weapons field guide SECOND EDITION (build 4.11.957): the round-trip demonstrated -- Oracle's fourteen answers are quoted inline as [ANSWERED] verdicts (out-of-range cliff, charge persistence retired-as-verified, gauss/Mischief cross-confirmed, recoil-by-caliber, tap-unjam, splash, rack personality acknowledged as the authored vectors, SRM pip SETTLED at 800); section 2 carries the real gear ladder 56/77/100/153 with charge-time multipliers + the alpha-strike doctrine; 2B updated to shipped-tense with the 4.0-vs-4.10 veteran-heat note; PPC section now carries Oracle's vertical-line collapse spec + the #178 generator-flip watch; AC section ships the trigger-time cannon + the NEW tracer-visibility era question (second witness wanted); missiles section folds #175 cover + bystander + true speeds as shipped; section 10 rewritten as the found-fixed-shipped story with the ears-only verification ask; appendix gains the gear-ladder table + terminal speeds. Section numbering unchanged so first-edition returns still line up; scoreboard note: pilots 9-and-1 against our code-reading.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016bw71WVsccjwW7uKRg4aWD
This commit is contained in:
co-authored by
Claude Fable 5
parent
29bb05cf4f
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c3741d96df
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@@ -1,34 +1,30 @@
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=============================================================================
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BT411 -- WEAPONS FIELD GUIDE: EVERY WEAPON, AS THE ORIGINAL BUILT IT
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Updated 2026-08-13 -- reconstruction review edition, for the whole group.
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SECOND EDITION -- updated 2026-08-14 for build 4.11.957.
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=============================================================================
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WHAT THIS IS: we have now read the original machine's firing code for
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every weapon family and compared it, behavior by behavior, against what
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our port does. This document is the result. For each family you get:
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what the shipped machine really did, what our port does today, what
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changes in the next build, and -- where the code alone cannot settle
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it -- what we need from your memory.
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WHAT THIS IS: we read the original machine's firing code for every
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weapon family and compared it, behavior by behavior, against our port.
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This is ROUND TWO of that document. Round one worked exactly as hoped:
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Oracle returned an annotated copy, and his fourteen notes settled five
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tracker tickets, fixed two documents, identified a missing alarm sound,
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and handed us a reference photo. Where a question below is marked
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[ANSWERED], his verdict is quoted -- corroboration from a second pilot
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is still valuable, contradiction doubly so.
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HOW TO REVIEW: you flew the real pods; we only read their code. Read
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each section and mark anything that CONTRADICTS your memory of the
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machine -- and anything that confirms it. Silence is not confirmation:
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if a section simply matches what you remember, a one-word "matches" is
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genuinely useful data.
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HOW TO REVIEW: you flew the real pods; we only read their code. Mark
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anything that CONTRADICTS your memory -- and anything that confirms it.
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Silence is not confirmation: a one-word "matches" is genuinely useful.
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HOW TO REPLY: EDIT THIS FILE. Every section that needs your input
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ends with a YOUR NOTES block -- write directly in it (callsign first,
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then MATCHES / CONTRADICTS / CAN'T RECALL, then your detail) and post
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the edited file back when you're done. Which floor, which revision,
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which mech you flew -- machine-room details turn weak memories into
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strong evidence.
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HOW TO REPLY: EDIT THIS FILE. Every section ends with a YOUR NOTES
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block -- write directly in it (callsign first, then MATCHES /
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CONTRADICTS / CAN'T RECALL, then your detail) and post the edited file
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back. If you already annotated the first edition, that copy is still
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gold -- send it as-is; section numbers are unchanged.
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ONE RETRACTION UP FRONT: the last issues handout (#27) told you
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ballistic rounds could now "genuinely MISS a moving target". The
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deeper dig behind this document proved that framing wrong: the
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original decides a cannon hit AT THE TRIGGER, and the round you watch
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fly is a tracer drawn for show. We were wrong; details in the
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AUTOCANNONS section. Your review of that section is part of the
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group's sign-off on the correction.
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SCOREBOARD SO FAR: where this project's code reading and a pilot's
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specific memory have disagreed, the pilot is 9-and-1 (the one loss was
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a memory of the earlier 4.0 machine -- see the heat note in section
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2B). Your memories are evidence. Use the blocks.
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=============================================================================
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-----------------------------------------------------------------------------
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@@ -46,42 +42,31 @@ THE ORIGINAL'S BEHAVIOR
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itself, plus a 0.2-second afterglow that tracks the target.
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- Damage scales with the SQUARE of the stored charge. You cannot
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fire early -- the trigger does nothing until the charge completes.
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The only partial-power shot is a different CHARGE GEAR (section 2,
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veteran/expert only), and the REAL ladder -- read from the machine's
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own gear table after Oracle's notes called out our old example --
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is: seek 1 = 56% damage (fastest), seek 2 = 77%, seek 3 = 100%
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(THE published number -- the calibration gear), seek 4 = 153%
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(an OVERCHARGE: more damage AND more heat per shot, at roughly
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triple the charge time). Downshift for rate of fire, seek 4 for
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the single big hit. Distance never matters: full damage anywhere
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inside effective range, zero damage past it.
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The only partial-power shot is a different CHARGE GEAR (section 2).
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Distance never matters: full damage anywhere inside effective
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range, zero damage past it.
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- Out of range: the trigger works and the beam draws, but the damage
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is silently thrown away. No hit, no denied tone we can find.
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is silently thrown away. No hit, no denied tone.
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[ANSWERED -- Oracle: "Yes, firing at targets beyond the lasers
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maximum range discharged the laser but no damage was dealt. I
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assigned triggers on all mechs based on range groups so that I
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would not heat up the mech with useless firing." Confirmed.]
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- Effective range shrinks in proportion to damage on the body zone
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carrying the weapon: a half-wrecked arm fires at half reach. An
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undamaged weapon reaches exactly its listed range -- confirmed
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down to the byte this week.
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- Overheat is a hard stop: a heat-failed laser quits outright. There
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is no gradual weakening on the way down.
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carrying the weapon: a half-wrecked arm fires at half reach.
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[Oracle: unknown to him, never came up in era discussion -- still
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open for anyone who remembers.]
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- Generator switching mid-charge does NOT cost the charge: the
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weapon resumes charging where it left off when reconnected.
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[ANSWERED -- Oracle: pre-round generator/seek shuffling was
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routine with no charge loss; a generator killed by damage left
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weapons mid-charge, resuming on reassignment. We then verified
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our port does exactly this. Question retired.]
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- Overheat is a hard stop: a heat-failed laser quits outright.
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- Each hit lands on ONE panel of the target.
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OUR PORT TODAY
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Same machine, verified live end to end. The beam is drawn from the
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real laser-tube art. Charge timing is smoothed for modern frame
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rates -- a robustness measure, not a behavior change. (The #164
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stuck-beam guards are already in.)
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CHANGING IN THE NEXT BUILD
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Nothing mechanical.
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WE NEED YOUR MEMORY
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- Firing past range: do you remember shots that visibly fired at a
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distant target and just did nothing? That is what the machine did.
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- Generator switching mid-charge: did switching or re-routing
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generators while a laser was charging COST you the in-flight
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charge (with an electrical alarm)? A yes pins down a control path
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we have not been able to identify from the code alone.
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Same machine, verified live end to end, zero known deviations in the
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energy lane.
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YOUR NOTES (callsign first, one entry per line):
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>
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@@ -89,32 +74,40 @@ WE NEED YOUR MEMORY
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>
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-----------------------------------------------------------------------------
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2. THE CHARGE GEAR (ALL ENERGY WEAPONS) -- SETTLED BY YOUR MEMORY
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2. THE CHARGE GEAR (ALL ENERGY WEAPONS) -- NOW WITH THE REAL NUMBERS
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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Veteran/expert pilots could cycle an energy weapon's charge gear
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(four settings). Cycling past the top wraps to the bottom and the
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weapon keeps working: a stored charge above the new gear's level
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simply counts as FULL and fires (a wrap-fired top-gear charge deals
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its normal top-gear damage -- no secret super-shot, no dead weapon).
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Veteran/expert pilots can cycle an energy weapon's charge gear (four
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settings). Cycling past the top wraps to the bottom and the weapon
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keeps working: a stored charge above the new gear's level counts as
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FULL and fires normally. (An earlier edition claimed the machine
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bricked lasers on the wrap; several of you said flatly that never
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happened, and you were right -- our misread, corrected.)
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FOR THE RECORD: an earlier version of this document claimed the
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machine shipped a flaw here -- that wrapping the gear left the
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weapon permanently dark. Several of you said flatly that never
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happened. You were right. The re-audit you triggered found our
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reading of one number in the original's code was wrong by a single
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byte-width, and the "brick" existed only in our port, never on the
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machine. This section is your correction, adopted.
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THE REAL DAMAGE LADDER -- read from the machine's own gear table
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after Oracle's notes called out our old example as wrong:
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seek 1 = 56% damage, fastest charge (~0.6x the listed cycle)
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seek 2 = 77% damage (~0.75x)
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seek 3 = 100% -- THE PUBLISHED NUMBER (the calibration gear)
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seek 4 = 153% -- an OVERCHARGE: more damage AND more heat per
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shot, at roughly TRIPLE the charge time.
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The doctrine that falls out: downshift for rate of fire, seek 4 for
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the single big hit.
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[Oracle's two notes both check out against this ladder: "Seek 3
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damage output agrees with published data" -- exactly, it is the
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calibration point -- and his routine downshifting "to increase rate
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of fire without negative impact" lives in the 77-100% band where
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the loss hides inside the rate gain. What he correctly contradicted
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was our old "half charge = quarter damage" example: no shipped gear
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sits anywhere near half the calibration voltage.]
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OUR PORT TODAY
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Fixed to match: cycling behaves exactly as you remember. (Before
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the fix our gauges could briefly read EMPTY on an over-charge where
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the machine read FULL -- if you saw that, it dies in the next
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build.)
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Byte-matched: the ladder above IS the port's arithmetic, confirmed
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both from the original's calibration code and from live fire logs.
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CHANGING IN THE NEXT BUILD
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The correction above ships. The old "deviation" entry is withdrawn
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-- the energy lane now has ZERO deviations from the original.
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WE NEED YOUR MEMORY
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- Did era pilots use seek 4 deliberately as an alpha-strike gear
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(bigger, hotter, much slower shots)? Any lore about it?
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YOUR NOTES (callsign first, one entry per line):
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>
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@@ -124,50 +117,45 @@ CHANGING IN THE NEXT BUILD
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-----------------------------------------------------------------------------
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2B. SEEK-4 ON THE HEAVY WALKERS (VULTURE / MADCAT / THOR / LOKI)
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR (audited to the byte this week)
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- Drive heat scales with weight times speed squared, and no amount
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of running ever cools you -- there is no airflow cooling anywhere
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in this machine. The fast-heavy Clan walkers pay the most.
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THE ORIGINAL'S BEHAVIOR (audited to the byte)
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- Drive heat scales with weight times speed squared; no amount of
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running ever cools you -- there is no airflow cooling anywhere in
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this machine. The fast-heavy Clan walkers pay the most.
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- Gears 1 through 3 make IDENTICAL heat: seek-3 is free speed.
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Seek-4 roughly doubles drive heat AND raises your top speed --
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a sprint gear. Cruising it on a heavy walker without the boost
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crosses myomer degradation in under twenty seconds and the
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governor bites. A same-weight humanoid at the same speed cooks the same:
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it is physics, not a chicken-walker curse.
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Seek-4 roughly doubles drive heat AND raises top speed -- a
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sprint gear. A same-weight humanoid at the same speed cooks the
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same: physics, not a chicken-walker curse.
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- The machine gave you the tool: BOOST COOLANT LOOP 5 (Generator D /
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Myomers). One press visibly buys your speed back; a full boost
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sustains seek-4 on a Vulture indefinitely.
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Myomers). A full boost sustains seek-4 on a Vulture indefinitely.
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- THE TRAP: one press past maximum WRAPS THE VALVE CLOSED. If you
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ever boosted a loop and it cooked anyway -- you probably hit the
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wrap. Two presses, never three.
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ever boosted a loop and cooked anyway -- you probably hit the
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wrap. TWO presses, NEVER three.
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- Standing still sheds heat fast (~10 degrees a second).
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- HEAT EXISTS AT VETERAN in this 4.10 machine -- read straight from
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its code. The 4.0 manual (and some memories of the earlier
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machine) say expert-only; 4.10 changed it. If you played the
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earlier floor revision, both your memory and our code are right
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-- about different machines.
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OUR PORT TODAY -- AND A CONFESSION YOUR REPORTS FORCED
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You were right that something was off. Our build measured your
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mech's acceleration at modern frame rates, and at those rates the
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measurement picks up walking-gait jitter as phantom acceleration --
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nearly TWO-THIRDS of your drive heat on a flat cruise was noise
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that the original's electronics (sampling at their own slower
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clock) never saw. The port was punishing heavy walkers roughly
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TWICE as hard as the machine did.
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CHANGING IN THE NEXT BUILD (the fix, measured)
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Heat sensing now samples on the original's clock. Result on the
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bench: a Vulture at seek-4 WITH the loop-5 boost holds FULL
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supercharge speed indefinitely, running hot but stable -- the
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valve trick works exactly as the machine intended, and the
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manual's printed Super Charged speed is real. WITHOUT the boost,
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seek-4 still cooks you (that part is the machine's own balance,
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and it stays). The wrap trap also stays: two presses, never three.
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OUR PORT -- THE CONFESSION AND THE FIX, NOW SHIPPED
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You were right that something was off: our build sampled your
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mech's motion at modern frame rates and read walking-gait jitter as
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phantom acceleration -- nearly TWO-THIRDS of drive heat on a flat
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cruise was noise the original's slower electronics never saw. Heavy
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walkers were punished about twice as hard as the machine intended.
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FIXED IN THIS BUILD (4.11.957): heat sensing samples on the
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original's clock. Bench-measured: a Vulture at seek-4 WITH the
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loop-5 boost holds full supercharge indefinitely, hot but stable --
|
||||
the manual's printed Super Charged speed is real. WITHOUT the
|
||||
boost, seek-4 still cooks you; that is the machine's own balance.
|
||||
|
||||
WE NEED YOUR MEMORY
|
||||
- Next build: boost loop 5, hold seek-4 on a big walker. Does the
|
||||
sustained supercharge match how the machine felt? Your yes
|
||||
closes the oldest heat complaint on the books.
|
||||
- TONIGHT: boost loop 5 (two presses!), hold seek-4 on a big
|
||||
walker. Does the sustained supercharge match how the machine
|
||||
felt? Your yes closes the oldest heat complaint on the books.
|
||||
- Did the loop-5 valve boost trick live in era pilot lore, or are
|
||||
we rediscovering it?
|
||||
|
||||
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
>
|
||||
@@ -177,37 +165,36 @@ WE NEED YOUR MEMORY
|
||||
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
|
||||
- The firing machine is literally the laser's -- the same rules
|
||||
(lock, look, range gate, the charge-gear ladder). 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.
|
||||
longest energy reach (900 / 950), a slow 5-second recharge, 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.
|
||||
(a) DISPLAY SCRAMBLE, and thanks to Oracle we now know what it
|
||||
looked like: [ANSWERED -- Oracle: "all MFDs including the
|
||||
Secondary would rapidly and briefly collapse into a vertical
|
||||
line in the center of the display and then rapidly expand
|
||||
back" -- the classic CRT deflection collapse, phosphor
|
||||
blooming bright on the line. He supplied a reference photo;
|
||||
it is archived and it IS the build spec.]
|
||||
SECOND WITNESS WANTED: anyone else remember the screens
|
||||
collapsing to a bright vertical line under particle fire?
|
||||
(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.
|
||||
one random critical component takes a forced short.
|
||||
[ANSWERED, with a new lead -- Oracle: PPC hits sometimes
|
||||
flipped AUTO-mode generator assignments on individual
|
||||
subsystems; he never saw a generator read offline, "but the
|
||||
switching suggests a generator had momentarily tripped."
|
||||
That is now the field signature we are verifying the
|
||||
mechanism against (#178). TONIGHT: if your generator letters
|
||||
shuffle after taking particle fire, that is data -- say so.]
|
||||
|
||||
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)?
|
||||
|
||||
display scramble is IN PROGRESS against Oracle's spec -- your
|
||||
screens still shrug off a PPC hit in this build.
|
||||
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
@@ -215,57 +202,47 @@ WE NEED YOUR MEMORY (this one really matters)
|
||||
>
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
4. AUTOCANNONS -- AFC25 / AFC50 / AFC100
|
||||
4. AUTOCANNONS -- AFC25 / AFC50 / AFC100 ** SHIPPED THIS BUILD **
|
||||
-----------------------------------------------------------------------------
|
||||
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.
|
||||
with a lock, 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 made.
|
||||
- No leading. The lock does the aiming; a dodging target does not
|
||||
shake a round already fired.
|
||||
- Out of range: the round is consumed, the tracer flies anyway, the
|
||||
damage is silently discarded.
|
||||
- Recoil: every shot with real punch kicks your own pod up and back
|
||||
through the gyro, in proportion to the shot.
|
||||
[Oracle: "There was a kickback when AFCs fired and it was
|
||||
relative to the caliber." Confirmed.]
|
||||
- Jams roll only while the weapon runs a heat alarm; chance grows
|
||||
with weapon temperature.
|
||||
- One panel per pull. (The old "shotgun across zones" was our bug,
|
||||
never the machine's -- #112 is closed on this build's receipts.)
|
||||
|
||||
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.
|
||||
OUR PORT -- LIVE IN 4.11.957
|
||||
The trigger-time cannon ships TONIGHT. Please hammer it: no
|
||||
leading, instant hits, one panel, range-gated. Every shot is named
|
||||
in your log.
|
||||
|
||||
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?
|
||||
A NEW ERA QUESTION FROM ORACLE'S NOTES ** SECOND WITNESS WANTED **
|
||||
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... completely invisible both from the firing
|
||||
mech's and the target mech's perspectives."
|
||||
The machine's code DOES contain the tracer mechanism -- but whether
|
||||
the pods actually DREW it visibly is exactly the kind of thing code
|
||||
cannot prove and eyes can. Draco, SAURON, Ronin: do you remember
|
||||
SEEING cannon rounds fly? Our build draws them; if the pods did
|
||||
not, we want to know.
|
||||
|
||||
WE NEED YOUR MEMORY (still open)
|
||||
- The AFC25: 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.) [Oracle: can't recall -- rarely flew AFC25 carriers.]
|
||||
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
@@ -273,125 +250,96 @@ WE NEED YOUR MEMORY
|
||||
>
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
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):
|
||||
>
|
||||
>
|
||||
>
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
6. MISSILES -- HOW EVERY RACK REALLY FIRES
|
||||
5. GAUSS
|
||||
-----------------------------------------------------------------------------
|
||||
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.
|
||||
- The fielded Gauss is built ON THE CANNON MACHINE: ~20 points of
|
||||
solid shot out to 900, slow 8-second cycle, 16 rounds, runs
|
||||
nearly cold, the only YELLOW ballistic pip.
|
||||
[ANSWERED -- Oracle: MATCHES, "The Mischief was equipped with a
|
||||
Gauss rifle." And that checks our content map perfectly: Mischief
|
||||
is the Loki variant in the shipped roster, and the Loki family's
|
||||
cockpit authors the Gauss gauges. Confirmed on both sides.]
|
||||
- The code also contains a second, "true" Gauss-rifle mechanism
|
||||
that charges up and does NOTHING when fired. No shipped content
|
||||
uses it. If YOU remember a Gauss that charged and did nothing --
|
||||
say so loudly; it would mean some floor revision shipped content
|
||||
we do not have.
|
||||
|
||||
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.
|
||||
Same content, same machine. Port and original agree. Nothing
|
||||
changed, nothing changing.
|
||||
|
||||
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.
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
>
|
||||
>
|
||||
|
||||
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.
|
||||
-----------------------------------------------------------------------------
|
||||
6. MISSILES -- HOW EVERY RACK REALLY FIRES ** SHIPPED THIS BUILD **
|
||||
-----------------------------------------------------------------------------
|
||||
THE ORIGINAL'S BEHAVIOR
|
||||
- Missiles are the one family that genuinely FLIES; everything else
|
||||
decides its hit at the trigger.
|
||||
- Lock required; no dumb-fire path exists anywhere in the machine.
|
||||
- ONE flying round was drawn per salvo, plus one explosion; the
|
||||
damage bookkeeping rides that round. (We draw the full ripple --
|
||||
lead round carries the damage -- a stated presentation choice.)
|
||||
- The seeker LEADS and lofts; detonation is a close-proximity fuze
|
||||
with a swept contact check. Target dies mid-flight: the lock
|
||||
drops and the round goes stupid.
|
||||
- Air drag governs every round: an LRM tops out near 550, an SRM
|
||||
near 775. Listed "range" is display only; real reach is burn +
|
||||
up to 10 seconds of coast.
|
||||
- The round detonates on the FIRST thing in its path: the target,
|
||||
a third mech that wanders into the flight line, a building, or
|
||||
the hill you are hiding behind.
|
||||
|
||||
WHAT SHIPPED IN 4.11.957 -- PLEASE FLY AGAINST ALL OF IT
|
||||
- TRUE SPEEDS: the drag governor is in. Missiles are ~5x slower
|
||||
than the last builds -- heavier arcs, long shots take visibly
|
||||
longer. That is the pod's real feel, not a nerf.
|
||||
[Oracle, pre-endorsing from the audit description: "MATCHES the
|
||||
description and coming changes are in the direction I expect."]
|
||||
- COVER WORKS (#175): rounds burst on hills and buildings instead
|
||||
of passing through -- and the blast can still splash you if you
|
||||
hug the cover (authentic near-miss splash). Trucks and props die
|
||||
to missiles.
|
||||
- BYSTANDERS (#171): a third mech crossing the flight path eats
|
||||
the round, exactly as the original swept it.
|
||||
- RACK PERSONALITY, acknowledged: [Oracle: "The racks on different
|
||||
mechs did appear to have a personality... Thor and Madcat tended
|
||||
to loft the missiles up, the Avatar a flatter trajectory; very
|
||||
long range shots lofting higher."] That personality is the
|
||||
authored per-rack launch vectors plus the range-scaled loft --
|
||||
both already data-driven in the port. Enjoy; it is real.
|
||||
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
>
|
||||
>
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
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.
|
||||
impact splashes a radius of about 30; strength scales from the FULL
|
||||
rack size, falls off steeply with distance; the direct victim is
|
||||
excluded from its own splash.
|
||||
[Oracle: MATCHES on nearby splash. Still open below: self-splash.]
|
||||
|
||||
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.
|
||||
Same math, verified. We exclude both the direct victim and the
|
||||
shooter -- and the original's code cannot prove the shooter half
|
||||
either way.
|
||||
|
||||
WE NEED YOUR MEMORY (the tiebreaker still stands)
|
||||
- Could you hurt YOURSELF firing missiles point-blank into a wall
|
||||
or an adjacent mech? Our port says no; only your memory can
|
||||
settle it. (New in this build: firing into the hill in front of
|
||||
you WILL splash you -- that part is authentic cover physics, not
|
||||
self-splash.)
|
||||
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
@@ -403,51 +351,35 @@ WE NEED YOUR MEMORY
|
||||
-----------------------------------------------------------------------------
|
||||
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.
|
||||
LRM round: sluggish 60 deg/sec turn, 10-second burn, the
|
||||
signature climb-then-plunge LOFT at range.
|
||||
Streak round: 360 deg/sec turn, short 3-second burn, no loft.
|
||||
Narc round: Streak-grade tracking PLUS the loft PLUS the long
|
||||
burn. A light rack that flies like a hawk.
|
||||
- There is NO beacon mechanism anywhere. The Narc never tagged
|
||||
anyone; it is a light, hard-tracking rack and nothing more.
|
||||
- Several racks LABELED "LRM" feed Narc-profile rounds; at least
|
||||
one "SRM6" feeds Streak rounds. Identical-looking racks homing
|
||||
very differently is authentic authored data.
|
||||
- THE SWARM: [Oracle: "The maneuverability of the NARCs and STREAKS
|
||||
often caused an angry swarm of bees effect when the missiles came
|
||||
near a maneuvering target at a high aspect angle."] We are
|
||||
running down whether the original authors a per-round turn rate
|
||||
our port does not read yet -- if your memory holds more detail
|
||||
about WHICH racks swarmed, write it down.
|
||||
- THE SRM RANGE PIP -- SETTLED AT 800: the printed manual shows
|
||||
450, our content authors 800, and Oracle's note ("agrees with the
|
||||
800m range published on the VWE site for v4.10") dates the change
|
||||
between revisions. Our 4.10 content is correct at 800. Retired.
|
||||
|
||||
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.)
|
||||
Same data-driven resolution. One detail still unstated: which
|
||||
profile the 2-tube SRM racks fly -- our two content reads disagree.
|
||||
|
||||
WE NEED YOUR MEMORY (still open)
|
||||
- Can anyone else confirm the Narc did nothing special -- no tag,
|
||||
no beacon? And racks firing FEWER tubes than their name (a 4-tube
|
||||
"SRM6", a 2-tube "SRM4")?
|
||||
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
@@ -459,38 +391,32 @@ WE NEED YOUR MEMORY
|
||||
-----------------------------------------------------------------------------
|
||||
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.
|
||||
is powered; a HOT generator reloads slower; below minimum voltage
|
||||
the countdown freezes.
|
||||
- The EJECT control (novices locked out):
|
||||
TAP = eject one round; the weapon resets to loading if rounds
|
||||
remain. This is the in-mission UNJAM.
|
||||
HOLD (3 seconds) = dump the entire bay.
|
||||
[ANSWERED -- Oracle: "A jammed round was ejected with a single
|
||||
tap of the eject button. No holding down was required."
|
||||
Confirmed -- the tap IS the unjam; the hold is a different
|
||||
function (full bay dump), which matches.]
|
||||
- Jams roll after each shot while the weapon runs a heat alarm.
|
||||
(Heat exists at veteran AND expert in this 4.10 -- see 2B.)
|
||||
- [Oracle: "I have never seen a non-damaged non-jammed weapon stop
|
||||
recycling and firing." Which is exactly why our old X'd-weapons
|
||||
bug -- dead guns firing, live guns latching -- read so wrong.
|
||||
Both roots are fixed in this build.]
|
||||
|
||||
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.
|
||||
Same machine, tap-unjam included. The leftover conservative jam
|
||||
gate came out: warm cannons and racks on veteran/expert jam at the
|
||||
authentic rate now.
|
||||
|
||||
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?
|
||||
WE NEED YOUR MEMORY (still open)
|
||||
- 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.)
|
||||
|
||||
after sustained fire? At what intensity? (Field case from our own
|
||||
nights: an SRM6 latched out with 19 rounds left.)
|
||||
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
@@ -498,23 +424,31 @@ WE NEED YOUR MEMORY
|
||||
>
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
10. INCOMING-MISSILE WARNING
|
||||
10. INCOMING-MISSILE WARNING ** FOUND, FIXED, SHIPPED TONIGHT **
|
||||
-----------------------------------------------------------------------------
|
||||
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.
|
||||
This section is the round-trip working exactly as designed, so here is
|
||||
the whole story. Round one asked "did the pod audibly warn you of
|
||||
inbound missiles?" Oracle answered with the sound itself:
|
||||
[ANSWERED -- 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'." -- found on the distributable
|
||||
soundboard, plus two videos of the original machine with the alarm
|
||||
audible.]
|
||||
So: the beeper IS the whole annunciation -- no lamp, no voice -- and
|
||||
its tempo accelerates as the missile closes (authored straight into
|
||||
the machine's audio data: distance drives beep rate).
|
||||
|
||||
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.
|
||||
Then the fix: our alarm code turned out to be wired to a dead path --
|
||||
it had never run once in any fielded build. IN 4.11.957 IT LIVES:
|
||||
missiles inbound on you start the beeper, slow at long range, frantic
|
||||
as it closes. LRM volleys give seconds of warning; a point-blank SRM
|
||||
barely a blip (authentic -- the machine cannot warn you faster than
|
||||
the missile flies).
|
||||
|
||||
WE NEED YOUR EARS TONIGHT
|
||||
- Does the beeper's tempo ramp match your memory of the pods (and
|
||||
Oracle's reference videos)? This is the one verification only
|
||||
ears can do.
|
||||
|
||||
YOUR NOTES (callsign first, one entry per line):
|
||||
>
|
||||
@@ -526,7 +460,7 @@ 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)
|
||||
ENERGY (damage = the seek-3 shot; the gear ladder scales it)
|
||||
WEAPON DMG RANGE CYCLE HEAT/SHOT
|
||||
SLaser 1.5 150 1 0.75
|
||||
ERSLaser 2 225 1 1.5
|
||||
@@ -539,6 +473,14 @@ ENERGY (damage = full-charge shot; scales with the square of charge)
|
||||
Reach shrinks with damage to the carrying zone: listed x (1 - zone
|
||||
damage). An undamaged weapon reaches exactly the listed range.
|
||||
|
||||
THE CHARGE-GEAR LADDER (all energy weapons; damage AND heat scale
|
||||
together; charge time from the machine's exponential charge curve)
|
||||
GEAR DAMAGE CHARGE TIME (approx, x listed cycle)
|
||||
seek 1 56% ~0.6x (fastest -- the rate-of-fire gear)
|
||||
seek 2 77% ~0.75x
|
||||
seek 3 100% 1x (the published calibration numbers)
|
||||
seek 4 153% ~2.9x (the overcharge -- alpha-strike gear)
|
||||
|
||||
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)
|
||||
@@ -564,21 +506,23 @@ MISSILE RACKS (DMG = whole-salvo total; per-round in parentheses)
|
||||
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;
|
||||
authentic. SRM racks display range 800 (settled -- see section 8);
|
||||
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
|
||||
LRM round: turn 60 deg/s burn 10 s loft YES top ~550
|
||||
Streak round: turn 360 deg/s burn 3 s loft no top ~775
|
||||
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.
|
||||
up to 10 seconds before fizzling. Rounds detonate on the first
|
||||
thing in the path: target, bystander, building, or hill.
|
||||
|
||||
=============================================================================
|
||||
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.
|
||||
WHEN YOU'RE DONE: post your edited copy back to the weapons thread.
|
||||
"MATCHES" alone in a notes block is real data. The two questions we
|
||||
most need second witnesses on: DID CANNON ROUNDS VISIBLY FLY (section
|
||||
4), and the PPC vertical-line screen collapse (section 3).
|
||||
First-edition annotated copies are still welcome exactly as they are.
|
||||
=============================================================================
|
||||
|
||||
Reference in New Issue
Block a user