Why I did this module.
   
    I wanted to make some videos. All the tools out there were inadequate for what I wanted to do. There was SFBOL.com but they use official game counters that are in my opinion too damn hard to see unless you ZOOM the map. I tried using a paint program, a screenlets program etc.. but all that wasn't good enough. Then I found vassal and started modifying an existing module. So I had something that worked to do the videos I wanted to do. So on a total lark I asked ADB if it was ok to do a CADET only module using the free download files they had on their website for the Vassalengine. To my shock and horror they said yes. Hence this module! Note the older versions are available in the facebook group files section.
   
    See my youtube vids for help on how to use/play. Links are in the help menu, or just search on youtube for "SFB cadet vassal". https://www.youtube.com/playlist?list=PL32gkZI6CapuP-AjjMXDawrX9NpAig5vi   Facebook group https://www.facebook.com/groups/707030712766345/

26th Update
    * Added menu option to ship counters to open the player SSD area window from the counter.
    * Drones cards etc.. were not working properly, had to add a second mask image as the counters were restricted access and could not rely on "display style" for masking, which worked for unrestricted counters.
    * Mine and cadet drone cards had the restricted, mask and invisible traits in the wrong positions. Fixed They also had the text label above invisible. Moved below so names counld be seen even if invisible. Plasma Mask changed so Enveloper box is visible.
    * Missed removing an old style Wyn ESG option. Removed.
    * Missed removing old Hydran SOP counter. Removed.
    * Added Units on Map 25% and TEXT only
    * Divorced "Clear Move" at the map level from turning off and blanking the movement trail. To do this now each player must clear their own moves(and trails). This can be used as an indication they are done move stage. Now however there is no way to clear trail history. So now there is a map level clear fire, clear trail, and clear move button.
    * Added in a counter menu option to clear the Move Trail history.
    * Added menu option to counters to move counter to Hex number.
    * Broke the NoActions Thinking and Ready buttons into 3 with three separate sounds so different players can have different sounds.
    * DAC dice no longer sort  in order.
    * Fixed a damage error on Fed CA full scale(it jumped from 8 to 10 damage).
    * Increased size of silhouettes by 50%
    * Add zoom ability to SSD window
    * Added more outlines  
    * Added more options in SSD parts
    * Added Zoom ability to SSD window
    * Made EAFs maskable so they can be placed on the map to deal with the disappearing EAF synchronization issue.
    * Added 2/8 damage back into drone card for dogfight drones
    * Added a half space check box for external armour for drone cards.
    * Added a few more vertical and horizontal boxes to ssd parts.
    * Made the ssd part shield diagrams, shuttle/ftrs movable so they can be used on the map.
    * Added ssd part boxes that have letters and numbers in them so weapon mounts can be letter/number labelled.
    * Fixed a mislabelling on two ship SSDs.
    * Added ESG Card
    *Corrected an issue with cadet drone cards C8 showing C7 info. Created one more speed10 drone C9.
    * Made maskable EA forms that can be dropped onto the map when filled out, they can only be read by the owner unless unmasked. This may help with synchronization issues for users with poor internet connections. Found under both counters and SSDs selection windows.

   
    
25th Update
    * Added Cards for Drones, plasma and shuttles.
    * Redid the graphics maps and scenarios with map hex sizes increased from 64 pixels to 100. This  increase in size allowed for better larger png graphics almost as good as the much larger file size svg graphics. This allowed me to remove them and reduce the file size by 8 MBs. Added a "monster ship" counter under generic pieces. This was a lot of work. It was like rebuilding the module from the ground up almost.
    * Added silhouettes to ssd parts to help build partial graphic ssds. If you are using paper ssds these are good for weapon location and damage and shields, where all other systems are tracked on paper.
    * Added Tholian DN and BCH
    * Added Tholian FF, corrected an error on Thol DD
    * Combined the various Gorn Dn's to 1 SSD with variable plasma selection.
    * Corrected minor error on Fed CLP
    * Added some campaign counters to generic pieces


24th Update
    * Added Ships an Alternate Gorn Rom(new construction) & ISC BCHs, Civilian Large Freighter & Large Q ship
    * Fixed minor error on Hydran BCH, Added Hydran DN and alt DN
    * Fixed a few typos scen4 rules.
    * Fixed minor mistakes on Orion CA and Klingon D6 Full scale EA forms and a couple cadet Ea forms.
    * Fixed error on the text 32 impulse chart for impulse 14,21
    * Removed the 8 impulse SOP caller that echoed to chat - It just never got used as players move onto the 16/32 impulse game rather quickly.
    * Re-labelled the SOP & Speed callers with "Echoes to Chat" or "Graphic" to make it easier to understand what each is.
    * Alphabetized menus & rearranged other of buttons, renamed PubprivNotes as SOP Orders & placed after SOP Steps followed by Dice & Ready.
    * Resized the graphics of the Menu bar which allowed me to shorten the length of it.
    * Updated the RulesbyRuleNumber to include sections that were in the 2nd printing of the cadet manual but not the 1st.
    * Fixed a broken shuttle damage on Klingon DN (yes the same error on the Roms last update)
    * Delete action chit as I could see no use for it.
    * Fixed an error in RulesByRuleNumber F2.2 section was out of place.
    * Add an ADD table for the Ph-3/ADD drone
    * Added Large freighter and Qship BPs to BP charts
    * Added Rom ships K series CL, DD, Old series CL,FF   New Series DD, FF
    * Changed the 50% view window to 200% for people on small laptop screens.
    * Removed the static tables window and moved all charts to be dragNdropppable.
    * Added a few more maps.
    * Label on EA forms wasn't working - Fixed.
    * Forgot to put a line for Bridge on the Property Sheet Text SSDs, fixed.
    * Kzinti was missing from the "Race only units list" - fixed.
    * Put 50% window back in, in addition to the 200%.
    * Added Property Sheets to all ships for Doing EA, you can choose property or spreadsheet to do it, your choice.
    * Updated the Old Text SSD method so all the lines are clickable now, this may be too much for older less ram systems. Let me know.
    * Created a way to use dragndrop items to build generic ssds with definable and clickable labels
    * Wow those 3 lines were about 24 hrs of work.

23rd Update
    * Fixed a broken shuttle damage on Rom DN-KR series
    * Added Rom DNs-new Construction & OldSeries.
    * Added Cadet BCH SSDs for Fed, Gorn, Kzinti, Klingon, Romulan KR & old series.
    * Added a menu option for previous image to a bunch of counters.
    * Added a 100% units on map window in addition to the 50% one. It's useful for the 16 and 32 impulse charts.
    * Modified the 16 & 32 impulse charts to have menus for speed and impulses so they can be used in the 100% window.
    * Removed EA from the Multi-access Text SSD counter as it needs to be on the map to access the SSD (Ctrl-P) and the Multi-access EA form is
       supposed to be used for it's EA which can be in the player's SSD area
    * Added ESG shading option on the multi-access ship counter
    * Added Life Support, Active Fire Control and Power to Shields lines to the EA for the Multi-access EA Form

22nd Update (2.2)
    * Fixed Scenario 3 - I forgot to give up the Klingon slot before saving it, thus preventing anyone trying to load it from becoming Klingon.
    * Moved Multi-access counters to top of menu.
    * Added a few more moon and planet graphics avail with next image.
    * Multi-access text ssd uses a properties sheet instead of "show data" to list systems and is on the counter itself. Race specific text SSDs are still there.
    * Fixed  Tables>damage>SS chart, it was broken apparently and trying to load an html instead of a png
    * Added some more dragndrop charts/tables firing arcs etcetera
    * Removed the old rules checklist methods, now added as Drag N Drop click-able sheets.
    * Added SSD for Hydran Cadet BCH, ISC cadet CL & cadet DD, Romulan Cadet-CL(new series), 2 Romulan Cadet DNs
    * Changed the Turn modes on some ships.

21st update (2.1)
    * Minor change to EW Increased it to 12 and changed the graphic
    * Minor change to Fired toggle, changed command to "clearfire" from ALT-F as having alt-F for both turning it on and off via the button was       
       toggling all units on the map.
    * Terrain pieces had an ECM trait when the label should have been EW Status, thus they were unable to set an EW level. Fixed.
    * Added an UNOFFICIAL Random damage die roller but it won't follow the official statistical damage allocation chart. For instance the first roll         could be an excess damage or it could do 10 torp hits in a row. I'll add it to the dice menu so people can play around with it.
    * Found a more appealing way to do text SSDs directly on the counter with a property sheet, and using a dynamic text label for the shields                 around the counter.
    * New Text SSD counter with EA Form.  If it is on the map it is visible to all so created a standalone EA Form to drag into SSD area to restrict         access.
    * Removed the old Text SSD sheets to reduce file size but left it in for Merchant, Fed, and Klink.
    * Found a crude way to enter the number of dice to roll at range for a weapon and have the numbers added up for you. It doesn't let you see the         individual rolls.
    * Added EM, PFC,NoFC status to the generic Text SSD counter.
    * Added a previous image option as the number of images to flip through has gotten quite large.
    * Created a new way to show ECM ECCM levels on the new text SSD counter but there is no way(yet) to turn it on off so not using that method         on the racial cadet counters.

20th update (aka V2.0)
    * Rewrote scenario 11 with some addenda rules that were not in the cadet module, and made it harder as it was too easy.
    * Added a couple more drones so all drone speeds have 2 kinds to make use of the Labs to ID seeking weapon rules.
    * Added clone ability to fire tracking sheets and a few terrain pieces.
    * Added facebook group link to the help menu (actually added last version but forgot to add it to this list.)
    * Cleaned up the full scale ssds from their original blurry jpeg images.
    * Put the boarding party chart on the pirate qship at base scenario page.
    * Found new way to do rules checklists with an html button and page
    * Updated the "rules by scenario" page to put a brief description of the scenario to the right of what rules are learned
    * Fixed a couple typos in the scenarios
    * Removed the old maps with no size descriptor (42*30).
    * Added a new map background
    * Created a MultiAccess Ship counter for single play
    * Speed Call Charts had label trait added so Turn could be assigned as a label.
    * Added a multirace Masked counter with selectable image
    * Rearranged menus
    * Fixed a couple typos on images
    * Added more DragNDrop charts
    * Remade all the scenario files with new counters. Only the tutorial still uses the old counters
    * Rewrote the pirate Qship scenario 12
    * Reworked the masking function. What appeared to be working wasn't. It works for tbombs, tracking & SOP sheets but not for any counter that can be rotated to a facing other than A. The masking works but non-owning players always see a counter in facing A. I thought I had fixed this with a transparent layer but it disabled the restricted access, or is restricted access was kept made the counter invisible. Weapons tracking sheet or delayed tab can be used for revealable info, like type of drone, or real fake plasma.
    * Removed show data on some items in favour of a property sheet as those are "always on top" of the map.
    * As a consequence of removing masking I was able to collapse the multiple drone, plasma, shuttle counters to one counter with rotating layers.



19th Update
    * Found a way to use area of effect for ESGs - it's a solid cirlce instead of a hollow one however.
    * Cleaned up the Menus a little. Marked move, movement trail and some other items moved. Added a submenu for EW.
    * Changed MV button to CM clear moved.
    * Added a dice option for 20,40 Dac rolls
    * Changed DAC table so that the top left swuare "Die Roll" now rolls dice.
    * Added a 75% reduced graphic size DAC.
    * Changed the graphical Impulse procedure chart  so that each stage can be highlighted individually separately.
    * Made a tutorial logfile.
    * Fixed a misalignment of the Fed-Ca-Cadet Ph-3 damage box.

18th update
    * Changed Line of Sight / Range to be visible to opponent only when persistent.
    * Made a change to Plasma, Drone, Fighter, Tbomb counters using a mask function to turn on and off restricted access, so that a piece may be unmasked to allow an opponent access to "show data" / "Property sheet". This allows info to be hidden until it needs to be revealed. Civilian units are not restricted.
    * Added counters for weapons tracking, It's a maskable spreadsheet. Where you can record what fired(or what you are about to fire).
    * Added counters for SOP (Sequence Of Play). A spreadsheet listing the SOP steps and you can enter a mark to indicate the SOP step you want to execute.
    * Added counters wrapped in an scalable vector graphic (svg) for ship, plasmas, drones, tbombs and shuttles. These are for those that like to play at high zoom levels. They look good at lower zoom levels but might be hard to see below 100%. Some day I may have the time to do real svg graphics but not now. these are just pngs encoded to svg.
    * Fixed broken movement trails
    * Did about 6 days worth of work cleaning up traits and things that aren't visible to the front end.

17th Update
    * Added numerous new counter categories for the races that had only a few even though there are no SSDs for them.
    * Added Text SSDS for each race so that each has a selectable counter graphic so you can have multiple text SSDs open & be able to tell them apart by the image in use.
    *Preloaded the remaining full scale ssds using the text ssds for the ships that come in the cadet booklet. The Romulan had the KR and the WE so I chose the KR. The races that didn't have full scale ships in the cadet booklet have blank text ssds ready to be filled out when you want to use a regular ship from any SFB module that you might purchase later or already own; or you can just make something up. There are also a lot of fan made ssds online.
    * Changed the Terrain section counters to use multiple images on one counter, added Debris rings, and new asteroids.
    * Changed the ship racial counter listings to be one counter with the ability to cycle through multiple images for each class. Did the same for ESGs, and Tholian and ArcheoTholian non ship pieces.
    * Fixed the ECM and ECCM so they don't use such a large invisible square.
    * New cover image for the module.

16th update
    * Added a Generic Text Based SSD so you can input the stats of any ship and use it. It's not pretty but it works.
    * Moved the menu location of the charts that are drag and droppable onto the map or into the SSD area.
    * Mad the Full Game DAC clickable to mark off underlined systems, and all of a similar system when all are destroyed.
    * Made the 8 impulse speed chart click-able in case people want to experiment with scenario 1-3 with speeds other than speed 8.
    * Made a change to allow preferences settings to work re auto-report.
    * Changed Cadet DAC to be clickable
    * Added Double Dice (rolls 2 D6 and adds the total) for rolling damage on the Full game Damage Allocation Chart(DAC).  These can also be used for rolling PPD and Hellbore weapons.

15th Update
    * Found way to restore functionality to units on map list by making player specific ones
    * Restricted counters so only the owner could move them. Added some Merchant weapons counters as Merchants were left non restricted.
    * Added a button to show a configurable list of rules in use. Just remove or add a checkmark to indicate use/non-use.
    * Fixed a couple typos
    * Downgraded Klingon DD and DDK
    * Added NeoTholian DD and ArcheoThol DD, ArcheoTholian CL and counter
    * Fixed shuttle bay not being able to be damaged on Tholian ships
    * Updated the maps with their hex sizes. Had to leave a duplicate of some because renaming the map boards broke the maps in saved scenarios.

14th Update
    * Fixed a Bug with the Units on Map list
    * Added Federation CL Photon Variant
    * Added Federation DD Plasma Variant
    * Added LDR CL

13th update
    * Fixed issue with Windows users not being able to use the number pad for movement like GNU/Linux and Mac users could.
    * Re-saved all the scenarios so they all had the new counters with the changed contextual menu.
    * Added four scenarios
    * Changed the scenario Menu options under File
    * Added a large blank map 80*60 hexes
    * Added smaller map 20*15 hexes
    * Added counters for Lyran CL, DD and Hydran CL, DD, FF
    * Added counters (even though there are no ssds for them yet): Tholian DN, DD, PC, NDD, NFF; Federation BB, DW, FW, Pol; Klingon BB,D5; Romulan DN, NCL, Ftr; Gorn BB; Kzin FF; Lyran DN, CW
    * Added the Cadet rules listed by rule numbers without the scenario information to make looking up a rule faster.
   
12th Update (My Organian, there's been 12 already?)
    * Quick access ready thinking no action SOP buttons(with sound)
    * Modified ships Fed CA DD add 2 ph-3
    * Added a Klink DDk (non drone cruiser DD)
    * echo to chat for moves and change label
    * sounds for Dice rolls and SOP action steps
    * Drones & shuttles can now change label so speeds can be set more visibly
    * List of "rules by scenario" and "Note for Full players"
    * Interactive DAC
    * Labels on counters all Green colour to be more easily seen on both White and Black background maps
    * Added Ships Lyran CL, DD

    11th Update
    *Fixed a couple menu entries in game pieces that were still a collapsible side list.
    *Fixed a minor Frax player SSD Area issue.
    *Separated the Sequence of Play out of the 8/16/32 Impulse Speed tables so that speeds no longer shows up on every SOP step.
    *Updated the Vid links in the Help Intro section.
    *Customized the Default Ea Forms for All ships.
    *Misspelled Laboratory as labratory everywhere. Fixed
    *Fed DD could damage lab by the menu but not by clicking on it. Fixed.
    *Added A Gorn DN with Mixed torps S,F,F (It's just a simple label change on the torps)
    *Put Example drone load outs on the EA Form for most ships.
    *FiringArc Overlays
    *EW Overlays
    *ESGs as overlays
    *Separated out the robot rules into it's own tab.
    *Created interactive charts that can be dragged into the player SSD area. i.e. Seltorian can drag particle cannon, shield cracker & web breaker tables as well as the ssd into the SSD Area.
    *Put the Robot Rules into a quick access window.
    *Sorted the Info Table drop downs to be alphabetical
    *Since I made the SOP a little more complicated I made a simple form of SOP that can be dragged onto the map or ssd area that works like the paper version would.
    *New SOP echos to Chat
    *Rearranged the Top bar menu to save space
    *Updated the Tables some, removed critical hits table as Cadet doesn't use it and it's optional for the full game.
    *Added a reference tab for an index and abbreviation list.
    *Added a tab for boarding parties per ship type & for Tbombs
  
    10th update - I didn't plan on a 10th update this soon. HONEST!
   
    * Somewhere around update 6 I had adjusted the maps as column 1 had half the numbers cut off. It was so minor I didn't even list it as something I changed. For instance 0101 was seen as 01, 0102 as 02. Instead of fiddling with hex adjustments(which were throwing other things off)) I simply added a column "0". Well I didn't notice that it threw off the numbers vertically, which made the scenario 1 walk through and examples more than a little confusing. Originally 0101 was above 0201 but with 0001 added 0001 was now above 0101 and 0101 was now below 0201. I have rewritten the scenarios with corrected numbers and for some scenarios added pictures into the explanations.
    * I changed the Ship SSD listing to be completely pull down menus instead of pull down and a side list. Sometimes the side list was completely collapsed on opening by some people and they couldn't see the other ships. I did the same with the Information Tables/Charts and scenarios.
    * I had neglected to put the max range limit for the disruptor ships on the SSDs. I have added this to the weapons chart. FF=R10, DD/Qship=R15, CL=R22, CA=R30, DN/base=R40 It is also in Rules to learn for scenario 3.
    * Learned how to save spreadsheet column and row header and filled these in for all SSDs.
    * Changed the Cadet DAC to allow control spaces to be hit after excess damage. Updated the graphic of the Cadet DAC. This was done because the Klingon Cadet cruiser has both a bridge and security box and it made no sense to have two boxes that could never get hit.
    * Cleaned up the damage menus on a few ships I didn't have the time to do before releasing for the 49th anniversary of Star Trek.
    * A couple Scenarios had a copy paste error in the text. This is now fixed by moving the text where it should be.
    * Added Conceal Masks for all races
   
   
    9th Update
    * Changed map blank default to be 42x30 which is the standard sized SFB map. Or 2366x1926 pixels. The other maps are defined by the background image.
    *Added Hydran CADET-CL, DD, FF
    *Added Lyran CADET-BCH
    *Added Orion CADET-DW with Engine doubling
    *Changed the OrionWyn Sheet to be Cadet appropriate.
    *Put cloak costs on all cloakable ships. The cost is in the rules but the rules mention the KR cloak costing 20 and this confused people as the Full Scale KR is one of the ships that we are not allowed to have in the Vassal module, but it is in the downloadable Cadet manual as a paper SSD.
    *Reworked the WeaponsSheet to be more easily read.
    *Corrected Turn mode on Rom DD
    *Edited the Qship and base for each race and included those in each race menu, Turned the Base under Civilian into a Neutral Civilian base.The same for a Civilian Q-ship.
    *Addded Selt Web Breaker table which was missing.
    *Added Drone Table to Drone sheet.
    *Saturn map went missing and had to be re-added.
    *fixed a location error on archeotholian ssd action button(disB and Ph1-2) and base 3rd option mount
   
    8th Update
    * Added Impulse procedure tables
    * Added a CADET-Frax Cruiser
    * Added CADET-Base with optional weapons for all races.
    * Added Federation CADET-DN, CL, DD
    * Added Gorn Cadet- DNH, DN, DNL, StrikeCA, CL, DD, FF
    * Added Klingon CADET-DN, CL, DD, FF. Seperated the Full scale D7 and D6 into separate SSDs
    * Added Kzinti CADET-DN, CL, DDV
    * Added Romulan CADET-DN, DD, FF
    * Added Peladine CADET-CA
    * That's enough ships unless there is a special request.
   
    7th update
    * added player sides and a player SSD area. This SSD area only allows that player to damage the SSD. If the SSD is not in that area but on the map board anyone can damage it.
    * Turned off the auto zoom on mouseover of the SSD.
    * remove the unused SOP steps from the 8 impulse chart as the 8 imp chart is only used for the first 3 scenarios and after that it is the 16/32 chart that is always used.
    * edited the scenario rules and setups to remove references to paper and pen and insert the Vassal equivalents.
    * resaved all the scenarios with player side windows and prefilled all the Ea forms with column and Row headers. Added a scenario 4Full in addition to #4. One with cadet ships the other will full sized ships. Same for 8Full.
    Had to manually copy these into the vmod(Zip) file.
    * ADDED Q Ship
    * still working on a "reveal SOP simul" and "Move piece to Hex".
   
    6th update
    * Finished adding the cadet ships as graphic SSDs that were text versions in previous releases.
    * Added Klingon, Federation and Orion Full size SSDs. The internal boxes have been rearranged a little to facilitate the way Vassal does things but does not change the operation of the ship at the cadet manual rules level.
    It will if catostrophic damage or boarding diagram rules are used, but those are advanced rules not in the Cadet Manual.
    * The Full SSDs are a little fuzzy. This is a result of scanning a pdf and resizing so I wouldn't have to recreate a duplicate graphic overlay library used for just 3 ships. We are limited to just the 3 full sized ships by ADB.
    The 3 ships are Klingon Federation and Orion.
    * removed the annoying "unchecked" label from the list pieces window. This was an artifact of copy pasting the example checkbox and it literally had to be removed from every graphic layer.
   
    5th update is 4th update corrected. see 4th update last point.
   
    4th update Wow up to V4 already and I'm releasing it now only because ADB made a public announcement about the vassal mod, so I figured I'd rush the graphic SSDs for that.
    * Fixed Range/LOS showing wrong range. This changed the maps and meant resaving all the scenarios after readjusting counter positions.
    * Minor fix to text in intro, designer notes, weblinks
    * fixed an improper counter for Rom and ISC. Had to resave the Rom scenario.
    * redid the ship ssds so that the text is on white background. This meant resaving all the scenarios AGAIN and no sooner was this done than I figured out how to do graphic ssds instead of text.
    * Starting work on graphic damage application, this meant remaking all the SSDS and resaving all the scenarios again. Fed, Klingon RomKR/KE/FH, Orion, Kzinti/KzintiDC, Wyn Fish/Aux, Hydran, Freighter done. It takes a day to do each ssd graphically. Tholians, Seltorian, Lyran/LDR, and ISC will be V5, Fed and Klingon Full size SSDS will likely be V6. Some of the boxes may not line up exactly right and some shields may be slightly off center with it's mirror image. This is a side effect of trying to do these quickly and the action button(area where you click) not being visible onscreen and the X Y coordinates being negative in the up direction which makes mentally adjusting the coordinates annoying.
    * Had to reupload as V5 because the saved scenarios didn't update into the (zip)vmod file and when I manually did it somehow I wiped out the graphic ssds and overwrote them with text ones. I recovered from a backup properly corrected and uploade as V5 and took down V4.
   
    3rd update
    * added show data and notes to weapons to track info and label them
    * Added the sav game for scenarios 1-12 so they are there and ready to go
    * added some additional maps
    * Combined some Toolbar menus into drop down selectors
    * Added LDR race counters
    * added some terrain dust, radiation, heat
   
     2nd Update
    * added map zoom
    * Added Line of Sight/Range string
    * Tbomb/Ship explosion area of effect
    * Added numpad movement & High Energy Turns ctrl+shift+numpad 7,8,9,4,6,1,2,3
    * Added functioning movement Trail(clears on marked as moved)
    * improved range counter but still wrong
    * text damagable ssds <<--- Big Job to do this
    * Removed 2nd erroneous shut from Klingon
    * Relabeled shut on kzin ssd as shut 1
    * Relabeled Arcs on Rom FH ph-3's as they were reversed
    * Relabeled shut on Lyran ssd as shut 1
    * Relabeled shut on LDR ssd as shut 1
    * Relabeled shut on Hydran ssd as shut 1
    * Relabeled shut on Freighter ssd as shut 1
    * Added LS RS arcs to selt SSD which were missing
   
    1st update 001
    * added weblinks to help menu
    * added the Cadet manual with the scenarios and the rules for them - Note that full size ships are not included yet.
    * Changed SSD access from tabbed to a list
    * updated ssds with the (c)ADB used with permission banner
    * added designer notes
    * add masking to action /no action piece
    * added a spreadsheet 2x10 to action no action piece
    * changed counters from scroll list to all be pull down
    * fixed esg colour issue(vassal dumps everything to a common directory so all graphics must be unique name)
    * Added buttons for 8,16,32 SOP