field guide updated post-drag-audit: missile section now pre-announces the SPEED DROP (drag governor restored -- LRM ~550/SRM ~775 terminals vs the old dragless 3000+; framed as the pod's real feel, confirmation-worthy) and the stale 'Streak speed authentic' claim softened (that corpus measured the dragless model); SRM range-pip era question added (manual prints 450 x3, content authors 800 -- revision-dating question, display-only either way)
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@@ -246,13 +246,26 @@ THE ORIGINAL'S BEHAVIOR
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OUR PORT TODAY
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The whole chain is live-verified: a 382-impact night corpus matches
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the original's cluster roll exactly, the fuze and lock-drop are
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benched, and Streak impact speed measures at the authentic value.
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the original's cluster roll exactly, and the fuze and lock-drop are
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benched. (Flight SPEED is the one thing that corpus measured against
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the old dragless model -- see CHANGING below: speeds drop to the
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original's governed values next build.)
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Presentation deliberately differs: we draw the full ripple of N
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rounds (the lead round carries the damage, the rest are tracers)
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with a small tube spread. The damage economy is identical.
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CHANGING IN THE NEXT BUILD -- AND WHAT TO WATCH
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MISSILES SLOW DOWN, AND THIS IS THE ORIGINAL'S SPEED. The audit
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found the original governs every missile with air drag that caps
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its top speed -- an LRM tops out near 550, an SRM near 775. Our
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rounds had no drag: an LRM was leaving its burn at over 3000,
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five times the machine's speed, and flying nearly twice as far
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downrange. Next build restores the governor. Missiles will feel
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heavier, arcs will read slower, and long shots will take
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noticeably longer to arrive -- that is the pod's real feel, not a
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nerf. If missile flight FINALLY looks like you remember, say so;
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that confirmation is worth as much as a bug report.
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The bystander gap. The original's rounds swept everything in the
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flight path every tick -- a third mech between shooter and target
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could eat someone else's missile. Our rounds currently contact only
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@@ -328,6 +341,13 @@ WE NEED YOUR MEMORY
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- Do you remember SRM racks that fired FEWER missiles than their
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name -- a 4-tube "SRM6", a 2-tube "SRM4"? Or LRM10s/LRM15s that
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hit noticeably harder on one chassis than another?
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- THE SRM RANGE PIP: the original PRINTED MANUAL shows the SRM
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range mark at 450 in three separate display mockups; the game
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content we have authors it at 800. That smells like the range
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changed between software revisions. Which number do you remember
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on the ladder when you selected an SRM rack -- 450 or 800?
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(Range on a missile is display-only either way -- the rounds fly
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on physics -- but your answer dates our content revision.)
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-----------------------------------------------------------------------------
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9. AMMO, EJECT, AND JAMS (CANNONS AND RACKS)
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