KB: state-7 (heat-failed) weapons go dark with no lamp -- authentic (#30 remainder closed)
Field capture 2026-07-23: right SRM6 tripped FailureHeat and went dark with no indication -- reported as a suspected bug. Decomp @004c9a38: the gauge cluster's only weapon-state read is ==5 (jam lamp); state 7 has no presentation anywhere. EJECT tap revives it while rounds remain. (Same session: first live verification of the #31 eject wiring -- jammed left SRM6 cleared by a tap.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -349,6 +349,15 @@ buttonGroup[btn].GetMapState (table DAT_00518eb4 PE-recovered); the regroup MECH
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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).
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**A heat-FAILED weapon goes DARK with no lamp — authentic (2026-07-23, closes the #30
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remainder) [T1 + T2 field-captured]:** `BallisticWeaponCluster::Execute` @004c9a38 reads exactly
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one weapon-state check — `jammed = (weaponAlarm@0x364 == 5)` for the BTEJAM lamp; its only other
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reads are the bin's cook-off lamp/countdown (`bin+0x18C`/`+0x190`). Weapon state 7
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(unavailable: FailureHeat / destroyed / mech-disabled / bay dry) has NO presentation — dial at
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zero, everything dark. Field capture: a solo pilot's right SRM6 tripped FailureHeat
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(`gate1: failHeat=1 heatLvl=2`) and "just stopped working, no indication" — reported as a bug;
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it's the binary's behavior. Recovery: an EJECT tap revives a FailureHeat 7 while rounds remain
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([[decomp-reference]] §message-tables EjectAmmo). The jam lamp lights ONLY for a true jam (5).
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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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