#84: missiles ACCELERATE like the binary -- the pool flew at constant

rack-eject speed; the authored MissileThruster was never applied

The binary Missile hosts a MissileThruster subsystem: authored
acceleration for BurnTime seconds after the MuzzleVelocity eject.
Authored values decoded from BTL4.RES (type-15 missile model records,
reached from the AmmoBin's ammoModelFile via the type-1 MODELLIST
indirection): SRM 2.5s @ 600 u/s^2, LRM 10s @ 300 (climb 50), Streak
3s @ 300 (turn 360deg/s), NARC 10s @ 300; splash 30 all (port constant
was already right); authored drag ~0.001 = negligible.

The port pool flew every round at CONSTANT |MuzzleVelocity| -- SRMs 100
u/s, LRMs 30 u/s (10x slower than authored) -- the entirety of the
night-7 "missiles are very slow" report, and the driver of the
"explosion before the missiles arrive" perception (the salvo-lead
detonates while the slow spread rounds straggle in).

Fix: BTMissileThrustOf (mech4.cpp) lazily parses + caches the RES
thruster table (ModelList ids aliased to their type-15 member's
burn/accel); both launch paths (master FireWeapon + the replicant salvo
mirror -- peers see the same speed) resolve through the launcher's bin
and pass burn/accel into the pool; the advance integrates speed +=
accel*dt while burn remains, heading preserved.  Ballistic rounds
(autocannon/gauss) pass 0/0 -- unchanged.  Impact log now prints
v=/burnLeft= evidence.

Verified live (solo, BT_SPAWN_ENEMY + BT_AF_MISSILE): thrust table 8
entries cached; Black Hawk Streak resolve burn=3 accel=300; impacts at
v=277 u/s (was a constant 100).  Fun authenticity note: the Black
Hawk's "SRM6" fires strk (STREAK) ammo per its authored bin.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
This commit is contained in:
Joe DiPrima
2026-07-31 10:41:39 -05:00
co-authored by Claude Fable 5
parent ac7c46b87a
commit 4704ab3d41
6 changed files with 196 additions and 5 deletions
+11
View File
@@ -631,3 +631,14 @@ Subsystem *CreateAmmoBinSubsystem(Mech *owner, int id, void *seg)
return (Subsystem *) new (Memory::Allocate(0x22c))
AmmoBin(owner, id, (AmmoBin::SubsystemResource *)seg);
}
//###########################################################################
// #84 bridge -- the launcher resolves its round's MODEL RESOURCE ID through
// its connected bin (the binary Missile ctor receives the same id via the
// launch descriptor). Complete-AmmoBin TU accessor.
//###########################################################################
int BTAmmoBinModelFile(void *bin)
{
return (bin != 0) ? ((AmmoBin *)bin)->AmmoModelFileID() : -1;
}