An impressive saga! I enjoyed hearing about the the different tools involved at different stages of your development here.
Is all the networking and job queuing happening synchronously from the game's point of view, or do you end up with potential latency when the commands come in from pilot B?
It's wild to me that modern CPUs and networking is fast enough that all this extra stuff can happen the space of what would've been one tightly-scheduled frame of computation when the game was new.