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Thunder Clan Blood Spirit Star Colonel

Joined: 22-Feb-2024 01:39 Posts: 559
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Posted: 07-Oct-2026 10:12 Post subject: Aerospace Fighters |
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First, how do you feel about ai assisted coding? Since I have access to Claude and I'm willing to unleash it to at least draw up a possible patch to add aerospace fighters to your code.
That being said, it has questions:
"From the public scripts I can see that the designer is one Units class that handles BM/IM/CV/PM, and that it talks to the server through tro.ajax.module.php. I haven't touched the server side, and I haven't saved or changed anything. I'd like to understand your setup, so here are my questions, most important first:
1. Would you want a fighter designer at all? If so, how would you prefer to receive it: a patch against your code, a separate self-contained module, or just a written spec of the rules and formulas that you implement yourself?
2. Where are BV, cost, and tonnage actually authoritative? When a unit is saved, does the server recalculate them, or does it trust the numbers the browser sends? (I noticed the patch notes mention units having their stats recalculated.)
3. How are units stored? Is there a table per unit type or one shared table with a type column, and how hard is it to add fields a fighter needs, like thrust, fuel, and firing arcs? A sanitized schema would be plenty if you're willing to share it.
4. Which outputs are generated server-side: record sheets, the MegaMek file export, the TRO view, Alpha Strike cards and conversion, and the BV and cost breakdowns? Which of those would a fighter need on day one for you to consider it usable?
5. Where do equipment lists and availability and era data come from, and is there a way to flag which equipment is legal on fighters?
6. Is there a test or staging copy of the site, or any way to try changes without touching live data? Do you have coding conventions you'd like contributions to follow?
7. Were fighters left out for a particular reason, such as record sheet complexity or storage, that I should know about before starting?
8. Any terms you'd want for contributions, such as credit or licensing? For the rules themselves I'd use MegaMek only as a reference and write the code independently, so nothing from it gets copied into your site.
If the answer to #1 is "not interested," no hard feelings, and thanks for your time either way.
Thanks!"
Ultimate goal is to provide something you can look at and hopefully be able to add with little fuss. Or maybe the project goes nowhere because I turn out to be a bad project manager.
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Mordel Mordel.Net Administrator

Joined: 03-Feb-2002 00:00 Posts: 6382 Location: United States
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Posted: 07-Oct-2026 14:45 Post subject: Re: Aerospace Fighters |
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I don't use AI myself because part of the reason I do this is for the fun of it. It's a hobby, if you will, so having AI do the work takes the joy out of the hobby. Having said that, I'm not opposed to the use of AI to assist me in speeding up the implementation of things that may be more mundane. And I would never take AI code and slap it on to use without fully vetting it.
So, I am intrigued because I want to be able to offer every unit type up for creation. Now that I've merged all my superfluous and duplicative code, I think it's much better suited for that purpose.
I'm happy to discuss things further if you want, but we should probably do it through email. Let me know if you're ok with that.
| Thunder wrote: | First, how do you feel about ai assisted coding? Since I have access to Claude and I'm willing to unleash it to at least draw up a possible patch to add aerospace fighters to your code.
That being said, it has questions:
"From the public scripts I can see that the designer is one Units class that handles BM/IM/CV/PM, and that it talks to the server through tro.ajax.module.php. I haven't touched the server side, and I haven't saved or changed anything. I'd like to understand your setup, so here are my questions, most important first:
1. Would you want a fighter designer at all? If so, how would you prefer to receive it: a patch against your code, a separate self-contained module, or just a written spec of the rules and formulas that you implement yourself?
2. Where are BV, cost, and tonnage actually authoritative? When a unit is saved, does the server recalculate them, or does it trust the numbers the browser sends? (I noticed the patch notes mention units having their stats recalculated.)
3. How are units stored? Is there a table per unit type or one shared table with a type column, and how hard is it to add fields a fighter needs, like thrust, fuel, and firing arcs? A sanitized schema would be plenty if you're willing to share it.
4. Which outputs are generated server-side: record sheets, the MegaMek file export, the TRO view, Alpha Strike cards and conversion, and the BV and cost breakdowns? Which of those would a fighter need on day one for you to consider it usable?
5. Where do equipment lists and availability and era data come from, and is there a way to flag which equipment is legal on fighters?
6. Is there a test or staging copy of the site, or any way to try changes without touching live data? Do you have coding conventions you'd like contributions to follow?
7. Were fighters left out for a particular reason, such as record sheet complexity or storage, that I should know about before starting?
8. Any terms you'd want for contributions, such as credit or licensing? For the rules themselves I'd use MegaMek only as a reference and write the code independently, so nothing from it gets copied into your site.
If the answer to #1 is "not interested," no hard feelings, and thanks for your time either way.
Thanks!"
Ultimate goal is to provide something you can look at and hopefully be able to add with little fuss. Or maybe the project goes nowhere because I turn out to be a bad project manager. | _________________ Mordel Blacknight - Site Administrator
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Thunder Clan Blood Spirit Star Colonel

Joined: 22-Feb-2024 01:39 Posts: 559
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Posted: 08-Oct-2026 01:40 Post subject: Re: Aerospace Fighters |
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Email sent to webmaster@mordel.net
Also bought a mordel.net email using my ill gotten credits. Not really sure that it does. Details.
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Mordel Mordel.Net Administrator

Joined: 03-Feb-2002 00:00 Posts: 6382 Location: United States
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Posted: 08-Oct-2026 10:09 Post subject: Re: Aerospace Fighters |
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| Thunder wrote: | Email sent to webmaster@mordel.net
Also bought a mordel.net email using my ill gotten credits. Not really sure that it does. Details. |
I saw that come in. I'll set you up with an email account and give you the details via site message. I'll also move over to using my Gmail account for discussing this topic because I like that better.  _________________ Mordel Blacknight - Site Administrator
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