PARALLAX (#16): the pick/fire ray was anchored at mech.y+5.0 (a port improvisation) while the sight line ran from the eyepoint (y=6.23) -- two parallel rays whose constant offset grew into the reported low-miss as range closed (measured ry +0.072 @50u -> +1.54 @2.7u). The decomp's sight and pick share the eye origin (HudSimulation @4b7830 chain). Fix: the viewpoint mech's cockpit eye owns the aim-camera publish in BOTH views, origin = its own eye translation; leveling + deliberate elevation untouched; chase view now converges to cockpit ballistics (V cannot change where shots land). After: pick pinned to the crosshair (ry <= 5e-6) from 50u to point-blank; 26 laser + 8 missile center-mass hits at 3/4-screen. Awaiting the reporters' approach-test. VERDICT INSTRUMENTATION (#4 closed authentic, #5 verdict posted): BT_RANGE_LOG per-frame pick tracing + BTGroundRayHitExact analytic cross-check (0/8000 arena fall-throughs; cavern 6/8400 single-frame grazes -- the 'crazy sliding' is the authentic world-pick + 500 m/s slide over depth discontinuities); BT_AUD_TAIL StopNote/fade timing + BT_FIRE_PULSE single-shot driver (the energy 'buzz' is the AUTHORED charging loop: crescendo through recharge, 1.309s authored release, measured within one frame). CAVERN.EGG: solo cavern test egg. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -466,6 +466,12 @@ HierarchicalDrawComponent*
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//
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mEyeCockpit = new DPLEyeRenderable(
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entity, offset_matrix, parent_DCS, eye_rot);
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// issue #16 (boresight parallax): the VIEWPOINT mech's cockpit
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// eyepoint is the BORESIGHT eye -- it owns the aim-camera
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// (pick/sight ray) publish in BOTH views, from its own eye
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// origin, so chase and cockpit ballistics are identical (see
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// DPLEyeRenderable::Execute).
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mEyeCockpit->SetBoresightEye(true);
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if (type == insideEntity) // true inside build: it IS the camera
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mCamera = mEyeCockpit;
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dbg_eye = 1;
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