Heat: THE AUTHENTIC ELECTRICAL MODEL -- weapons recharge from generators (task #10)
Task #10 set out to fix "scrambled linked-sink routing"; a [heat-link] attach log proved the routing was NEVER scrambled (every subsystem links its authored condenser exactly; the "pools in Condenser1" read was the diagnostic-sampler aliasing trap). The real defect: emitter.cpp's local FUN_00417ab4 stub returned NULL, so the whole electrical model was inert and the E7 force-charge recharged every emitter in ONE frame (~0.3s cycle, 1501 fires/90s, ~1.7e9 heat/s -- the "runaway"). Landed authentically [T1: disasm + byte-verified constants]: - Emitter ctor @004bb120: seekVoltage = authored fraction x generator ratedVoltage (10000); EC = energyTotal/(seekV^2 x 0.5); voltageScale@0x310 = (RechargeRate / -ln(1 - 1e-4 x seekV)) / EC -- charge reaches seekV[rec] in EXACTLY the authored RechargeRate (PPC 5s, ERL 4s, SRM 3s, ERM 2s) cold. Owner-flags ctor gate (the usual gotcha; the this-flags read never armed). - PoweredSubsystem::ChargeTimeScale (@004b0d50, was a =1.0 stub): voltageScale x (1 + thermalResistivity x srcTempRise) -- hot generators charge slower. ("voltageScale is never read back" was wrong; corrected + swept.) - TrackSeekVoltage @004ba838: charging I^2R -> the GENERATOR's pendingHeat (~3.5e8/full PPC charge) -- generators self-heat, conduct to their authored condensers, and throttle further charging. The feedback economy closes. - FailureHeat consumers found: this+0x184 == 2 gates BOTH weapon families (@004baa88 emitter: reset firing + hold charge 0; @004bbd36 ballistic: recoil=rechargeRate + alarm 7). Emitter::GetFaultState un-stubbed. - ProjectileWeaponSimulation @004bbd04 opens with call 0x4b0bd0 (disasm) -- launchers now run the powered/heat step (their firing heat previously accumulated in pendingHeat forever). - heat.cpp: per-instance BT_HEAT_LOG census (the old shared-static 1-Hz sampler aliased); [heat-link] attach log; the stolen-else Verify restored. Verified live (120s max-rate autofire): PPC ~470-500 (was 55,000), bank plateaus ~600 and sheds to ambient, generators 1100-1400, ERMLaser self-regulates at the authored 2000 failure threshold (shutdown-cool-resume). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -69,11 +69,14 @@ intact). The `overlay` port (SectorDisplay lives there) shares the `sec` physica
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different bit-plane (0x00C0). [T2]
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## Authentically-static (do NOT "fix")
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`currentTemperature ~77` (huge thermalMass ~1.39e6 → a 3.5-heat shot rounds to zero);
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Degradation/Failure temps are fixed markers; AmbientTemperature 300; CoolantMassLeakRate 0 on a
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pristine mech (damage-gated); cmArmor/cmCrit all-green (undamaged solo player — BT is PvP-only);
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RANK 1 solo; MessageBoard empty (no status messages exist in bring-up). The Heat MFD is
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authentically NEAR-STATIC, not a live heat-accumulation display. [T2]
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RANK 1 solo; MessageBoard empty (no status messages exist in bring-up).
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**CORRECTION (task #10, 2026-07-11):** the old "Heat MFD is authentically NEAR-STATIC /
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currentTemperature ~77 rounds to zero" claim was computed at the DEGENERATE bring-up heat scale.
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At the authentic 1e7-unit economy (tasks #9-#10) the Heat MFD is fully dynamic: weapons run
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77→2000 (the authored failure threshold), condensers/generators run 100-1400 under sustained
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fire, and the bank plateaus ~600 — temperatures, heatLoad and the heat alarms all animate. [T2]
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## Remaining = DATA FEEDS, not widgets (deferred systems)
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The **condenser valve CONTROL** gates on the owning **BTPlayer**'s game-mode flag (`mech+0x190`,
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