diff --git a/context/open-questions.md b/context/open-questions.md index 9444d2c..0b7cee5 100644 --- a/context/open-questions.md +++ b/context/open-questions.md @@ -1310,3 +1310,34 @@ subscribe; dt-native physics -- Mover/missile ODE -- stays on real dt): - Consolidation: five per-site clocks now duplicate the same accumulator idiom (heat, ring, gyro, smoother intake, doppler hold) -- fold onto the one BTSimClock when it lands, one site per commit, using the existing env-overrides as the bracketing levers. + +## Oracle's weapons-guide return — the first curated .txt (2026-08-13, docs/feedback/WEAPONS_GUIDE_RETURN_Oracle_20260813.txt) +Fourteen answers; the two CONTRADICTS are tracked as Gitea #176 (seek-gear damage swing — read +the authored seekVoltage gear table; the (charge/seekV[rec])² law and his memory may both hold +if the authored gears are closely spaced) and #177 (veteran heat — witness + 4.0 manual say +EXPERT-only; the player+0x260 WRITER has never been read). Settled/confirmed [witness]: +- Out-of-range laser fires but deals nothing — the range cliff CONFIRMED (he trigger-grouped + weapons by range bands to avoid useless heat; Thor noted all-energy-but-one). +- Generator reassignment mid-charge PRESERVES the charge (resumes where it left off; pre-round + gen/seek shuffling was routine; a killed generator left weapons mid-charge, resumed on + reassign). VERIFY the port preserves charge across reassignment — audit item. +- Gear wrap harmless (re-confirms #21); down-shifting used deliberately for RATE of fire. +- PPC victim-side: MFD collapse-to-a-vertical-line (CRT deflection collapse + phosphor bloom, + then re-expand) on ALL MFDs incl. secondary — reference photo ARCHIVED at + reference/field/oracle_mfd_collapse_ppchit.jpg (his Discord link expires) — THE visual target + for Cyd's ppc-sync-distortion pass. Also: PPC hits sometimes flipped AUTO-mode generator + assignments on the victim (momentary trip, never saw one stay offline) — matches the brownout + rider. +- AFC: NO visible projectile in his memory — muzzle flash + impact flash only, no tracer, both + perspectives ("no pace"). Era question OPEN: our 0xBCD tracer code is real [T1], but whether + the shipped machine DREW it visibly needs corroboration (ask Draco/SAURON Friday). Recoil + kick scaled with caliber — matches dmg/16 [T1]. +- Gauss carrier = "the Mischief" (variant name) — cross-check the content roster. +- Missile speed-drop pre-endorsed ("direction I expect"); splash MATCHES; rack "personality" + (Thor/Madcat loft high, Avatar flatter) = the authored per-rack MuzzleVelocity up-tilt we + already launch with + range-scaled seeker loft — likely already faithful, no action. +- SRM pip 800 agrees with the VWE site capture — the 450/800 question is CLOSED at 800. +- Jam eject = single tap (matches tap=one round [T1]; the 3s hold = bay dump, separate). +- Incoming alarm: the beeper was the WHOLE annunciation (no lamp/voice rider) + two YouTube + references with the real alarm audible (on #83, comment 1797) — the ear-A/B target for the + b00fa39 fix. diff --git a/docs/feedback/WEAPONS_GUIDE_RETURN_Oracle_20260813.txt b/docs/feedback/WEAPONS_GUIDE_RETURN_Oracle_20260813.txt new file mode 100644 index 0000000..f3dbb86 --- /dev/null +++ b/docs/feedback/WEAPONS_GUIDE_RETURN_Oracle_20260813.txt @@ -0,0 +1,531 @@ +============================================================================= + BT411 -- WEAPONS FIELD GUIDE: EVERY WEAPON, AS THE ORIGINAL BUILT IT + Updated 2026-08-13 -- reconstruction review edition, for the whole group. +============================================================================= + WHAT THIS IS: we have now read the original machine's firing code for + every weapon family and compared it, behavior by behavior, against what + our port does. This document is the result. For each family you get: + what the shipped machine really did, what our port does today, what + changes in the next build, and -- where the code alone cannot settle + it -- what we need from your memory. + + HOW TO REVIEW: you flew the real pods; we only read their code. Read + each section and mark anything that CONTRADICTS your memory of the + machine -- and anything that confirms it. Silence is not confirmation: + if a section simply matches what you remember, a one-word "matches" is + genuinely useful data. + + HOW TO REPLY: EDIT THIS FILE. Every section that needs your input + ends with a YOUR NOTES block -- write directly in it (callsign first, + then MATCHES / CONTRADICTS / CAN'T RECALL, then your detail) and post + the edited file back when you're done. Which floor, which revision, + which mech you flew -- machine-room details turn weak memories into + strong evidence. + + ONE RETRACTION UP FRONT: the last issues handout (#27) told you + ballistic rounds could now "genuinely MISS a moving target". The + deeper dig behind this document proved that framing wrong: the + original decides a cannon hit AT THE TRIGGER, and the round you watch + fly is a tracer drawn for show. We were wrong; details in the + AUTOCANNONS section. Your review of that section is part of the + group's sign-off on the correction. +============================================================================= + +----------------------------------------------------------------------------- +1. LASERS -- SMALL / MEDIUM / LARGE, STANDARD AND ER +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + - A charge-and-release energy weapon. No ammo, no jam. Six marks, one + mechanism -- only the numbers differ (Appendix A). No pulse lasers + exist anywhere in the shipped content. + - Firing needs three things at the trigger: a LOCKED target, your + view actually on the target (the weapon only arms while you are + looking where it points), and the target inside effective range. + - The beam is instant. The hit is decided the moment you fire -- no + travel time, no leading. What you see is the discharge drawing + itself, plus a 0.2-second afterglow that tracks the target. + - Damage scales with the SQUARE of the charge: a full-charge shot + does the listed number; a half-charge release does a quarter. + - Out of range: the trigger works and the beam draws, but the damage + is silently thrown away. No hit, no denied tone we can find. + - Effective range shrinks in proportion to damage on the body zone + carrying the weapon: a half-wrecked arm fires at half reach. An + undamaged weapon reaches exactly its listed range -- confirmed + down to the byte this week. + - Overheat is a hard stop: a heat-failed laser quits outright. There + is no gradual weakening on the way down. + - Each hit lands on ONE panel of the target. + +OUR PORT TODAY + Same machine, verified live end to end. The beam is drawn from the + real laser-tube art. Charge timing is smoothed for modern frame + rates -- a robustness measure, not a behavior change. (The #164 + stuck-beam guards are already in.) + +CHANGING IN THE NEXT BUILD + Nothing mechanical. + +WE NEED YOUR MEMORY + - Firing past range: do you remember shots that visibly fired at a + distant target and just did nothing? That is what the machine did. + - Generator switching mid-charge: did switching or re-routing + generators while a laser was charging COST you the in-flight + charge (with an electrical alarm)? A yes pins down a control path + we have not been able to identify from the code alone. + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! CONTRADICTS Square/inverse square law damage output change on seek level changes is too large a change between seek levels. Note the values presently depicted in the MFDs and Seek 3 damage output agrees with published data from the VWE site capture. + > ¡Oracle! Cannot comment on effective range reducing due to section damage. This was unknown to me and never came up in discussion among players + > ¡Oracle! Yes, firing at targets beyond the lasers maximum range discharged the laser but no damage was dealt to the target. I assigned triggers on all mechs based on range groups so that I would not heat up the mech with useless firing of weapons outside their effective range. Important on the Thor where all but one weapon is energy based. + > ¡Oracle! No switching a generator mid-charge did not cause a loss of charge, the weapon would continue charging from where it left off when reconnected to a generator. It was very common to change generator assignments and seek levels before mission start and there was no loss of weapon charge state due to such changes as all weapons initialized without a charge and were in the process of charging at mission start. Losing a generator due to damage or overheating left weapons in mid-charge state and they resumed charging when assigned to a new generator. + +----------------------------------------------------------------------------- +2. THE CHARGE GEAR (ALL ENERGY WEAPONS) -- AND THE BRICK THE ARCADE SHIPPED +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + Veteran/expert pilots could cycle an energy weapon's charge gear + (four settings). The machine shipped with a latent flaw: cycling + PAST the top gear wrapped to the bottom without resetting the firing + state. The stored charge now sat above the new gear's release + window, the output read zero, and the weapon went permanently dark + -- charged, lit, and unable to fire until re-arm. The arcade + shipped this. + +OUR PORT TODAY + We deliberately rescue it: an overcharged weapon counts as loaded + and fires (#21; 38 rescues proven on the bench). This is the port's + ONE deliberate deviation in the energy lane, and it stays on the + deviations list so nobody mistakes it for the original. + +CHANGING IN THE NEXT BUILD + Nothing -- unless the group votes for the authentic brick. + +WE NEED YOUR MEMORY + - Did cycling a laser's gear past the top setting ever leave the + weapon DARK -- charged but refusing to fire until re-arm? If pods + genuinely ate weapons this way, some of you will remember it. + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! CONTRADICTS - Going from Seek 4 to Seek 1 did not fail a weapon and prevent it from firing. I routinely changed seek levels in game to lower levels to increase rate of fire without negative impact to weapon state. I cannot recall a single instance of a weapon failing to recharge or fire unless it was destroyed or had no generator power to recharge. + > + > + +----------------------------------------------------------------------------- +3. PPC AND ER PPC +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + - The firing machine is literally the laser's -- the same code, the + same rules (lock, look, range gate, square-law charge). Everything + distinctive is the numbers: hardest energy hit (12; ER 16), + longest energy reach (900 / 950), a slow 5-second recharge, and + the only BLUE pip. + - What makes a PPC special is what it does to the VICTIM. Energy + hits -- and only energy hits -- carry two riders: + (a) DISPLAY SCRAMBLE: every energy hit pokes the victim's cockpit + display system once -- some kind of gauge/MFD disturbance per + hit. What it looked like and how long it lasted is NOT + recoverable from the code. + (b) GENERATOR SHORT: if the struck zone holds critical equipment, + one random critical component takes a forced short -- + generator brownout, charge stall, cockpit electronics dip. + +OUR PORT TODAY + The firing machine and the generator short are in and verified. The + display scramble is NOT implemented -- right now your screens shrug + off a PPC hit, and that is a known gap on the polish list. + +CHANGING IN THE NEXT BUILD + Not yet. We will not invent the visual: the scramble gets built + AFTER your testimony, not before. + +WE NEED YOUR MEMORY (this one really matters) + - Taking a PPC hit, from inside the pod: what happened on your + screens? Static or interference? A flash? Gauges and MFDs going + briefly to garbage? How long did it last? + - Separately: after taking PPC hits, do you remember the generator + browning out or your weapons losing charge (the short rider)? + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! MATCHES + > ¡Oracle! On all MFDs including the Secondary display would rapidly and briefly collapse into a vertical line in the center if the display and then rapidly expand back to normal display. As these are CRTs the phosphor would glow very intensely when a single vertical line was displayed and the MFD image would not instantly collapse to the line not expand back to the normal display. The collapsed image looked like this: https://cdn.discordapp.com/attachments/1529538330738561085/1537570522164887592/image0.jpg?ex=6a7f85a3&is=6a7e3423&hm=91c50efca3ada435598d24400be44b280e821987ea166e095950d130ee77a5fa& + > ¡Oracle! A PPC of either type did sometimes cause generators assignment to switch on individual susb-systems if they were assigned to auto mode. I never noticed a generator actually going offline, but the switching of generator assignment suggests a generator had momentarily tripped offline. + > + +----------------------------------------------------------------------------- +4. AUTOCANNONS -- AFC25 / AFC50 / AFC100 +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + - The cannons are point-and-hit, not fly-and-hit. At the trigger, + with a lock, the machine checks the range; in range, the damage + lands THEN -- one solid ballistic hit on ONE panel of the locked + target. The shell you watch fly is a TRACER, drawn for show after + the decision is already made. + - No leading. The lock does the aiming, and a dodging target does + not shake a round already fired. + - Out of range: the round is consumed, the tracer flies anyway, and + the damage is silently discarded. No hit, no warning. + - Recoil: every shot with real punch (damage over 3) kicks your own + pod up and back through the gyro, in proportion to the shot -- + the AFC100 kicks about 3.5 times as hard as the AFC25. + - Jams roll after each shot only while the weapon itself is running + a heat alarm -- in practice veteran/expert only, since the lower + sim levels never heat-alarm a weapon. Chance grows with weapon + temperature. + - One panel per pull. The old "shotgun across zones" spread in our + port (#112) was our bug, never the machine's. + +OUR PORT TODAY + Until now our cannons flew a real shell that could miss -- + reasonable, and wrong. The trigger-time machine is now implemented + against the original's code line by line and bench-verified: full + batches land as one hit, out-of-range rounds are consumed and + discarded. What it needs now is a real night of fire. + +CHANGING IN THE NEXT BUILD + - The trigger-time cannon goes live in the build you test next. + This is the big #171 correction -- please hammer the cannons. + - The tracer's flight speed: the original derives it from the gun's + range and muzzle height (roughly one second to cross full range). + Our stand-in speed was close by accident; the recovered authentic + numbers go in. + +WE NEED YOUR MEMORY + - When YOU fired cannons, did the pod's view visibly kick up and + back (distinct from being hit)? Was the AFC100's kick noticeably + harder than the AFC25's? + - The AFC25 specifically: did it occasionally eat a trigger pull + silently -- a click, no shot, on an apparently ready gun? (Its + ammo feed timer exactly equals its firing cycle -- the only gun + where the two can race.) + - Firing beyond range: did the visible round fly on forever, or + vanish? (The code consumes the round and discards the damage; the + tracer's visual fate is the one part we cannot recover.) + - Round pace: roughly how fast did cannon rounds visibly fly? + About a second to cross full range, or very different? + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! CONTRADICTS + > ¡Oracle! I never recall seeing a projectile animation at all for an AFC. There was a muzzle flash and an impact flash. There was no tracer in my memory so there was no "pace". The projectiles were completely invisible as far as I'm concerned both from the firing mech's and the target mech's perspectives. + > ¡Oracle! CAN'T RECALL AFC25 "short stroking" and not firing. I didn't use mechs equipped with those very often. There was a kickback when AFCs fired and it was relative to the caliber + > + > + > + +----------------------------------------------------------------------------- +5. GAUSS ** THE HEADLINE QUESTION ** +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR (as best we can prove it) + - The Gauss the pods actually fielded is built ON THE CANNON + MACHINE. The shipped content authors it as an autocannon-class + weapon: about 20 points of solid shot out to 900 (tied with the + AFC25 for longest ballistic reach), a slow 8-second cycle, only + 16 rounds, runs nearly cold, and the only YELLOW ballistic pip. + It hit, and it hurt. + - The code ALSO contains a second, "true" Gauss-rifle mechanism + that charges up and does NOTHING when fired -- no damage, no + heat, nothing. No shipped content anywhere uses it. Dead code. + - Full honesty: for a while our audit believed the pods fielded the + do-nothing Gauss and that our port's Gauss damage was an + invention. Reading the raw content bytes settled it the other + way -- the fielded Gauss is the cannon-class one. + +OUR PORT TODAY + Same content, same machine: our Gauss already deals cannon-class + damage. Port and original agree. Nothing changes. + +WE NEED YOUR MEMORY (the headline) + - Confirm the Gauss KILLED: heavy single hits at extreme range, a + slow cycle, a small magazine, a gun that never warmed up, and a + yellow pip on the display. We expect YES. + - Which mech do you remember carrying it? (We believe the Loki; + your memory checks our content map.) + - If instead you remember a Gauss that charged up and did NOTHING + when fired -- say so loudly. That would be evidence that some + floor revision shipped content for the dead mechanism, content + we do not have. + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! MATCHES + > ¡Oracle! The Mischief was equipped with a Gauss rifle. + > + +----------------------------------------------------------------------------- +6. MISSILES -- HOW EVERY RACK REALLY FIRES +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + - Missiles are the one family that genuinely FLIES. Everything else + in the game decides its hit at the trigger; a missile earns its + hit in the air. + - Lock required, same as every weapon. There is no dumb-fire path + anywhere in the machine -- the trigger will not take without a + lock. (No special Streak lock code exists either; all racks fire + through the same gate.) + - ONE flying round was drawn per salvo, plus one explosion -- the + pod drew a single missile even for a 15-tube volley. The damage + bookkeeping rides that one round. + - The seeker LEADS: it flies a constant-bearing intercept toward + the exact spot on the target picked at the moment of fire, and + detonates on a close-proximity fuze with a swept contact check. + - If the target dies mid-flight, the lock drops and the round goes + stupid. + - A rack's listed "range" is fire-control display only. Real reach + is physics: motor burn, then up to 10 seconds of coasting. Rounds + that hit the floor die; rounds that time out fizzle. + - On impact, the cluster roll: out of an n-missile salvo, between + roughly a quarter and all of them count as hits, scattered across + the victim's zones with a fresh scatter every burst. + +OUR PORT TODAY + The whole chain is live-verified: a 382-impact night corpus matches + 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 + the locked target and the terrain: a mech in between gets flown + through, and only splash can touch it. This is the largest + remaining missile-physics gap; the fix is designed but not landed. + WATCH FRIDAY: if you take missile hits aimed at someone else -- + beyond splash distance -- report it with the shooter's name. + + > ¡Oracle! MATCHES the description and coming changes are in the direction I expect. + +----------------------------------------------------------------------------- +7. MISSILE SPLASH +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + Splash was LIVE on the pods -- every stock mission enables it. An + impact splashes a radius of about 30 around the hit point; strength + scales from the FULL rack size and falls off steeply with distance; + the mech that took the direct hit is excluded from its own splash. + One thing the code cannot prove either way: whether the SHOOTER was + protected from splashing themselves at point-blank. + +OUR PORT TODAY + Same math, verified -- including the full-rack-size splash strength, + pinned to the original's code this week. We exclude both the direct + victim and the shooter. The on/off wiring differs slightly from the + original in a way that only matters for custom missions -- a site + option question for later, not a Friday one. + +WE NEED YOUR MEMORY + - Do you remember splash hurting mechs standing NEAR an impact? + - Critically: could you hurt YOURSELF firing missiles point-blank + into a wall or an adjacent mech? Our port says no; the original's + code will not tell us. Your memory is the tiebreaker. + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! MATCHES on nearby missile splash damage, but I never conducted a controlled test firing into terrain or nerfed up against a mech that wasn't shooting back. + > + > + +----------------------------------------------------------------------------- +8. HOMING AGILITY, THE LRM ARC, AND THE NARC +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + - Three flight profiles exist in the shipped content: + LRM round: sluggish 60 deg/sec turn, 10-second burn, and the + LOFT -- at long range the seeker aims high and + the round flies the signature climb-then-plunge + arc. + Streak round: 360 deg/sec turn -- six times the LRM -- short + 3-second burn, no loft. The round that out-turns + evasion. + Narc round: the surprise -- Streak-grade 360 deg/sec tracking + PLUS the loft PLUS the long 10-second burn. A + light rack that flies like a hawk. + - There is NO beacon mechanism anywhere in the machine. The Narc + never tagged anyone for anything; it is a light, hard-tracking + rack and nothing more. + - Several racks LABELED "LRM" actually feed Narc-profile rounds, + and at least one "SRM6" feeds Streak rounds. Two visually + identical racks homing very differently -- one sluggish, one + snapping onto target -- is authentic, not a bug. + - Rack names lie in other ways too, all authentic authored data: + an "SRM6" that fires 4 tubes, an "SRM4" that fires 2, LRM10s that + hit nearly twice as hard on one chassis as another. + +OUR PORT TODAY + Same data-driven resolution -- the racks read the same content, so + all of the above carries over for free. One detail we are NOT + stating yet: which profile the 2-tube SRM racks fly -- our two + content reads disagree and the pass that settles it has not run. + +CHANGING IN THE NEXT BUILD + Nothing mechanical. + +WE NEED YOUR MEMORY + - Do you remember visually identical LRM racks homing very + differently on different mechs? And can you confirm the Narc did + nothing special -- no tag, no beacon, just a fast light rack? + - 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.) + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! MATCHES The racks on different mechs did appear to have a "personality" to them. The Thor and Madcat chassis tended to loft the missiles up. The Avatar tended to have a flatter trajectory. However range also seemed to play a factor with very long range shots sometimes lofting the missiles on a higher arc. The manueverability of the NARCs and STREAKS often caused an angry swarm of bees effect when the missiles came near a manuevering target at a high aspect angle. + > ¡Oracle! CAN'T RECALL I never noticed a discrepancy on SRM/LRM racks, never paid attention to the score to notice there may have been an issue. I know that the mechs with twin LRM20s and LRM15s were particularly effective at causing crits even on a fairly fresh mech. + > ¡Oracle! CAN'T RECALL the SRM Range pip, but it does agree with the 800m range published on the VWE site for v4.10 + > + +----------------------------------------------------------------------------- +9. AMMO, EJECT, AND JAMS (CANNONS AND RACKS) +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + - The reload countdown runs only while the weapon's generator route + is powered, and a HOT generator reloads slower. Below minimum + voltage the countdown freezes entirely. + - The EJECT control (novice pilots are locked out of it): + TAP = eject one round, and the weapon resets to loading if + rounds remain. This is the in-mission UNJAM. + HOLD (3 seconds) = dump the entire bay. The weapon is out of + ammo for good until re-arm or respawn. + - Jams roll after each shot while the weapon itself runs a heat + alarm; the chance grows with weapon temperature. Standard and + novice sims never heat-alarm a weapon -- so in practice only + veteran/expert pilots ever jammed. + +OUR PORT TODAY + Same machine, tap-unjam included -- it is the mechanism behind + #166's "tap EJECT" advice. One divergence: our jam roll currently + waits for a higher weapon temperature than the original -- a + leftover safety from before the heat economy went live. + +CHANGING IN THE NEXT BUILD + The leftover jam gate comes out. Warm cannons and racks on + veteran/expert may jam a touch more often. That is the authentic + rate. + +WE NEED YOUR MEMORY + - Did weapons only ever jam for veteran/expert pilots? And could + you CLEAR a jam mid-sortie by tapping EJECT to cycle one round + out? + - Did a rack or cannon ever go permanently dark WITH ammo remaining + after sustained fire? At what firing intensity? (Field case from + our own nights: an SRM6 latched out with 19 rounds left. Whether + that could happen at authentic intensity is an open question.) + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! CONTRADICTS there being heat in Veteran mode and the manual agrees with this. Expert mode was the only mode with heat. + > ¡Oracle! A jammed round was ejected with a single tap of the eject button. No holding down was required. + > ¡Oracle! I have never seen a non-damaged (x'd out) non-jammed weapon stop recycling and firing. + +----------------------------------------------------------------------------- +10. INCOMING-MISSILE WARNING +----------------------------------------------------------------------------- +THE ORIGINAL'S BEHAVIOR + Every missile launched at a mech announces itself to its target -- + the machinery for a warning is there. What CONSUMED that + announcement (a warning tone? a beeper tempo change? a threat lamp?) + we have not located in the original's code. + +OUR PORT TODAY + The beeper plumbing exists but nothing feeds it -- the warning is + structurally dead (#83 on the known-gaps list). + +WE NEED YOUR MEMORY + - Did the pod audibly warn you of inbound missiles? A tone, a tempo + change, a lamp -- anything. If it did not, #83 closes for free. + If it did, describe it and we build exactly that. + + + YOUR NOTES (callsign first, one entry per line): + > ¡Oracle! There was only a missile warning horn sound, no other warning. This is the missile warning alarm from the sound board "[1:74] IncomingAlarm01 n58". Can be heard in this video: https://youtu.be/zcJ1Xf_le4Y?is=HbEp2KXO9OXw6kIX at 43 seconds. Even better in this video at 1:10 https://youtu.be/eWb4bZSRkWY?is=YUm8b0bThkWA_pZ6 + + > + > + +----------------------------------------------------------------------------- +APPENDIX A -- THE AUTHORED NUMBERS (straight from the shipped content) +----------------------------------------------------------------------------- +Range is in the same units your fire-control shows. Cycle in seconds. + +ENERGY (damage = full-charge shot; scales with the square of charge) + WEAPON DMG RANGE CYCLE HEAT/SHOT + SLaser 1.5 150 1 0.75 + ERSLaser 2 225 1 1.5 + MLaser 2.5 350 2 2 + ERMLaser 3.5 500 2 3.5 + LLaser 5 600 4 6 + ERLLaser 6 750 4 8.5 + PPC 12 900 5 11 + ERPPC 16 950 5 16 + Reach shrinks with damage to the carrying zone: listed x (1 - zone + damage). An undamaged weapon reaches exactly the listed range. + +BALLISTIC (one panel, decided at the trigger; recoil kick = dmg/16) + WEAPON DMG RANGE CYCLE NOTES + AFC25 7 900 2 feed timer = cycle (see sec. 4) + AFC50 13 750 4 + AFC100 25 400 8 hardest hit, shortest reach + GAUSS 20 900 8 16 rounds, yellow pip, near cold + Cannons and racks run effectively cold next to the energy bank. + +MISSILE RACKS (DMG = whole-salvo total; per-round in parentheses) + RACK TUBES DMG CYCLE + SRM2 2 10 (5.0) 2 + SRM4 4 35 (8.75) 3 + SRM4 4 20 (5.0) 3 + SRM4 2 10 (5.0) 2 + SRM6 6 50 (8.3) 5 + SRM6 6 35 (5.8) 5 + SRM6 4 20 (5.0) 3 + LRM5 5 10 (2.0) 2.5 + NRK5 5 10 (2.0) 2.5 + LRM10 10 35 (3.5) 4 + LRM10 10 20 (2.0) 4 + LRM15 15 50 (3.3) 6 + LRM15 15 35 (2.3) 6 + LRM20 20 65 (3.25) 9 + Same rack name, different numbers = different chassis fits, all + authentic. We are re-verifying the per-chassis map before naming + which mech carries which variant. SRM racks display range 800; + LRM/NRK racks display 6000 -- display only; real reach is flight + time. Cluster roll on impact: of n launched, between about n/4 and + n count as hits. + +FLIGHT PROFILES (authored on the round, not the rack) + LRM round: turn 60 deg/s burn 10 s loft YES + Streak round: turn 360 deg/s burn 3 s loft no + Narc round: turn 360 deg/s burn 10 s loft YES + All rounds splash radius 30 on impact. After burnout a round coasts + up to 10 seconds before fizzling. + +============================================================================= + WHEN YOU'RE DONE: post your edited copy of this file back to the + weapons thread. "MATCHES" alone in a notes block is real data. The + GAUSS and PPC-HIT questions are the two we cannot answer without you. +============================================================================= diff --git a/reference/field/oracle_mfd_collapse_ppchit.jpg b/reference/field/oracle_mfd_collapse_ppchit.jpg new file mode 100644 index 0000000..d92c963 Binary files /dev/null and b/reference/field/oracle_mfd_collapse_ppchit.jpg differ diff --git a/scratchpad/night17/DAY_STATE.md b/scratchpad/night17/DAY_STATE.md new file mode 100644 index 0000000..be3c903 --- /dev/null +++ b/scratchpad/night17/DAY_STATE.md @@ -0,0 +1,34 @@ +# Thursday dev-day state (2026-08-13 ~late afternoon) — pre-compaction anchor + +COMMITTED/PUSHED through 2c6dc00: #173 cadence fix (ring default 28Hz) + gotcha 32 + census +checklist; #21 clamp fix + retraction sweep; launcher BT_DMG_LOG=1 forensics net; guide 2B +confession rewrite; all of Wed/Thu's weapons batch (#170/#165/#172/#174/#171 + drag/bystander/ +gravity/tracer; single-log + SENDLOGS; soundboard shipped + ear-verified). + +CADENCE QUEUE: ALL FIVE ITEMS DONE, reviewed + committed (f811c64 gyro / 567ffac registry / +b355844 footstep / f9546d2 doppler; sway check = verification only). Receipts: +scratchpad/night17/CADENCE_STATE.md. Census checklist + env-gate table updated in context/. +Doppler perceptual verdict is T3 (solo rig near-field dominated) — needs ear A/B or 2-node. +NEW census row: child-entity worldLinearVelocity=0 → self-sound cents −200 (pre-existing, +untouched, needs a binary-behavior ruling first). + +EVENING ADDITIONS (both verified + pushed): #83 incoming-missile alarm (b00fa39 — the July F7 +driver was DEAD CODE in the blocked Missile transcription, gotcha 33; feed now rides the push +simulator's salvo leads incl. replicant mirrors = the victim's cockpit in MP; 2-node bench: +54/55 lock cycles, beeper tempo 10→435 live; Oracle era-confirmed the sample same day) and +#175 missile world collision (7b12053 — the static-solid-tree half of FUN_0042291c's sweep; +345 struct-class WORLD bursts on the reported mound, user-witnessed; owner dispatch = trucks +missile-killable; BT_WORLDHIT=0 lever). New hooks: BT_INCOMING_LOG, BT_DESIGNATE=enemy, +BT_WORLDHIT. Both tickets commented; release notes updated with both. + +TOMORROW (Friday): cut zip via python tools/mkdist.py (clean tree first; sweep bench artifacts +from content/ incl. INC*.EGG + inc_*.log/incoming_*.log); finalize +dist/RELEASE_NOTES_NEXT_discord.md (swap build number); post zip + notes + soundboard zip + +remind SENDLOGS. Field-verify list rides the notes' checklist (+ alarm tempo ramp by ear, +missiles bursting on cover, near-miss splash). + +WAITING ON OTHERS: annotated field-guide copies (diff each against the version the tester +received); Elengil's pre-rotation steam_20260812.log; era answers (valve-boost lore, SRM +450/800 pip, PPC-hit visuals for Cyd's scramble); Cyd PPC-scramble merge = post-Friday +(rebase over palette work + dirty-skip token fix + 2-node bench). NEXT WEEK: BTSimClock +migration per the census checklist (gyro item may land today instead).