From 510f4f4c1b7d5b199fdcc8446b64b10ddf410be8 Mon Sep 17 00:00:00 2001 From: Joe DiPrima Date: Thu, 13 Aug 2026 15:00:27 -0500 Subject: [PATCH] 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) --- docs/WEAPONS_FIELD_GUIDE.txt | 24 ++++++++++++++++++++++-- 1 file changed, 22 insertions(+), 2 deletions(-) diff --git a/docs/WEAPONS_FIELD_GUIDE.txt b/docs/WEAPONS_FIELD_GUIDE.txt index f7ce052..7cb1d10 100644 --- a/docs/WEAPONS_FIELD_GUIDE.txt +++ b/docs/WEAPONS_FIELD_GUIDE.txt @@ -246,13 +246,26 @@ THE ORIGINAL'S BEHAVIOR OUR PORT TODAY The whole chain is live-verified: a 382-impact night corpus matches - the original's cluster roll exactly, the fuze and lock-drop are - benched, and Streak impact speed measures at the authentic value. + the original's cluster roll exactly, and the fuze and lock-drop are + benched. (Flight SPEED is the one thing that corpus measured against + the old dragless model -- see CHANGING below: speeds drop to the + original's governed values next build.) Presentation deliberately differs: we draw the full ripple of N rounds (the lead round carries the damage, the rest are tracers) with a small tube spread. The damage economy is identical. CHANGING IN THE NEXT BUILD -- AND WHAT TO WATCH + MISSILES SLOW DOWN, AND THIS IS THE ORIGINAL'S SPEED. The audit + found the original governs every missile with air drag that caps + its top speed -- an LRM tops out near 550, an SRM near 775. Our + rounds had no drag: an LRM was leaving its burn at over 3000, + five times the machine's speed, and flying nearly twice as far + downrange. Next build restores the governor. Missiles will feel + heavier, arcs will read slower, and long shots will take + noticeably longer to arrive -- that is the pod's real feel, not a + nerf. If missile flight FINALLY looks like you remember, say so; + that confirmation is worth as much as a bug report. + The bystander gap. The original's rounds swept everything in the flight path every tick -- a third mech between shooter and target could eat someone else's missile. Our rounds currently contact only @@ -328,6 +341,13 @@ WE NEED YOUR MEMORY - Do you remember SRM racks that fired FEWER missiles than their name -- a 4-tube "SRM6", a 2-tube "SRM4"? Or LRM10s/LRM15s that hit noticeably harder on one chassis than another? + - THE SRM RANGE PIP: the original PRINTED MANUAL shows the SRM + range mark at 450 in three separate display mockups; the game + content we have authors it at 800. That smells like the range + changed between software revisions. Which number do you remember + on the ladder when you selected an SRM rack -- 450 or 800? + (Range on a missile is display-only either way -- the rounds fly + on physics -- but your answer dates our content revision.) ----------------------------------------------------------------------------- 9. AMMO, EJECT, AND JAMS (CANNONS AND RACKS)