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      Current Technology Road Map

      LegendaryExGamer
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      Post  LegendaryExGamer February 23rd 2011, 07:20

      Listed below is a wonderfully long and drawn out technology advancement road map that could go the way I have posted. It could take more or less time. Some advancements you already have, some you will have soon and some can be boosted to a priority. I have listed logical avenues of development for each article of technology you own.

      You guys can choose up to THREE PRIORITIES

      Example:
      !. Warships
      2. Battlearmor
      3. Energy Weapons

      The above three will get more work done, faster, than the rest of the development. Also, certain projects may slow down. if a category is too broad (like how there are a TON of lasers or types of Armor or engines, etc, a priority under those sections will need to be seleced, like PPCs vs. Lasers vs. Pulse Weaponry).

      Not trying to make it complicated. I just wanted you guys to have options for even more cool technology. Not to mention I spent some time on this (about 4 hours) hammering it out and looking at hybrid techs and such. You will have a lot to discuss at the next game, I am certain.
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      Post  LegendaryExGamer February 23rd 2011, 07:35

      The Shape of Things to Come

      Time requirements (not taking into account the heroes = Players, individual actions which could move things along faster)
      I = 1-2 years
      II = 2-3 years
      III = 3-4 years
      IV = 4-6 years
      V = 6-7 years
      VI = 7-8 years
      VII = 8-9 years
      VIII = 9-10 years






      Prototype hardware standardization
      1. All prototype equipment is refitted to standard specifications

      A. All prototype equipment is tweaked with recovered SLDF information
      I. Freezer Type II's are standardized and no longer require caustic coolant
      II. Freezer Type III is developed, can be mixed with single or double heat sinks.
      Cost is 25% less then standard Double, these heat sinks have double the life of Type II freezers.
      III. High Efficiency Heat Sink is developed. Every 2 heat sinks dissipate one more point of heat.
      Cost is 25% More than a single Heat Sink.

      B. Prototype Endo Steel is standardized
      I. First generation reflects Inner Sphere Standard, modifciation of prototype stock
      II. Second generation reflects Clan Standard, further refinement of stock
      Cost is 25% of the 'Book Value" to update

      C. Internal Structure is reorganized and refitted with new technology
      I. CASE system is integrated along the lines of recovered advanced technology
      Initial Cost adds 125% of the standard CASE price for addition to location.
      Initial wave of technology only affects on an as per installed location basis.
      II. Type two system reflects refinement and reflects Clan versions of Internal Structure
      Cost reflects addition of one CASE system at "Book Cost"

      D. Prototype gauss rifles standardized
      I. Reflect Inner Sphere Equavilents

      E. Prototype Medium Pulse Lasers standardized
      I. Reflect Inner Sphere Counterparts
      Cost is nonexistant, it is a field tweak and calibration
      II. Weapons refined to maintain Medium Laser range
      Cost is 25% of "Book Cost" to update
      III. Small and Large Pulse Lasers produced
      Addendum: New Theoretical Options
      IV. Large Pulse Laser range increase to 12 hexes
      V. Large Pulse Laser Reduced to 6 Tons
      VI. Large Pulse 9 Heat, 10 Damage
      VII. Small Pulse Laser Range to 4 Hexes
      VIII. Small Pulse Laser - Damage 4 Heat 2


      F. Prototype ER Large Laser standardized
      I. Reflect Chaos Legion Model 7/13/19; 11 Heat; 8 damage; 4.5 Tons
      Weapon is a Prototype refit
      II. Production Run, Model II 7/14/19; 11 Heat; 9 Damage; 4.5 Tons
      III. Field refit, Model II to III 8/15/20; 11 Heat; 9 Damage; 4 Tons (later prod)
      IIIa.***Unique to Mongoose***
      Weapon represents Pinnacle of modification and Clan Technological integration
      8/16/26; 10 heat; 10 Damage; 3.5 Tons; 1 Crit
      Addendum:
      IV. Unique Weapon of Mongoose replicated and standardized
      V. ER Small Prototyped
      VI. ER Medium Prototyped
      VII. ER Small Standardized - Range 4, Heat 1, Damage 4
      VIII. ER Medium Standardized - Range 12, Heat 3 Damage 6
      IX. Weight reduction program in prototype phase


      G. Prototype Compact PPC standardized
      I. Reflect Chaos Legion Model 2(Min) 7/14/16; 9 Heat; 10 Damage; 6 tons; 4 Crits
      II. Reflects design notes from Kinsalughter PPC/ERPPC
      No minimum range; 6/14/18; 8 Heat; 10 Damage; 6 tons; 4 Crits
      III. Application of Advanced Technology (Clan)
      No minimum range 7/14/23; 10 Heat; 12 Damage; 5.5 Tons; 4 Crits
      Addendum: New Theoretical Options
      IV. Snub Nosed PPC designs evaluated and design lessons applied to Compact PPC. Reduce Crits to 3, Tonnage 5.25; PPC Capacitors Prototyped
      V. Heavy PPC Prototyped, Attempt to replicate Clan Tecnology. Ultra Compact PPC Prototyped (Light PPC)
      VI. Heavy PPC Standardized, Light PPC Standardized, Capacitors Standardized.
      VII. Clan PPC Prototyped at 8 Tons (Identical Specifications)
      VIII. Clan PPC Standardized at 8 Tons
      IX. Clan PPC 7 Tons
      X. Clan PPC - Complete Replication
      XI. Clan Heavy PPC - 8 Tons, 20 Heat, 20 Damage, Range Increase of 2 Hexes per category
      XII. Improved Light PPC - 4 Heat, 6 Damage, range matches IS ERPPC
      XIII. Improved Clan ER PPC prototype to shrink Heavy Clan PPC to standared size (Early Prototype)
      XIV. ....Drool.... .....Drool.....
      XV. Compact PPC now matches Clan ER PPC in all specs save for heat (12), Tonnage (5), Crits (3)
      XVI. ....Sllluuurrrppp.... Ehhhh.... Drool.....
      XVII. Clan Heavy PPC reaches 7 Tons
      XVIII. Clan Heavy PPC reaches 6 Tons
      XIX. Compact Clan PPC 4 Tons
      XX. Light PPC 2 Tons

      H. Jump Jet Flamer standardized
      I. Range 1/2/3; 1 Heat; 1 Damage; .25 tons; 1 Crit; +1 Difficutlty to piloting
      II. Range 1/2/3; 2 Heat; 2 Damage; .25 Tons; 1 crit; +1 Difficulty to Gunnery
      III. Heavy Jump Jet Flamer - range 1-2/3/4; 5 Heat; 5 Damage; 1 ton; 1 Crit; +1 Difficulty to Piloting and Gunnery
      Effect: Immolates target Hex as if Mech executed 5 Point Jump jet Burn, Creates 2 Point burn to all surrounding hexes, 1 Point Burn to next set of hexes

      I. Light AC2/AC5 standardized
      I. Follows Standard Rules
      Ia. New Less Explosive Gel Primer Ammo; Caseless (No Jam Chance)
      Add 2 to all Range categories; Increase Damage by 1
      Ammo Hits must roll second time for Critical roll for Ammo to detonate
      Increase Ammo by 50%
      II. Triple AC2/AC5 Developed
      carries Same Specs and weight of original Models Save for AC2 = 2 Crits; AC5 = 3 Crits; Light AC10 tested
      III. Advanced Alloy's Introduced; Weight further reduced by 1 Ton; Prototype Ultra Developed;Triple AC10 tested
      IV. Ultra Standardized; Seven Barrel, rotary cannons prototyped; Light AC10 Standardized
      V. Seven barrel rotary standardized; Seven barrel rotary Ultra prototype; Triple AC10 Standardized
      VI. Seven Barrel rotary ultra standardized; Triple AC10 Ultra Standardized

      J. Machine Gun/Anti-Missile System revamped
      I. Introduces Caseless Feed System + Gel Primers
      Ammo Hits must roll second time for Critical roll for Ammo to detonate
      Increase Ammo by 50%
      Add 1 to all range categories; increase Damage by 1
      II. Cyciclical Fire Rate Increase
      Consider as Ultra, No Jam Chance; AMS can shoot down either 2 Volley's (discretely) or 4D6 Missiles of one
      III. Machine Gun and AMS reduced to .25 tons

      K. Light IS Energy Weapons
      I. Large Laser reduced to 4.5 Tons; Medium laser reduced to .75 Tons
      II. Large Laser reduced to 4 Tons; Small Laser reduced to .25 Tons
      III. Hybrid of Clan and IS technology
      Large Laser reduced to 3 tons; medium to .5, Small to .125
      Addendum:
      IV. Medium Laser reduced heat to 2
      V. Large Laser reduced heat to 7

      L. Prototype XL Standardized
      I. Light Fusion refit perfected; XL Prototype refit prototyped
      II. XL Prototype Engine can now be restored to standard XL Specs (Standardized and refitted, can be performed to all existing Light Engines)
      III. Light Fusion now resembles Standard fusion Engine in regards to Critical Spaces; Clan XL still in Early Prototype
      IV. IS/Clan XL is operational, issues forced all crits into one torso loaction however (instead of 2 in LT/RT = 4 in LT or RT)
      V. Clan XL Prototyped +75% Maintenance required
      VI. Clan XL progress +50% Maintenance required
      VII. Clan XL progress +25% maintenance required
      VIII. Clan XL Standardized - incredibly costly to reproduce, can only be manufactured on a one unit basis at a time. no mass assembly available

      M. Listen Kill Munitions Standardized
      I. Listen Kill Munitions utilize rotating algorightims, become effective against all targets. ECM still negates
      II. LM Missiles integrated with Artemis IV
      III. Beagle Munitions - use subset to Beagle Active Probe's algorithms, negate ECM (retain +1 bonus to hit); Against non ECM +2 to hit
      IIIa. BLK Munitions integrated with Artemis IV

      N. Advanced Missile Systems Prototyped (Clan)
      I. Prototype IS/Clan Missile launchers in testing
      II. IS Hybrid Missile Launcher has less weight
      III. IS/Clan Launcher prototyped (Clan copies)
      IV. Clan Missile Launchers in full production

      O. Prototype Ferro Fibrous/Aluminum standardized
      I. Ferro Fibrous/Aluminum prototypes refit/modified (all existing stock)
      II. Ferro Fibrous/Aluminum produced; studying advanced (Clan) armor and prototyping it
      Several batches of the prototype armor recieved that had been stockpiled as defective
      reflect a less bulky, less protective armor. initially discarded, this serves as a basis for ferro with less crits
      IIa. Light Ferro Prototyped
      III. Light ferro Standardized; Heavy Ferro Prototyped (Heavy based off Clan)
      IV. Heavy Ferro Standardized
      V. Clan Ferro prototyped
      VI. Clan Ferro standardized/produced in small runs
      VII. Production of costly Clan Ferro commences in full

      P. Targeting Computers studied
      I. Advanced targeting Computer technology studied (Clan)
      Ia. Much easier to study/understand after the Laser targeting package is discovered on the Flashman
      Ib. A sLDF Clint is procured (untouched): It's integral targeting package accelerates development
      Ic. Phoenix Hawk LAM (Hartford 2000) studied as well
      Id. Garret D2j (Rifleman) system purchased and studied as well
      II. Inner Sphere Grade targeting computers produced; Clan Targeting Computer Prototyped
      IIIa. Flashman's laser targeting computer is replicated at 2 tons
      IIIb. Clint's targeting computer is replicated at 2 tons
      IIIc. Hartford 2000 replicated at 1 ton
      IIId. Garret D2j replicated at 2 tons
      IIIe. Clan targeting computer progress is stopped and redirected; IS targeting computer development halted and redirected as well
      IV. Unified Flashman/Clint/Hartford/Garret targeting package developed at 5 tons; Enhanced targeting package prototyped
      V. IS targeting computer arcitecture applied to Clint/Flashman system; Weight reduced to 3.5 Tons
      VI. System switched to new Clan based platform; weight reduced to 2 Tons
      VII. System refined, appling algorithims specific to targeting modes. Greatly reducing weight and streamlining system; 1 ton
      VIII. Targeting Package integrated, standard, into Chaos Legion produced mechs; all others .5 Tons; 1 Crit
      Process costs 2X an IS targeting Computer
      Notes: All direct Fire Weapons = +2 to hit, Anti-Aircraft +2 to hit. target location +1, target head (no bonus)
      Paired lasers, machine Guns, Autocannons (including rotary) have 2 options: 1. Both hit same location (one roll)
      2. Both produce 1 additional point of damage
      Finally, multi-track system integrated. May engage up to three targets without multi-action penalty

      Q. Battle Armor Development
      I. Attempts to replicate Type XXXIII Suits are impossible... Estimates project 75-100 years of development
      Ia. Schematics for Type XXXIII and precursor XXI, XXII & XXIII suits are more feasible for reproduction
      Development will likely take 25-50 years...
      Ib. Schematics for PA(L) suit reproduction amazingly difficult due to complexity of the Minaturized Myomer strands.
      Ic. Plans for Light and Medium Suits drafted
      Id. Exoskeleton Light Suit Prototyped/Standardized and pressed into service (shortcut, not as good)
      II. Light and Medium Suits Prototyped
      III. Light and Medium Suits Standardized; Heavy Suit Prototyped; Exoskeleton Upgraded and continues advanced development
      IV. Heavy Suit Standardized; Assault Suit Prototyped
      V. Assault Suit Standardized; PA(L) Suit Prototyped; Advanced Light/Medium/Assault Suits drafted; Exoskeleton is updated again
      VI. PA(L) Suit Standardized; Advanced Light & Medium Suits Prototyped
      VI. Advanced and Medium Suits Standardized; Advanced Assault Suit Prototyped; Exoskeleton advances out of battle armor arena
      VII. Advanved Assault Suit Standardized
      VIII. Exoskeleton becomes ultra light mech

      R. Jumpship/Warship Production/Refits
      I. Jumpship and Warship wreckage moved to Stars End facilities
      This included the wreckage from Red Jack's stuff, the Robinson, Samarkand, Pintos and so on.
      Ia. The two orbital factories are pulled out of Mothballs (there are actually three, one small factory is in operation currently)
      Ib. Capital Yards runs must be pulled out of mothballs
      Ic. Status of KF Drive factory underground must be assessed
      Id. Refits of the ships can commence, there are a few automated drones you find that can be reactivated.
      II. Robinson (or a couple Pintos) is(are) restored to operational status
      III. All warships save for the Samarkand are functioning
      IV. Samarkand is still in constructiuon
      V. Samarkand is reassembled or it is complete (Block I)
      VI. Samarkand completed and completely refit (Block II)


      Last edited by LegendaryExGamer on March 4th 2011, 16:07; edited 2 times in total
      Xeen
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      Post  Xeen March 1st 2011, 17:11

      We are setting priorities at:

      1) Warships
      2) Battlearmor
      3) Energy Weapons
      4) Targeting Computers
      5) Armor/Internal Structure
      LegendaryExGamer
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      Post  LegendaryExGamer March 4th 2011, 01:22

      Current Status of Achievement:

      (After seizure of the protectorate zone = 3044 + 2 months)
      ER Large Lasers
      II. Production Run, Model II 7/14/19; 11 Heat; 9 Damage; 4.5 Tons

      Warships
      2 Pinto Warships are fully functional

      The Robinson is at a very basic level of operation. It works, and its armor plating is half that of a Block I vessle (short notice). All hull breaches has been sealed and it can operate as a standard jumpship. It is missing some weapons as well.

      Battle Armor
      Light and Medium suits prototyped

      Targeting Computers
      IS Targeting computer available for installation; Clan version prototyped

      Internal Structure/Armor
      All Internal Structure now reflects "Clan" standard (Standard and Endo) - This was pushed forward namely due to its usefulness in restructuring warshisps. Bonus refit rate as a result (the robinson can be fielded)

      Armor
      Light Ferro is available to the Command Unit/Jack Only (enough for everyone)

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      Post  LegendaryExGamer March 4th 2011, 07:21

      LegendaryExGamer wrote:Current Status of Achievement:

      (After seizure of the protectorate zone = 3044 + 2 months)
      ER Large Lasers
      II. Production Run, Model II 7/14/19; 11 Heat; 9 Damage; 4.5 Tons

      Warships
      2 Pinto Warships are fully functional

      The Robinson is at a very basic level of operation. It works, and its armor plating is half that of a Block I vessle (short notice). All hull breaches has been sealed and it can operate as a standard jumpship. It is missing some weapons as well.

      Battle Armor
      Light and Medium suits prototyped

      Targeting Computers
      IS Targeting computer available for installation; Clan version prototyped

      Internal Structure/Armor
      All Internal Structure now reflects "Clan" standard (Standard and Endo) - This was pushed forward namely due to its usefulness in restructuring warshisps. Bonus refit rate as a result (the robinson can be fielded)

      Armor
      Light Ferro is available to the Command Unit/Jack Only (enough for everyone)


      ***THE GM DEAL***

      Dump all but 200 (100 of it you can't touch, it goest to salaries for the next year or three for manpower until you are established) Million C-Bills into development for the following:

      Top Five + Ballistics all move immediately to stage III

      1. ER Large (Done) (still have to do medium pulse and Compact PPC)

      2. Internal Structure (Done) & Endo Steel (Done) & Armor at Stage III - Heavy Ferro available to Command Company Only (Light available to everybody)

      3. Battlearmor at Stage III - Light and Medium Suits start rolling off assembly lines, heavy suits prototyped

      4. Warships hit Stage III - All warships are fully functional at maximum spec, except for the Samarkand & new Ageis, however, the Ageis could be done in six months.

      5. Targeting Computers Hit Stage III (completed all aspects of it and moving forward to stage IV)

      6. Ballistic Scientist - All Ballistics Hit Stage III (Machine guns and Antimissile systems weight half, act as Ultra weaponry and have roughly double the range and added firepower + 50% more less-volitile ammo; not to mention tri-barrelled rotary AC2 and AC5 autocannons that fire caseless ammunition as well. Rotary ultra prototyped)

      You can pick a new priority as the following four (plus the bonus ballistics) are:

      (not listed in any order of signifigance)
      1. Armor development
      2. Warships
      3. Battle Armor
      4. (OPEN)
      5. Ballistics (freebie)

      **********************Oh yeah, I forgot, that means you have pilots and support personnel for everything at Regular Training (warships at green, but you have enough trained people to fill EVERYTHING including the Ageis and the Samarkand). You still have the elite guys you hired individually, and your focus NPCs. Salaries paid for, eh, 5 years. I am hanging onto 100 Million for salaries and miscellaneous support fees. It leaves you with 100 Million... I don't think this is a bad deal, considering the time table.
      Xeen
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      Post  Xeen March 4th 2011, 13:26

      LegendaryExGamer wrote:
      LegendaryExGamer wrote:Current Status of Achievement:

      (After seizure of the protectorate zone = 3044 + 2 months)
      ER Large Lasers
      II. Production Run, Model II 7/14/19; 11 Heat; 9 Damage; 4.5 Tons

      Warships
      2 Pinto Warships are fully functional

      The Robinson is at a very basic level of operation. It works, and its armor plating is half that of a Block I vessle (short notice). All hull breaches has been sealed and it can operate as a standard jumpship. It is missing some weapons as well.

      Battle Armor
      Light and Medium suits prototyped

      Targeting Computers
      IS Targeting computer available for installation; Clan version prototyped

      Internal Structure/Armor
      All Internal Structure now reflects "Clan" standard (Standard and Endo) - This was pushed forward namely due to its usefulness in restructuring warshisps. Bonus refit rate as a result (the robinson can be fielded)

      Armor
      Light Ferro is available to the Command Unit/Jack Only (enough for everyone)


      ***THE GM DEAL***

      Dump all but 200 (100 of it you can't touch, it goest to salaries for the next year or three for manpower until you are established) Million C-Bills into development for the following:

      Top Five + Ballistics all move immediately to stage III

      1. ER Large (Done) (still have to do medium pulse and Compact PPC)

      2. Internal Structure (Done) & Endo Steel (Done) & Armor at Stage III - Heavy Ferro available to Command Company Only (Light available to everybody)

      3. Battlearmor at Stage III - Light and Medium Suits start rolling off assembly lines, heavy suits prototyped

      4. Warships hit Stage III - All warships are fully functional at maximum spec, except for the Samarkand & new Ageis, however, the Ageis could be done in six months.

      5. Targeting Computers Hit Stage III (completed all aspects of it and moving forward to stage IV)

      6. Ballistic Scientist - All Ballistics Hit Stage III (Machine guns and Antimissile systems weight half, act as Ultra weaponry and have roughly double the range and added firepower + 50% more less-volitile ammo; not to mention tri-barrelled rotary AC2 and AC5 autocannons that fire caseless ammunition as well. Rotary ultra prototyped)

      You can pick a new priority as the following four (plus the bonus ballistics) are:

      (not listed in any order of signifigance)
      1. Armor development
      2. Warships
      3. Battle Armor
      4. (OPEN)
      5. Ballistics (freebie)

      **********************Oh yeah, I forgot, that means you have pilots and support personnel for everything at Regular Training (warships at green, but you have enough trained people to fill EVERYTHING including the Ageis and the Samarkand). You still have the elite guys you hired individually, and your focus NPCs. Salaries paid for, eh, 5 years. I am hanging onto 100 Million for salaries and miscellaneous support fees. It leaves you with 100 Million... I don't think this is a bad deal, considering the time table.

      Couple questions.

      Does the deal include the 1 billion put in the bank for a rainy day fund?
      Are we dropping from 5 priorities to 4?
      Either way we will take the deal. (I know... your trying to burn up our funds LOL Wink )

      (not listed in any order of signifigance)
      1. Armor development
      2. Warships
      3. Battle Armor
      4. XL Engines
      5. Ballistics (freebie)
      ? 6. Advanced Missile Systems

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      Post  LegendaryExGamer March 4th 2011, 15:09

      Thats fine, my mind was reeling a bit last night. Sure, you still get 5 priorities. You still have the rainy day fund of 1 billion.

      1. Armor development - Stage III
      2. Warships - Stage III
      3. Battle Armor - Stage III
      4. XL Engines - Stage II
      5. Ballistics (freebie) - Stage III
      6. Advanced Missile Systems - Stage I (The Prototype launchers save 25% of the weight the Clan variant ones do, few units being produced)

      The above is fine moving forward

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