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 Post subject: The Unit Maker
PostPosted: 24 Jun 2009 21:04 
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The goal is to remove some of the repetitive math from the user and include it into a program that will do much of the calculations for you.

We have a basic structure setup and now are working on saving it to a file.

"Light Cruiser: 5000CC"
"122wu /210pp /1BE 30 mos prod time"

This has required additional programming as the BE was not included by me in my original unit file. It is Now though!

The primary concern so far was setting it up so Maintenance was added corrrectly. I think this is done,

Cargo capacity is also working now.


Need to do:

Deck Points need to be displayed and the two cap types for it looked for.

We ned to add in basic command points as well, but this will require modifying the units template file as this was not thought of when I put the file together :AE .

Only two unit templates are currently included. Simple and Complex Navies. The other types will be added as time and programming allows, though because of the modular design, I should only need to add about 40 lines of code to get the ball rolling for army and air templates.

Each unit template file has IUU, WU, Fuel, and Reduced caps files for it as well.

IIRC, the unit printout will have to be changed to reflect the template type(coplex navy or army or ...) being used. Not hard, just a bit of tappin to do.

CC must be checking for Size as well and multiply the CC acordingly as army and aviation units can be made larger and smaller and this effects their Cargo Capacity.

My estimate is about 20 more hours of work to get a basic running program up and going for simple and complex navy templates and another 5 hours each for the others. The time difference is because of the way the templates are able to use most of hte same code!

Ken, I am sure there is more, but my mind just can't figure anything else out right now. Anything I have missed, let me know!


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 Post subject:
PostPosted: 25 Jun 2009 13:26 
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Right now the only way I can tell what is missing is to look at it. :w :bs



Cheers, Thor

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Benno the Mad Wrote:
man, you gotta realise that thor and bos fell out of the patriot tree (like the ugly tree, but instills patriotism instead of ugly) and hit every branch on the way down.


"Gone now, dispersed by the brutal destruction of this one day, was the belief that the Darkman and his army of the dead were so superior as to be invincible. By attempting to destroy the morale of the Marines, the Darkman had restored it to full vigor. Dia De La Muerto had failed in its objectives."
The Gunny: Stand of the 300

Si vis pacem, para bellum
If you want peace, prepare for war

Gunny's color #FF2400


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 Post subject: Update
PostPosted: 01 Jul 2009 22:02 
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The program does the following.

Calculates the WU cost

Calculates the PP cost

Calculates months to produce and adjusts the divisor for tech level

Prints to a file the finished unit (simple and complex naval only for now.)

Calculates the CC(Cargo Capacity) based off of the chosen caps. It does not check to see if the player is mixing normal and specialty cargo caps.

Calculates the DC(Deck Capacity) based off of the chosen caps. It does not check to see if the player is mixing normal and specialty deck capacity caps.

Shows the available number of caps based off of tech level. A TL 8 is limited to 4 caps total as an example.

Limits the size of the cap based off of the tech level. Tl 8 is limit to a +4 on a cap, for instance.

The Unit Name text box may have its description altered(ie. rename the ship!) without effecting anything. :bs


Things to do immediately:

Fix the damn maintenance calc!

generate a popup box that can copy and paste out of!

Add in candy and whistles!!

add in code for handling the air and ground templates!


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 Post subject:
PostPosted: 04 Jul 2009 14:34 
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Things done:

Finished adding in the Complex Naval Unit Templates.

Fixed the damn maintenance calc!

Generated a popup box that we can copy and paste out of! into another doc, like excel!


STILL TO DO:

Adjust the CC for the tech level. Right now it defaults to the TL 7 capacity.

Add in candy and whistles!!

add in code for handling the air and ground templates!

Need to finish adding in the Complex Naval Caps.


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 Post subject:
PostPosted: 04 Jul 2009 17:01 
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Doin' a damn fine job bud!

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Benno the Mad Wrote:
man, you gotta realise that thor and bos fell out of the patriot tree (like the ugly tree, but instills patriotism instead of ugly) and hit every branch on the way down.


"Gone now, dispersed by the brutal destruction of this one day, was the belief that the Darkman and his army of the dead were so superior as to be invincible. By attempting to destroy the morale of the Marines, the Darkman had restored it to full vigor. Dia De La Muerto had failed in its objectives."
The Gunny: Stand of the 300

Si vis pacem, para bellum
If you want peace, prepare for war

Gunny's color #FF2400


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 Post subject:
PostPosted: 08 Jul 2009 19:06 
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Adjusted the CC for the tech level. It checks and changes the CC of hte ship based off of the newly entered tech level.

oh yes, and fixed several bugs that Ken found.

The New unit button will have the new text boxes added when I think we are done adding more boxes. It will also need to count and clear the used combo boxes as well.


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 Post subject:
PostPosted: 09 Jul 2009 00:09 
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The New UNit button now works, as does the calc for the command rating. The external worked right, the caps did not. I was looking throught the wrong array of control boxes and, of course, did not find the sensors, comm, etc to match for the comparisons. Its working now.


Last edited by haegan2007 on 09 Jul 2009 22:29, edited 1 time in total.

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 Post subject:
PostPosted: 09 Jul 2009 18:01 
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Ken, I need m/sec for the following:
Superburner/Boosters (Eng 725/Phys 700 they are Chemical Boosters)
+35 addition to speed in space for multiple drives
Requires fuel upkeep

Superburner/Booster (Eng 1025/Phys 1025 they are Fusion Boosters)
+35 addition to speed in space for multiple drives
Requires fuel upkeep

Superburner/Booster (Eng 1075/Phys 1075 they are AM Boosters)
+35 addition to speed in space for multiple drives
Requires fuel upkeep

Forcefield Drives (Eng 850/Phys 825 they are Mag-Drives)
Increases initiative bonus when using flank speed
Requires fuel upkeep

Forcefield Drives (Eng 950/Phys 925 they are Grav-Drives)
Increases initiative bonus when using flank speed
Requires fuel upkeep

Forcefield Drives (Eng 10/Phys 10 they are Inertial/Inertialess Drives)
Increases initiative bonus when using flank speed
Requires fuel upkeep

Solar Sails (Eng 850/Phys 825)
Requires no fuel upkeep


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 Post subject:
PostPosted: 09 Jul 2009 18:40 
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haegan2007 wrote:
Ken, I need m/sec for the following:
Superburner/Boosters (Eng 725/Phys 700 they are Chemical Boosters)
+35 addition to speed in space for multiple drives
Requires fuel upkeep

Superburner/Booster (Eng 1025/Phys 1025 they are Fusion Boosters)
+35 addition to speed in space for multiple drives
Requires fuel upkeep

Superburner/Booster (Eng 1075/Phys 1075 they are AM Boosters)
+35 addition to speed in space for multiple drives
Requires fuel upkeep

Forcefield Drives (Eng 850/Phys 825 they are Mag-Drives)
Increases initiative bonus when using flank speed
Requires fuel upkeep

Forcefield Drives (Eng 950/Phys 925 they are Grav-Drives)
Increases initiative bonus when using flank speed
Requires fuel upkeep

Forcefield Drives (Eng 10/Phys 10 they are Inertial/Inertialess Drives)
Increases initiative bonus when using flank speed
Requires fuel upkeep

Solar Sails (Eng 850/Phys 825)
Requires no fuel upkeep


The booster/Burners give their number as a percentage boost for the base speed. So if a player has a speed of 62 m/sec, and has a Superburner chem has a 35% boost to their speed in combat.

Combat is the only time boosters/burners are used.

I will add the speed for the other engines here.


Added these to the System drive category:

System Drive: Force Field

System Drive Force Field: Mag-Drive (Eng 950/Phys 925) Speed: 156.4 m/sec
Increases initiative bonus by 15% when using flank speed in combat
Requires fuel upkeep

System Drive Force Field: Grav-Drive (Eng 1050/Phys 1025) Speed: 6321.8 m/sec
Increases initiative bonus by 20% when using flank speed in combat
Requires fuel upkeep

System Drive Force Field: Inertialess Drive (Eng 1150/Phys 1125) Speed: 54,768.4 m/sec
Increases initiative bonus 35% when using flank speed in combat
Requires fuel upkeep

And this to the reaction drive section:

System Drive Reaction: Solar Sails (Eng 850/Phys 825) Speed: 5.4 m/sec
Has no Flank Speed in combat
No fuel upkeep


Let me know if this is what you needed. :AH



Cheers, Ken
No fuel upkeep

_________________
Benno the Mad Wrote:
man, you gotta realise that thor and bos fell out of the patriot tree (like the ugly tree, but instills patriotism instead of ugly) and hit every branch on the way down.


"Gone now, dispersed by the brutal destruction of this one day, was the belief that the Darkman and his army of the dead were so superior as to be invincible. By attempting to destroy the morale of the Marines, the Darkman had restored it to full vigor. Dia De La Muerto had failed in its objectives."
The Gunny: Stand of the 300

Si vis pacem, para bellum
If you want peace, prepare for war

Gunny's color #FF2400


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 Post subject:
PostPosted: 09 Jul 2009 19:14 
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yes, it is. Thank you.


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 Post subject:
PostPosted: 10 Jul 2009 22:40 
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Sample unit:

Battleship: CR: 7
218wu /672pp /4BE 96 mos prod time
Industrial Upkeep: 0.6, Wealth Upkeep: 0.4, Fuel Upkeep: 0.6
AR 6/2 DR 5/2 AM 6/6 12 PP
TL 7, +3 Weapons, +3 Armor, +3 Sensors
Deck Capacity of 1 Aircraft Squadrons
DPs may only be used for aviation type of aircraft


The CR: 7 is the Command rating and represents the number of ships it can command, including itself. The sensors cap added +2 to the CR. Without Sensors, it would be a 5.

I am still coding the engine caps code so they do not show up here yet.

Setting the maint combo boxes to 'Not Currently Used' now clears all associated text boxes.


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 Post subject:
PostPosted: 12 Jul 2009 00:04 
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We fixed the rounding in the Production point costs and now have engines working for complex and simple navies. Simple is defined as no later then WW II.

Light Cruiser: CR: 3, 10000CC
138wu /144pp /1BE 16 mos prod time
Industrial Upkeep: 0.1, Wealth Upkeep: 0.1, Fuel Upkeep: 0.8
AR 4/4 DR 3/2 AM 2/2 10 PP
TL 8, +1 System Drive Reaction: Chemical Cyrogenic, +4 Sensors, +4 Weapons
Deck Capacity of 1 Aircraft Squadrons
DPs may only be used for aviation type of aircraft

This is a Light Cruiser spaceship with rather primitive engines. But it is maxed out for weapons(laser, thus fuel maint) and sensors. Both of these have driven its Fuel maintenance up to a really high level(+.3 and +.3). Most powered engines also add to the fuel maintenace bill as well and this one adds .1 to its fuel bill. And, of course, you have the basic maintenance of any complex unit of .1 fuel, .1 Wealth, and .1 Industrial upkeep(spare parts!)


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 Post subject:
PostPosted: 13 Jul 2009 20:55 
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The coding has been added to load simple and complex army units and the Complex army template file is now done. The Production point cost subroutine needs to be modified to allow the army units to have proper costs. The naval and army formulas are different and I need to put in a check to see whcih one needs to be used!


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 Post subject:
PostPosted: 15 Jul 2009 19:49 
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Ken, I need a ground unit finished for a tank, and a HQ of some type so aI can print them out correctly. Also, can we do the same for the air craft, including one that has CC?


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 Post subject:
PostPosted: 24 Jul 2009 23:04 
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These do not specifically say whether or not they have maintenance. Most of hte caps sya yeah or nay on Maintenance. Can yo clear this up please?

+X Anti Capitol Ship Weapons:
An added cap limited to ships smaller than Heavy Cruiser size, this represents heavy guns or torpedoes specifically designed to destroy Capitol ships. Generally however the slow speed or refire rate of these weapons makes them less suited for engaging smaller warships who are mobile enough to avoid much of the inbound fire that would otherwise swiftly turn them into scrap metal; if used against non-Capitol ships or a formation that has no Capitol ships they do not add any firepower bonus whatsoever. Each Anti Capitol Ship Weapons cap taken increases the Ranged ratings by one.

+X Secondary Weapons:
This added cap is for Capitol ships only, and gives them scads of fast-firing weapons specifically designed to engage small, mobile warships. They are effectively the inverse of Anti-Capitol Ship Weapons. Each Secondary Weapons cap taken increases the Close ratings by one.


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 Post subject:
PostPosted: 24 Jul 2009 23:10 
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Does this mean AR +1/-1 DR 0/-1 ?


+1 Long Range Weapons:
These are powerful weapons designed for optimum performance at longer ranges, high angle naval rifles and long range missiles are a couple of examples. Instead of gaining the standard firepower bonus for engaging at Close range, they gain firepower at Long range. They are less effective at closer ranges as they have trouble coming to bear on the target. This Added Capability may only be taken once, and once taken modifies ALL the weapons on the unit, you may not have a mix of Long range and normal weapons unless you also take some sort of Special Weapon. The Long Ranged Weapons cap increases the AR ratings by one while reducing the Close ratings by one.


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 Post subject:
PostPosted: 24 Jul 2009 23:13 
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Spelling error my friend. sips should be ships!


+X Agility:
Agility makes a ship more nimble, allowing it to avoid and dodge incoming fire, and making it more capable in a slugfest. agility may be taken multiple times, but each Added Capability after the first incurs +.1 Fuel Upkeep. Each +1 Agility increases the sips DR ratings by 1.


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 Post subject:
PostPosted: 24 Jul 2009 23:46 
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Previous to changes:

Light Cruiser: CR: 3, 10000CC
138wu /144pp /1BE 16 mos prod time
Industrial Upkeep: 0.1, Wealth Upkeep: 0.1, Fuel Upkeep: 0.8
AR 4/4 DR 3/2 AM 2/2 10 PP
TL 8, +1 System Drive Reaction: Chemical Cyrogenic, +4 Sensors, +4 Weapons
Deck Capacity of 1 Aircraft Squadrons
DPs may only be used for aviation type of aircraft


After Stats fixes: (The AR has been modified)

Light Cruiser: CR: 3, 10000CC
138wu /144pp /1BE 16 mos prod time
Industrial Upkeep: 0.1, Wealth Upkeep: 0.1, Fuel Upkeep: 0.8
AR 8/8 DR 3/2 AM 2/2 10 PP
TL 8, +4 Sensors, +4 Energy Weapons, +1 System Drive Reaction: Chemical Cyrogenic
Deck Capacity of 1 Aircraft Squadrons
DPs may only be used for aviation type of aircraft


We are gettig their buddy! Now I need to apply this to the ground and air setups, but hte navy side is now roaring. I do need an answer on the Q above and how they will be represented as I found the explaination to be confusing for me. Help!


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 Post subject:
PostPosted: 25 Jul 2009 14:25 
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Haegan, it increases the Long Range AR and DR by one, and reduces the Close Range AR and DR close in by one.

The sentence should read as follows: The Long Ranged Weapons cap increases the Long Range AR and DR ratings by one while reducing the Close Range AR and DR ratings by one.

Example: AR +1/-1 DR +1/-1

Sorry for the konfuzzion. :bs



Cheers, Thor

_________________
Benno the Mad Wrote:
man, you gotta realise that thor and bos fell out of the patriot tree (like the ugly tree, but instills patriotism instead of ugly) and hit every branch on the way down.


"Gone now, dispersed by the brutal destruction of this one day, was the belief that the Darkman and his army of the dead were so superior as to be invincible. By attempting to destroy the morale of the Marines, the Darkman had restored it to full vigor. Dia De La Muerto had failed in its objectives."
The Gunny: Stand of the 300

Si vis pacem, para bellum
If you want peace, prepare for war

Gunny's color #FF2400


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 Post subject:
PostPosted: 26 Jul 2009 00:46 
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We have another Q for yah! You said you need to calc the CC of all the units for a 3 month maint supply? If you would EMail me the completed Naval doc when you are done I would appreciate it. If I have time Sundya night I will print it and do it on the Palm! Oh yes, and turn 18 as well please!


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 Post subject: Sample HQ
PostPosted: 27 Jul 2009 18:49 
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Regiment Headquarters:
22wu /44pp /1BE 5 mos prod time
Industrial Upkeep: 0.1, Wealth Upkeep: 0.1, Fuel Upkeep: 0.1
AR 0/0 DR 0/0 10 PP
TL 8.5, +1 Sensors
May only have 3 Battalions of the same type and 1 Battalion of another type. Has a slot free +1 Communications[/b]


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 Post subject:
PostPosted: 27 Jul 2009 20:31 
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My current STILL TO DO:

Modify the save to files and the Copy box to show the ground templates corectly. This is true for air units as well.

add in Programming for the silo naval cap. Add in the missle DP for DD, CL, CH. Inquire as to what the missile DP is for larger classes. Find a spot in the template to add these or make one.

Add in programming to handle the effects of the reducing caps for all tmplate types.

Add in Airforce templates, caps, reducers for both Simple and Complex units.

Add in all the simple caps for naval, air and ground. While some are listed, most do not have their cap templates filled out properly.

Addd in code to zero out the AR's for a sub before adding in the caps adj. Will lIkley have to run a search once through all combo boxes for 'submersible.' first, then run the rest of the code for stats adjustment.


have a function for DC equiv for all warships.( i have a spot already set aside for this in the template file, just not filled in.)

reduced caps show everything each time. yes, cause i do not have a way of seeing which ones have already been picked yet. Maybe do the same thing for caps to. Since you cannot have say 2 sensor caps


Is it possible to have it say defalut to a size that can have up to ten caps, and then only add the cap slot when the tl is chosen?
since as of now, tl 20 is the highest in game
it is a control array. supposed to be able to add them programatically while the program is running
Does it expand for the higher techs?
the number of cap slots I mean

if possible the ability to load and modifiy a unit and then resave

have the base cost and another cost for cost overruns in the printed out unit?
an enterable percentage. it is possible to get cost overuns twice.

need to properly fill in the SimpleNavyEngines file. Including Aether Engines.

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 Post subject:
PostPosted: 09 Aug 2009 20:47 
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Okay, we have the complex air templates typed in and working. The program will also change the stars for DR to GA and AM to EW for naval and ship templates when you are going back and forth. The printouts for them have not been fixed yet.

A check box has been placed to allow a aircraft to be marked as a sensors aircraft and it adds half the base PP to the PP total.

A check box has been placed to mark a unit as a missile. The stats will be added to the 2nd GA value in this case instead of all of them. Should we add the TL to either of the EW slots?

The CC switching for the two forms of CC calc for air units has been entered as well and placed in the complex air templates.

Things to do for air units.

finish the Complex Air caps.
Enter the Simple Air templates
do the Simple air caps
Enter coding for the missiles (have to wait on ken for this.)
I need to add in code to act off of the reducing caps. right now they only effect PP and WU costs.
Add in code to zero out the AR's for a sub before adding in the caps adj. Will likley have to run a search once through all combo boxes for 'submersible.' first, then run the rest of the code for stats adjustment.

I also need to do the simple army caps. The army is using a copy of the Complex army caps as a place holder.

Even once the program is up and running i have several hours of data entry!


I am wanting to add teams in as well, but that is taking a back seat right now.

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 Post subject: Missile temp[late
PostPosted: 11 Aug 2009 22:44 
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Ken, would you do up an approved missile template? So I can see what it should look like?

also, a fighter template, a Sensor ship template(awacs), and any other oddities that you can think of. This way I can do the printed and C&P format all at once for them and don't have to keep going back to it again and again.

Its late and I am sure I have missed something. Ideas?

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 Post subject:
PostPosted: 15 Aug 2009 18:14 
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Code has been added to load air units, handle their Cargo capacity, deck points for airships, and the complex caps and unit templates are done for Complex Air units. Complex air units are choppers, transports, shuttles, fighter to bomber types, and blimps(airships). This also includes interplanetary probes and satellites.

Needless to say, this template file for the complex air units is the biggest yet.

It also has some of the most specific code as well. There are two different ways to calc Cargo Capacity as well as specialist templates for missiles and Awacs craft. Both of which require special coding to handle costs and how caps effect them. The Awacs code is done, but the missile code is waiting for us to see how it should fit together.

Onward!

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