FE: the full authentic BattleTech mission-option catalog (TeslaSuite console)
The mission-control menu was missing player experience + many options. Added the complete set recovered from the Mac 4.10 operator console's BT:: adventure tree (TeslaSuite/410console/.../Console.ini) -- the tag= values are the egg fields; cross-checked vs the port spec + reference/cavern.egg: NEW groups: SCENARIO (Free For All / No Return respawn role), EXPERIENCE (novice/standard/veteran/expert), BADGE (7 team emblems), PATCH (8 badge colours), DROP ZONE (one..five), ADV. DAMAGE (on/off). CORRECTED: TIME (evening, not 'dusk'); COLOR (full 7: +Brown/Green/Grey/Tan, Red->Crimson, Gray->Grey); MECH (full 18 with console friendly names -> tags, was 8). btl4fe.hpp: BTFePilot gains experience/badge/patch/dropzone/advancedDamage; BTFeMission gains roleKey/roleModel. The egg writer emits the selected values (were hardcoded expert/VGL/Yellow/one/advancedDamage=1); No-Return role model = the game's 8.3 resource 'noretun'. 5-column layout (mission | mech | pilot | emblem/patch | session+controls); loadout persists across the relaunch (fe_last.ini, all 14 groups). Verified: menu drives (click Expert+Davion -> egg experience=expert badge=Davion, persisted), and the generated egg parses + runs a full mission (no egg errors, drive 61.501). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -174,3 +174,33 @@ desktops, `bindings.txt`/PadRIO on glass. The D1 relay keeps its own raw sockets
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(relay and Steam are alternative wires; the BTNet seam covers the arcade mesh both need).
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Verified: 3-config build, glass stand-down live, pod forced-walk with btinput active, 2-node
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loopback MP 31/31.
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## 2026-07-19 — Mission-control options: the AUTHORITATIVE catalog (TeslaSuite console.ini)
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Source: `C:\VWE\TeslaSuite\410console\4_10-console-extracted\Console.ini`, the Mac 4.10 operator
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console's `BT::` adventure tree (the `tag=` values are the egg field values; display names are the
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console's). Cross-checked vs `410console/battletech-port/BATTLETECH-PORT-SPEC.md` + `reference/
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cavern.egg`. This is every option the original console exposed for a BattleTech mission.
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**Mission-level** — `[mission]`: `adventure=BattleTech` (fixed), `temperature=27` (fixed),
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`scenario=freeforall` (the tag is always freeforall; the RESPAWN choice is the ROLE):
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- map (8): cavern, grass, rav, polar3, polar4, arena1, arena2, dbase
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- time (4): morning, day, evening, night ← was day/night/morning/**dusk** (wrong: evening)
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- weather (3): clear, fog (light), soup (heavy)
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- role (2): Default (`model=dfltrole`, respawn) / NoReturn (`model=noreturn`, one life)
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- length: seconds
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**Per-pilot** — participant block:
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- experience (4 [T1 game decode]): novice, standard, veteran, expert ← was hardcoded `expert`
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- vehicle (18, friendly→tag): Black Hawk=blkhawk, Loki=loki, Nova=bhk1, Mad Cat=madcat, Thor=thor,
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Owens=owens, Kotori=own1, Summoner=thr1, Hellbringer=lok1, Timber Wolf=mad1, Avatar=avatar,
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Satyr=ava1, Sunder=sunder, Sunder V1=snd1, Vulture=vulture, Mad Dog=vul1, Mischief=lok2,
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Zanin Neko=mad2 (the 18 ModelList names; matches the 2026-07-18 vehicle sweep)
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- color/camo (7, display→tag): White=White, Black=Black, Brown=Brown, Red=**Crimson**, Green=Green,
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Gray=**Grey**, Tan=Tan ← was White/Black/Crimson only
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- badge/emblem (7, the `badge=` field): VGL, Davion, Kurita, Liao, Marik, None, Steiner ← was `VGL`
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- patch/badge-color (8, the `patch=` field): Yellow, Blue, Grey, Green, Violet, Red, White, Black
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← was `Yellow`
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- dropzone (5, the `dropzone=` field): one, two, three, four, five ← was `one`
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- advancedDamage (0/1): the advanced damage model toggle ← was hardcoded `1`
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- vehicleValue: 1000 (const), loadzones=1 (const), bitmapindex (per-pilot ordinal)
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