KB: night-8 playtest intelligence (build 4.11.674)
Player testimony worth keeping out of the issue tracker alone: * SENSOR PANEL model, from VGL Lynx -- the last major system without one. Sensor damage flickers the HUD (corroborated by period footage), degrades radar/map, affects the searchlight, and possibly the hot box. Gitea #105. * COOLANT LEAK severity is a THREE-level display (1/2/3 triangles + alarm); we only ever produce the lowest. Our leak rate is a continuous scalar, so either the banding is missing or the magnitude never leaves the bottom band. * MYOMER heat calibration is CHASSIS-RELATIVE: a Thor sustains seek 4 indefinitely, a chicken-walker cooks in under a minute. That spread is the acceptance test -- a uniform "too hot" indicts the drive-heat coefficient rather than the sink capacities. * RAM damage: the binary's internal-only collision divert MATCHES what players observe (gyro/myomer damage, coolant leak, NO armor damage, grinding inert). May be working as intended; awaiting a player ruling. Gitea #103. * MP stability: 5-player match, no stalls or lag spikes -- bounds how often the carried cross-fire-stall / silent-node-crash opens occur. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -933,6 +933,40 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
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corollary). The parallel `DefaultData` half of the table WAS the same trap and is fixed
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(`Simulation__SharedData`).
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## Night-8 playtest intelligence (2026-07-31, build 4.11.674) [T2 player testimony]
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**SENSOR PANEL — the model, from a player who ran the cabinets** (VGL Lynx; the last major system
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without one; Gitea #105). Sensor damage degrades, in descending confidence: (1) the **HUD flickers**
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— corroborated by period gameplay footage, and the distinctive tell to match; (2) **radar/map**
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degraded or lost; (3) the **searchlight** (cf. #61, where Searchlight/ThermalSight ToggleLamp were
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dead handlers); (4) the **hot box / thermal** suspected but unconfirmable — that feature is not
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functional in our build. Next step is to find the sensor subsystem's damage consumers in the binary
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and check which display paths it actually gates, rather than implementing from the description.
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**COOLANT LEAK severity is a THREE-level display** (Oracle + Draco, Gitea #97): one/two/three
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triangles, top level draining the reservoir fast, with an audible alarm. We only ever produce the
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lowest. Our leak rate is a continuous scalar (`ownZone->damageLevel x heatLoad`, floor 0.0025,
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ON hysteresis 0.003) — so either the banding into three display levels is missing, or the magnitude
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never leaves the bottom band. Check whether severity is separately authored before deriving it.
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**MYOMER heat calibration is CHASSIS-RELATIVE, not absolute** (Oracle, Gitea #96): a **Thor should
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sustain seek 4 more or less indefinitely** on its heatsink count, while a light chicken-walker
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overheats in well under a minute. This is the acceptance test for the drive-heat coefficient — the
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spread should fall out of (drive heat / authored sink capacity) on its own, so a uniform "too hot"
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across ALL chassis indicts the coefficient rather than the sinks.
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**RAM damage: the binary's internal-only divert MATCHES what players see, and may be correct**
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(Gitea #103). Oracle reported ram causing gyro + myomer damage and a myomer coolant leak but **no
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armor damage**, with grinding inert — exactly `Mech::DistributeCollisionDamage`'s type-0 divert
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(internals weighted Myomers/Gyro 0.35, HeatSinkBank 0.30, Torso 0.25; 0.5-pt free-tap floor).
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Awaiting a player ruling on whether a hard ram ever damaged ARMOR in the original before treating
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the absence as a defect.
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**MP STABILITY datapoint** (RajelAran): a **5-player match with no egregious issues** — *"no
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stability problems or massive lag spikes"*. Relevant to the carried cross-fire-stall and
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silent-node-crash opens: neither reproduced at 5 players this session. Not evidence of a fix
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(neither was addressed), but it bounds how often they occur.
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## Key Relationships
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- Feeds from: every subsystem/render topic (their deferral notes collect here).
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- Gating master: [[source-completeness]] (the missing BT source).
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