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DaveSD

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Everything posted by DaveSD

  1. @silverdevil Good observation! That was one of the new units I added as a test, but I went in and added a "perform task" "go to waypoint" action, but that didn't do anything. I then tried the same thing under "perform command" and that didn't work, either. I'll probably just replace those bad boy vehicles with fresh ones. It won't be a huge deal since there are only two or three waypoints for each before they reach their destination.
  2. Hi @silverdevil, I hadn't thought about doing that. Sometimes I'm a bit slow... The attached mission file is a cleaned-up version of the original mission - no sense in bogging a computer down with things that aren't relevant. The vehicles in question from the original mission are here, along with one that I added after the original mission was saved. Those first vehicles are still exhibiting the same behavior - they run for a few seconds, then shut down without having moved an inch. I did take one of those original vehicles and placed it on a road for waypoint 0 - still no change. However, the new vehicle I added behaves normally. I have a feeling that the "cold start" status is remaining (in a mutated form, since they're actually starting out running), even though "cold start" is unchecked. I can always just replace the odd vehicles with fresh ones, of course. I'm baffled, but I'm easily baffled. Dave Update: I created a fresh mission with each vehicle having a different option: On-road, cold start, 0 knots at waypoint 0 On-road, cold start, 11 knots at waypoint 0 On-road, hot start, 0 knots at waypoint 0 On-road, hot start, 11 knots at waypoint 0 Off-road, cold start, 0 knots at waypoint 0 Off-road, cold start, 11 knots at waypoint 0 Off-road, hot start, 0 knots at waypoint 0 Off-road, hot start, 11 knots at waypoint 0 I also used these same combinations with vehicles starting on a road and going off-road, starting off-road and going on-road, etc. Everything behaved as expected, so I'm guessing it's just a little glitch in the mission file. Update to my update: I added an enemy tank and set it to attack the lazy blue units. That made them very, very angry, and even though they weren't moving (the engines weren't even running), they wasted no time in destroying the tank. test.miz
  3. Howdy everyone, I'm experiencing a problem I've never seen before. It's probably not a bug, just something with a solution I haven't considered. I've got some ground units set up. Currently none are set player driving, none are late activation, and none are cold at start. These vehicles shut off their engines within a few seconds of the mission start. This mission was saved from an earlier mission in which these ground vehicles were set for cold at start and late activation, but I verified none of that is the case now. Originally, the waypoint 0 (off the road) speed was zero, and the first waypoint (on the road) with a speed of 11 knots. I did a couple of things to see if I could resolve the problem. I made the waypoint 0 starting speed 11 knots (didn't work), and I inserted an off-road waypoint between the starting point and the on-road waypoint for each of the vehicles (also didn't work). Any ideas? Could my little AI guys have gone AWOL? Deserted? (These are blue force vehicles, by the way.)
  4. That's no fair, Exorcet, your AI is smarter than my AI. Your example worked perfectly. I modified it for some experiments and those worked fine, too. I don't know why my original testing didn't work. I like your user name, by the way.
  5. I tried a three versions of an experiment, none of which worked. I had an airplane fly over a runway, and between the ends of the runway I placed a series of in-line waypoints. I gave each waypoint a bombing action, each one dropping a single bomb. Mr. AI got confused and couldn't handle that - no bombs dropped, and he didn't even fly the specified path. Then I used a single waypoint and created a series of bombing actions for it, laid out along the runway - one bomb per action. Mr. AI got confused again and ignored my orders. Then I converted the actions to bomb map object, and Mr. AI couldn't hack it. A court martial is forthcoming. Then along a completely different tack, I tried carpet bombing on the first of two waypoints that should have guided the airplane along the runway. Mr. AI dropped all the bombs in rapid sequence, but along a path that wasn't even remotely in line with the runway. Mr. AI has fled the country and is now Edward Snowden's roommate.
  6. I haven't found an answer to this in the forums or in the user manual. So... is it possible to bomb both runways in an airfield, like with Anderson on the Marianas map? With a group consisting of a single aircraft, the same runway is chosen regardless of which way the aircraft approaches it. I tried using two aircraft in a single group; one of them bombed one runway at Anderson, the other didn't bomb anything, and both landed at Won. Please tell me I'm crazy and that there actually is a way to do this, hopefully without LUA scripting. It seems this should be basic functionality; if not, it would be pointless to have maps that have dual-runway airfields.
  7. Hey everyone, Here are some things I'd like to see incorporated into the mission editor. "Jump to location" using any or all methods of geo-location - lat/long,etc. Another option could be "Place unit at location" and/or "Place group at location," although "Jump to location" could serve the same purpose. I'd like to see is the ability to break individual units out from the group they're in. Ordinarily this wouldn't be much of a request, but it's a bit more important when creating semi-dynamic campaigns (one mission's results dictating what's in the next mission, updated manually),. If one unit in a group is killed, it would be easy to ditch the dead one. This may be possible now by changing the number of units in the group, but if it is then I've messed it up and accidentally deleted the entire group. This one would probably be hard to add, but I'd like to see the ability to use additional 3D model formats and digital image formats for skins. As many of us want, multi-point polygon trigger zones, or (which I just thought of) the ability to merge multiple trigger zones, which would serve the same purpose. Actually, that's a better option because both polygonal and oval zones could be combined. The behind-the-scenes computing for this might be tricky. I'm a little familiar with the SVG image format, and I assume trigger zones use a similar method to mathematically define a shape. Complex shapes, like merged polygonal and oval zones, could require a lot of markup code. I sometimes run my own version of a dynamic campaign - basically one mission with multiple client aircraft located at multiple airfields, so that if one is destroyed, I want to fly a different aircraft or fly from a different location, it's easy to pause the mission, make the change, and continue on. Of course, any and all anticipated mission changes (aside from aircraft type, weapons load-outs and spawning airfield) need to be included in advance with late activation. Unfortunately, there's no way I'm aware of to do real in-game mission planning with waypoints, etc. Okay, enough words from me today. Dave
  8. Hey gang, I've done the easy part - starting a looping radio transmission when entering a trigger zone. The hard part - stopping the transmission when I exit the trigger zone. In searching around I saw that it will apparently take a short LUA script to do this. Despite buying a LUA book and experimenting with it in DCS, I'm still pretty stupid when it comes to working with LUA. Extremely stupid, actually. Basically what I want to achieve is this - when I intercept an aircraft I want a warning to play that tells them to get out of Dodge by noon or I'll shoot 'em dead in the dusty street. Well, you get the idea. Once I'm out of the trigger zone I want the looping radio transmission to stop, and if, later in the mission, I re-enter the zone I'd like it to start again. I found a reference for doing this via a Google search earlier today and now I can't find it. If someone can either tell me where to find that information or if they can give me a hint here, I'd really appreciate it. EDIT: I do have an inelegant solution for this - a series of trigger zones along the planned flight path, each playing the radio transmission once with no looping. The only operational consideration is that I'd need to fly at a speed low enough for the sound file to stop playing before I reached the next trigger zone. That can, of course, be controlled to some degree by the size of the trigger zone. A couple of other things... I've noticed that when setting up a triggered radio transmission, the OGG file doesn't play in the dialog box where I choose the file. It's not a big deal at all, but I'm wondering if anyone else has experienced this. Also, I've been creating some interesting "degraded" simulated radio transmissions using Audacity and an online text-to-speech website that allows the choice of multiple accents and male or female voices. Dave
  9. Thinking back, I didn't really explain it clearly. Oops! Basically, it keeps the same mission file running, but it pauses after a certain amount of time so that not only can you hop into a new airplane, all the assets and time itself will stop. (Quantum physics!) Then once you're in a new airplane (or the same one, for that matter, as long as you haven't crashed it) and you un-pause, everything continues as if it were a caveman thawed out of a block of ice. So you can create a single mission file that can run until the sun goes supernova - there's literally no limit as to how long one of these could run. The only limiting factor I can think of is once the last unit (AI or client) is dead there's nothing more to do. The nice thing about this is there's no need to write the positions and damage conditions of the units to file, that's then read back into a new mission that took off where the first one ended. You could also combine more than one of these extended mission files into a campaign. And if you wanted, you could even opt to not fly for one or more timing cycles (whatever interval you want - one hour, 90 minutes, two hours, etc.), just letting the AI do its thing while you sleep. Another thing I wasn't clear about is that I chose a 90 minute cycle between pauses, which roughly correlates to the length of a carrier aviation cycle. (And some may not know that aircraft in the second cycle launch before aircraft from the first cycle recover - that minimizes the number of aircraft on the deck that have to be respotted, armed, etc. The only time the flight deck is completely packed is the period between the recovery of the last cycle on day one and the launch of the first cycle on day two.) Often (at least in the glory days of the 1980s) gas-guzzlers (pretty much anything except Vikings and Hawkeyes*) would fly a single cycle - launch at 0600 and be back on deck around 0730. That doesn't mean those aircraft can't fly multiple cycles - more external tanks and aerial refueling are there to ensure you get a nice case of hemorrhoids. (Ejection seats only have about a half inch of padding.) Vikings, and I assume Hawkeyes, usually flew double-cycle missions - launch at 0600 and be back for the 0900 recovery. *We also had an A-3D in our airwing - I don't know how many cycles a typical mission took, but I would guess two because they probably carried a lot of gas. And because they didn't have ejection seats (nor do Hawkeyes, obviously) the seat cushions would be thicker. I don't know of any E-2 or A-3 guys with 'roids.
  10. I just noticed two areas delineated in yellow on the Roosevelt flight deck, one pretty much enclosing elevator three and one just forward of the crotch. What are these, arming and de-arming areas? I made two cruises on Vinson while I was in the Navy, and made three trips out on carriers as a civilian (Vinson, Nimitz and Roosevelt). I didn't spend much time looking at my feet except when I was in a FOD walkdown. I didn't check other carriers in DCS, and yes, I looked in the manual but I missed it if it was mentioned. I didn't see any images with these in an image search on Google. Dave
  11. Hey everyone, This may be old news to a lot of you, but I found a simple way to achieve mission persistence using triggers. In my test, I had a Hornet in the air and one on the ground. I had an F-15C going at max speed so I could watch it in the F10 view to make sure it was continuing on and not starting from the first waypoint. I pretty much only fly the Hornet, and in naval aviation a carrier flight cycle is roughly 90 minutes, so I'm going to set my pauses for that duration. Here's how to do it: Create as many client aircraft as you'd like, starting from anyplace you'd like. (I haven't tested it yet to see if multiple aircraft will crowd each other on a carrier flight deck, but since only one client aircraft at a time exists I would guess that it won't be a problem.) Create a trigger Column 1: Mission start Column 2: (skip) Column 3: (named) Flag on Create another trigger Column 1: Repetitive action Column 2: Time since (named) flag - X number of seconds (5400 = 90 minutes) Column 3, first item: X: Set command with value: 52 and -1 (negative 1) Column 3, second item: (named) Flag off Column 3, third item: (named) Flag on Then begin your mission. After X number of seconds the mission will pause. At that point, hit the Escape key to bring up the menu, then Choose Slot and continue the mission. The AI units should all be continuing from where they were when the mission paused. Then after X number of seconds the mission will pause again and you can choose a new aircraft. On and on... You'll have to either set waypoints for all the client aircraft in advance or figure out how you want to fly subsequent missions when you get to them. If you'd like, please test this yourself and let me know if you experience any problems. Thanks! (I may have actually contributed something of value here after all these months!) Dave EDIT: There's a minor blip, not even really a glitch, that I encountered when flying a full-length 90-minute flight - the pause didn't kick in until (apparently) the engines came to a complete stop. My 90 minute timer paused at about 113 minutes. Not a huge deal and it doesn't really have an effect on the usability.
  12. In other words, although I understand the Campaign Builder interface, I don't quite understand how best to use it. It seems to me that persistence from mission to mission would be what really makes campaigns work best. Right now it seems that the missions in a campaign are relatively unrelated - the outcome of Mission 1 doesn't drive the situation for Mission 2. So does anyone have suggestions about how to squeeze the most out of the Mission Builder? I know it's a wide-open topic, one that could easily take dozens of written pages or a few hours of video tutorials. I see small parts of the whole being addressed, like the nuts and bolts of using the interface or the little finishing touches that can add to the realism, but has anyone done much about the actual logic behind creating a campaign? Thank ya'! Dave
  13. And enlightens users to the fact that it resides there? I'm not trying to be argumentative, but I generally don't look through the folders when I install software. I guess I should.
  14. I finally found the manual online, but not in a very logical spot. (See another reply here for details.) While having a manual in that folder is great, it's not necessarily an obvious place to look. Personally, I think the manual should be prominent in the support section of the website. That manual describes the core functionality of DCS, unlike the more specific aircraft manuals, etc., and since that manual would be used by all DCS users it should be easy, easy, easy to find.
  15. God d*** and the FN can be read phonetically, as effen'. I finally found the DCS manual. Logically, it's in the Documentation section of the website. Illogically, it's on page two instead of the first page. Illogically, the search function only lets you search for aircraft manuals, and that led me to believe that section only had aircraft manuals. I'm sure a lot of people will think I'm just a whiner, which is okay. However, I spent several years writing and illustrating manuals for complex IT equipment, and I made sure I created them with as little ambiguity as possible. I tried very hard to look at it from the end user's perspective, asking myself what might be confusing and what information that's required might be accidentally excluded from the manuals; too much information is better than not enough information. That was for IT professionals. DCS is a consumer entertainment product, and things should be set up for consumers for their entertainment, not to increase their workload. This isn't about the complexity of the product itself (although I see plenty of things in the Mission Editor that could be improved), after all, aircraft and military operations are complex, and realism is the driving force behind DCS. But the complex nature of the simulation needs to be balanced with clear, easy-to-find documentation. (And personally, I believe a lot of basic things that require LUA scripting should be handled within DCS itself.) Do consumers use DCS for entertainment or as an unpaid part-time job? Exactly. I agree. For the most part I'm okay with videos handling some of the documentation, but that shouldn't be the bulk of it. And here's something to consider - people who are vision impaired wouldn't be using DCS, but hearing impaired people very well could be, and video tutorials leave them out. I realize the folks at ED are working like crazy to make things great for us, and I appreciate it, but in that effort to give us massive reality in the simulations they seem to have left the documentation work in the dust.
  16. EDIT: I finally found where campaigns I build should go (in the "en" folder in the campaigns folder), but I found that information no thanks to the DCS manual. The save function for new campaigns just defaults to the campaigns folder but there's NO mention ANYWHERE in the documentation that specifies where campaign files need to be saved; one could easily assume the campaign file could be saved anywhere. That's a failure on ED's part, I hate to say. Another major problem is not putting the manual in a prominent place on the website. Every DCS user would be referring to it,* unlike individual aircraft or module manuals, and so it shouldn't be mixed in with aircraft manuals. The drop-down documentation search menu doesn't even provide a way to search for the general DCS manual; it only lists aircraft manuals. *Somehow I muddled through learning the basics of DCS without using the manual, since I couldn't find it until now. It's presumptuous of me to say this, but I'm confident I could do a better job of creating a manual. If I had the time and energy I'd create an open-source version to be shared freely by DCS users. Unfortunately, I'm not in a position to do that. I barely have enough time to use DCS as it is, and my Hornet dogfighting skills are a testament to that. ######### Simple thing: I'm trying to build a two-mission campaign, just to try it out. I save the campaign and when I go to open it, it's not listed under My Campaigns or whatever it's called. I was really hoping to solve this problem on my own by, you know, looking through the documentation. When I visited the Campaign Builder Tutorials section of this forum I found three entries - one telling us what that section was for, and two entries describing how to build missions, not campaigns. Now I'll be the first to admit that I didn't watch the two videos, but I think I had a good excuse - with one video being a little more than two hours long and the other being almost 4 1/2 hours long, I didn't want to take the gamble by watching them to see if there were any nuggets of information that could prove useful. What ED needs for DCS is a GD FN manual. Having fun shouldn't take this much work. I'm not talking about the steep learning curve for new aircraft, scripting, or any of that, but finding answers that should be readily available shouldn't be this difficult.
  17. Nah, you weren't obtuse, you were using standard language for the topic. For me, learning what it means is another step toward LUA enlightenment! I can see that it will eventually give me the ability to create an infinite number of scenarios. I'm not good enough at flying yet to keep from embarrassing myself in multi-player events, so scripting will give me the next best thing for a solo player. (I hate to use the terms "play" and "player," because DCS is so far removed from being a game.)
  18. Ah, I"m starting to get it. I thought an event table was literally a human-compiled, readable list of potential events in DCS, rather than a collection of data generated on-the-fly (to some degree, at least, like the ID and time) by DCS. The other data in the examples is pulled in from what the user has specified, such as unit name. Thanks for the assistance!
  19. Thanks cfrag! I have the DCS wiki open right now and I see references to various things but nothing for event table. I assume it's in a category I haven't examined, but I took at look through the Part 1 items and a few of the Objects in Part 2. Can you tell me where I can find it? All my internal cerebral NAV stuff is dead. I just now saw that Hoggitworld is back up (or at least available to me again). When I first posted my initial question I wasn't able to get there. I'll check it to see if it's got an event table. Dave
  20. Thanks Elphaba! I have some questions (I'm looking through the Wiki but there's so much there I get lost.) I'm going to try some experiments using what you've told me, but I'm going that tomorrow - tonight I'm dedicated to fighting off a nice case of bronchitis, and it's hard to concentrate. So the questions... For id = 23, is that a value I specify? For time = Time, is that a delay I can set, optional perhaps? Is it necessary to specify a target? I currently have units set to attack targets via advanced waypoint actions. Eliminate those actions and go strictly with LUA in this case? weapon_name could be AnyWeapon? (See? I did get that from the Wiki!) I think I need to sit my rump down and commit to reading at least one wiki page about scripting per day. Right now I'm doing it piecemeal. When I was doing the same with some web scripting languages (JavaScript, PHP, etc.) it was easier and quicker to see what was happening. Not a complaint about DCS, just a difference.
  21. Hi everyone, I'm writing a script that will do an action based on a specific ship firing missiles or guns (or torpedoes, etc.), and I'm not sure how to identify an individual ship by group or unit, but not by a ship type. I believe I know how to identify a specific aircraft, though, like this: Unit.getByName('XYZ') Hoggitworld seems to be down, or at least I can't get to it, and I know it's a good resource for this kind of thing. But until I'm able to get there, does anyone have any suggestions? I'll keep digging around in the meantime. EDIT I poked around a bit and found that someone used Unit.getByName for ships, too, but it didn't work for me. With aircraft, it seems to use the aircraft callsigns, which of course don't exist for ships. I created custom group and unit names for my test ship and nothing happened. For the ship, I used... world.event.S_EVENT_SHOOTING_START (appears to be for aircraft guns) and world.event.S_EVENT_SHOT (appears to be for aircraft missiles and bombs?) Neither worked for a ship firing missiles or guns (CG Ticonderoga in this case). Aside from all that, I have a feeling there'd be a market for a book, real or virtual, about DCS LUA scripting. END EDIT Thanks, Dave
  22. I can't remember if I tried that but I'll give it a shot. Thanks!
  23. Good points. When I tried an aircraft timing experiment I set up two similar ones - one with a Christian Eagle and one with a Yak-52, in both cases starting at 8:00. For one of them, the closest time in at waypoint 1 was four minutes; the other was seven minutes. In both cases, those waypoints were set as landing waypoints, and in both cases they were ignored. Snotty little AI pilots... Also, besides the hospital ships, and maybe even more important - the support ships like tankers and dry goods. Conrep (what used to be unrep) and vertrep missions would be interesting to have. I can never remember the designations for these ships - T-KO something something mumble mumble.
  24. Wish lists are like... eh... rear ends, everyone's got 'em. Here's my mostly serious rear end... 1. The ability to merge multiple unit types into group templates. Specifically, I'd really love it if I could take an aircraft carrier and add static (and non-static, I suppose) aircraft and other items to the flight deck once and for all, along with other ships in the task force*. It can be pretty time consuming to have to do this over and over and over again. The closest thing I've come is to create master copies of each of the maps I have, and each of those templates has the carrier set up. But still, it would be nice to be able to mix and match in templates. (*When I was in the Navy, they were battle groups. Now they're task forces, task groups, Battlestar Galacticas, something like that - I can't remember.) 2. I'd like the ability to create unit templates (or a new feature - just plain old groups of things) without having a master item. Let's say I have a SAM site with a command post, search radars, and 14,728 launchers. (Okay, four launchers.) If I smack down one of the launchers I'd like to be able to delete only that when I create a new mission based on the one I just finished. Of course, the next item on my list would solve this issue... 3. PERSISTENCE. I'm going to persist in being persistent about persistence, and I'll be persistent about persistence until persistence is added. (Mission persistence, that is.) 4. I think this is in the works for the upcoming super duper version coming up - better air traffic controllers. Right now, the ones we have obviously aren't in the union, and, being scabs, they're not nearly as skilled as the members of the air traffic controllers union. 5. I'd like to see aircraft directors direct us all the way from parking to a catapult, and from the arresting gear to a parking spot. 6. National borders on the maps, maybe with the option of turning them off. I know this would be dependent on what period of time is being simulated, but ED has performed miracles so far so this one should be a snap. 7. Make logic simpler and clearer so LUA scripting isn't needed as often. I'd rather spend my time at a luau. 8. Maybe the explosive growth in AI could help with this, but I'd love to be able to create custom callsigns that would then be heard on the radio. (Dragonfire and/or Shamrock are what I'd like to have. Squid will have to do for now, and I appreciate the shout-out to all my tentacled friends.) 9. This one's kind of minor - when the pilot's salute is given at night, it should make all the external lights turn on. In the real world, salutes can't be seen at night so lights-on is the signal. 10. Another minor thing - I'd like to see the interval between the shooter touching the deck and the actual launch be a little longer. From what I remember it can be up to five or six seconds between the two. 11. I'd like to be able to set up a racetrack orbit centered on a single waypoint. Specify leg length, turn radius, speed, altitude and whether or not a piddle pack is needed during one of the legs. (Okay, just kidding on that last part.) 12. Bubbleheads that actually earn their pay by sinking ships and launching cruise missiles from submarines. Right now all they do is play acey-deucey in their skivvies and fart all day long. 13. Maybe this is possible and I just haven't figured it out, but I'd like to be able to specify a time that an AI aircraft lands. I tried setting one for four minutes after mission start and it ignored me. 14. I'd like to be able to visually damage or destroy those existing structures in gray, the ones you can right-click on to "assign as." Me want be Godzilla. 15. I know this one's a biggie - true polygonal trigger zones. The limitations we have right now are triggering my anxiety. 16. Smoother pilot movements, because we know all pilots are smooooooooth. The pilots in the Christian Eagle seem to have the right stuff, but the dude in the Hornet acts like Lurch from The Addams Family. 17. Smoother aircraft movements on carrier flight decks. I know they have NWS HI, but not that HI. 18. And no AI backing up aircraft to parking spaces on the carriers! 19. I'm a white guy the last time I checked, so this one isn't personally important to me, but overall I'd say it is important. You need to add options for non-whites and females. This is the 21st Century, after all. Discuss it, debate it, and eventually argue about it. Don't forget to invoke Godwin's Law. 20. This one's minor, but it sort of relates to #20 in terms of model textures - the Navy aircrews all seem to be wearing Air Force flight suits. Appropriate patches, please. 21. Just a nice thing that's not important at all - it would be nice to have some "canned" real world military audio we could listen to in lieu of actual AI comms, just to add atmosphere. Currently, I create a trigger zone that covers the entire map and then at mission start a trigger plays the audio file over one of the radio channels. 22. Realistic ship damage, in all ways - appearance, percentage, Kate Winslet (naked, please) on a wooden door with Leo DePopsicle hanging on. 23. Viking tails shouldn't be folded down if they're on the flight deck. There was no reason to fold them down in real life - there was no point in downing an aircraft because the fold mechanism broke in the down position. 24. When setting up a trigger for something like "bomb in zone," please include an option that's more generic. Personally, I'd like to see three extra options: "air-to-ground weapon in zone," "surface-to-air weapon in zone" and "air-to-air weapon in zone." Whenever I'm creating a mission that I later fly, I know exactly what kind of weapons are going to be used by the bad guys, and that takes some of the mystery factor out of a mission. 25. This one's a tough one. Have the AI enemy sometimes choose what missions to fly - first strike, retaliatory strike, etc. (Or ground and sea missions, for that matter.) Having a surprise strike hitting the airfield you're based at will really pucker the old [redacted]. Maybe there could be different levels of AI involvement, all the way up to full-on strategic and tactical missions using multiple unit types operating from a variety of places. (You'd probably need a bitcoin mining processor farm to make this work, though.) 26. Not all that important, but adding hospital ships would be nice. In the US it would be the USNS Mercy and USNS Comfort. Stay tuned for items 27 through 4,716.
  25. Thanks Lurker! All this stuff is going into a text file I'm building for when the time comes to buy.
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