event uses TeamScore, a custom multiplayer system designed to move beyond “AirQuake” gameplay. Victory is not decided by raw kill counts alone, but by strategy, coordination, logistics, and discipline across multiple mission days.

Aircraft kills matter—but how your team fights matters more.


PART I – Features Tested and Proven (TeamScore 3.066)

These systems are fully tested, stable, and already in use.

1. Team-Based Scoring

  • All actions contribute to team score, not just individual stats.

  • Air-to-air, air-to-ground, naval, and mission objectives all matter.

  • Reckless behavior can cost your entire coalition points.

2. Phased Conflict (Peace → War)

  • Events begin in a Peace Phase:

    • Recon missions

    • Limited engagements

    • Special operations

  • Escalation to War Phase unlocks full combat scoring.

  • Poor discipline in Peace Phase can trigger penalties or escalation.

3. Recon That Actually Matters

  • Designated Recon aircraft can identify:

    • Key objectives

    • Enemy activity areas

  • Recon intel appears immediately on the map.

  • Points are only awarded when the aircraft safely lands, encouraging realistic RTB behavior.

4. DMZ and Neutral Airspace Enforcement

  • Violating restricted airspace carries real penalties.

  • Warnings, countdowns, and point deductions are enforced by script.

  • Recon and SpecOps aircraft have special exemptions.

  • Neutral countries can escalate politically if violations continue.

5. Strategic Consequences

  • Poor coordination, violations, or careless flying can:

    • Cost your team points

    • Give the enemy operational advantages

  • This is not a disposable one-off mission—your actions matter.


PART II – New Systems in Active Testing (Zone Capture & Persistence)

These features are currently being tested and refined and represent the next evolution of the event.

1. Capturable Ground Zones

  • The map is divided into contested sectors.

  • Each sector has:

    • A defended outer area

    • A central “prize” location (bunker, compound, FARP, etc.)

  • Aircraft cannot capture zones.

  • Ground forces must:

    • Clear defenders

    • Move into the prize area to capture

2. Logistics and Supplies

  • Zones have supply levels representing defensive strength.

  • Supplies are delivered by:

    • Helicopters

    • Transport aircraft (e.g. C-130)

  • More supplies = stronger defenses.

  • Lose defenders → zone supply degrades → logistics become critical.

3. Persistent Campaign State

  • Zone ownership and supply levels carry over between event days.

  • Individual units do not persist—strategic state does.

  • Every event day starts from the results of the last.

4. Supply Warehouses as Strategic Targets

  • Supply bases depend on supply warehouses.

  • Destroying warehouses can:

    • Cut off enemy logistics

    • Force difficult strategic choices

  • Warehouses can also be discovered via recon.

5. Escalation Through Bad Behavior

  • Continued violations of neutral airspace can:

    • Cost points

    • Trigger political escalation

    • Open new operational areas to the enemy

  • Escalation is asymmetric and permanent—there is no reset button.

6. Commander-Level Strategy

  • Logistics, recon, and ground operations must be coordinated.

  • Concentrating forces may help a breakthrough—but leaves other sectors weak.

  • Teams that plan, communicate, and adapt will win over teams that simply hunt kills.


What This Event Is (and Is Not)

This IS:

  • A strategic, multiplayer campaign

  • A place where teamwork matters

  • A system that rewards discipline and coordination

This is NOT:

  • A pure dogfight server

  • A “respawn and rack kills” experience

  • A one-mission arcade event


Why Fly This Event?

Because you want:

  • Meaningful missions

  • Consequences that last

  • A reason to fly recon, logistics, CAS, and CAP—not just fighters

  • A multiplayer experience where strategy beats chaos

If you fly smart, support your team, and think ahead—you will make a difference.


More features are coming, but only after they are tested and proven.

  • 1 month later...
Posted

My TeamScore script is coming along quite well but I've experienced a bit of "mission creep," meaning as I get one thing done I think of cool new features to add. The lastest has been to add "special units" that are limited but very useful in tactical ways (see the description below). As we have been testing I realized I also needed to update my RealRadar and Early Warning Radar scripts also. Here are summaries of the changes/new features.

TeamScore/RealRadar 
Update with a major realism pass on air detection.
Default DCS detection unrealistically reveals too much for Tac Commander and JTAC positions and is especially frustrating for helo drivers who are trying to terrain mask and use low altitude stealth to accomplish missions. These scripts work in harmony to produce a more realistic gameplay. 

RealRadar now does all of this:

·         Uses a coalition radar network model instead of global spotting.
·         Applies per-radar max detection range by unit type (now configured in km, with nm reference doc).
·         Uses AGL-based terrain masking with line-of-sight checks and a low-altitude clutter floor.
·         Supports era-style networking with dataLinkLevel:

  • 0 = Pre-1976:  Only GCI radars feed air picture
  • 1 = 1976-1990: + battery-level integration (selected systems)
  • 2 = 1991-2000: + tactical networking
  • 3 = 2001+: + full network integration for configured systems

·         Supports AWACS as a separate long-range detection layer.
·         Applies aircraft size/RCS multipliers so larger aircraft are generally easier to detect.
·         Includes debug logging to track why contacts appear/disappear.
·         Future plan is to integrate even more realistic radar behavior/limitations such as aircraft using airspeed and notching to defeat radar.

Early Warning Radar script tie-in:

·         This is the script that gives individual customizable bogey dope messages
·         There is no hard-coded API handshake; integration is by live world state.
·         If the EWR script spawns/controls valid radar units, RealRadar uses those units automatically.
·         If those radars are destroyed, RealRadar stops using them as network contributors.
·         Net effect: both scripts stay synchronized through actual unit alive/dead status in-mission.

TeamScore Brief Player Guide: Special Units

  • Special units are intended to let helicopter and utility players shape the whole battlefield, not just transport cargo.
  • Most likely will need to work with a Tac Commander who can monitor and move the units into position.
  • There are limited number of these units in inventory, so when they are gone they are gone (at least for that mission day)
  • All special units are set to Excellent and most other ground units are set to Average intelligence. What this does is allows special units to "see" the average units further away than they can see the special units. So here's how it works: Each special unit has a range (e.g. the scout range is 2.0 nm). When the unit is within that range it will put a map marker on groups within it's range even though it can't yet "see" the unit on the map. As the special unit gets closer, it will eventually "see" the enemy unit on the map but the enemy with average ability cannot yet see the special unit unless it gets closer (around 1.0 nm or less). 

Scout:

·         Best for forward recon and map intelligence. Another use would be to patrol around your base or other areas to look for enemy special units.
·         Use to build target picture before strikers commit.
·         2.0 nm range. Can auto mark (with map markers) up to 30 targets
·         Extract after mission for additional value and to preserve assets.

JTAC:

·         Best for CAS support and target marking/smoke.
·         2.5 nm range. After doing a scan in position, can choose a target to put smoke on. 10 smoke targets per sortie.
·         Deploy near likely fight areas, then coordinate attack flights onto marked targets.
·         Strong force multiplier when paired with low-level ingress packages.

Special Forces Team:

·         Best for high-value sabotage (radars/logistics nodes/zone disruption).
·         Use to blind enemy radar coverage and open safe corridors for friendly aircraft.
·         Ideal before major air push or deep strike.
·         3.0 nm range. Stop in place to "scan for targets" (30 seconds) then choose a target to sabotage. 60 second countdown after selection (if they move then it is aborted                and they lose a "charge." If they succeed, target is destroyed. Varying chance of being caught, have casualties or getting wiped out. 

Spy:

·         Best for covert intel and behind-lines disruption.
·         Lower-signature tool for persistent pressure where direct assault is risky.
·         Combine with SF/JTAC to chain intel -> disruption -> strike.
·         Spy has three uses:
                1. 3.5 nm range to look for targets, mark and observe
                2. If close to enemy base, after scanning can choose to sabotage base supply level. Can choose to disrupt 1, 2 or 3 supply points but with each one it becomes                              riskier (spy can be caught/killed). If successful, the base loses 1 or more supply points and loses support for the associated template spawn group (meaning
                    those groups will be despawned from the map as they are no longer supported from the new current supply level). 
                3. Spy can "embed" in place. This permanently consumes the spy but acts similar to a radar unit with a 5 nm radius. Air targets will be seen live time on the map by                        Tac Commander and JTAC positions, and ground units who move through this area will be marked (map markers) similar to recon, including being updated each 2                      nm the unit moves. This embedded position continues for 60 minutes before disappearing, after which any markers on the map will remain an additional 30 min.

Players who transport Special Units into the field will get credit and stats for unit successes. The player (or another player) can extract these units back to home home base and receive credit for their extraction (credit only if the special units actually accomplished something first). These units can be returned to inventory to heal and recharge their abilities. 

Tactical pattern that works well:

1.     Insert Scout/Spy to map threats.

2.     Insert SF to remove key radar/SAM enablers.

3.     Push JTAC-supported CAS into the gap.

4.     Extract teams to preserve capability and score.

 

 

 

  • 3 weeks later...
Posted

My TeamOps YK2 mission is getting very close. I've ported the TeamScore script over to it, added aircraft, zones, templates, triggers, etc and it's about ready to be tested. Still to be worked out and added are special missions which will take some time. Attached is an overview map picture and a Player's Guide. There's a lot to the campaign so recommend you look through it. After testing I will open it up for general testing and play so everyone can get a feel for the map and the rules. 

I won't be home until Tue morning but should start testing online next week hopefully. 

TeamOps YK2 Overview map.jpg

 

TeamOps Syria YK2 Players Guide.txt

Posted

Multi Training Caucasus map updated to 2.208. Big changes were fixes to air refueling tankers (they now work) and updated RealRadar and EWR scripts to provide better and more realistic radar data.

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