--- id: experience-levels title: "Experience levels / simulation modes — novice, standard, veteran, expert" status: established source_sections: "decomp part_013.c:10816-10871 (@4c0bc8), part_014.c:7830-7900 (@4d2f3e), FUN_004ad7d4/FUN_004ac9c8/FUN_004bbfcc; BTMSSN.HPP (survived); Tesla40_BT_manual.pdf pp.7,11-14,21,22,24" related_topics: [subsystems, combat-damage, gauges-hud, pod-hardware, multiplayer, decomp-reference, open-questions] key_terms: [master, replicant] open_questions: - "player+0x26c (std+vet only) and +0x270 (all but novice) consumers not located — 0x26c hypothesis: myomer supercharge clamp (manual p22) [T4]" - "does a remote pilot's experience matter cross-pod? flags are computed only on the master branch of the BTPlayer ctor [T4]" - "movement-heat magnitude veteran vs expert (4.0 manual says expert-only; 4.10 gate is vet+expert) [T4]" --- # Experience levels / simulation modes The egg's per-pilot `experience` field is the pod's **simulation-fidelity tier** — the thing the 1995 site operator set per player at sign-up. It is NOT the BAS/MID/ADV control mode (a free in-cockpit choice, [[locomotion]]/[[pod-hardware]]) and NOT the scenario role (scoring modifiers). Researched end-to-end 2026-07-18; this file supersedes the older "role display toggles" / "ROOKIE-role lockout" readings (see Corrections below). ## The data path [T1] 1. **Egg**: pilot page key `experience` ∈ {`novice`,`standard`,`veteran`,`expert`}; required unless `vehicle=camera`; unknown value = hard abort. Parse @4d2f3e (part_014.c:7830-7900, strings @51e6f1); `tools/eggmodel.py` knows the value set. 2. **BTMission** (`BTMSSN.HPP` survived, T0): stored at `mission+0xe4` (`experienceLevel`, accessor `ExperienceLevel()`); the neighboring egg key `advancedDamage` → `mission+0xf0` (`advancedDamageOn`) — the separate site-technician splash/collision switch (manual p13). 3. **BTPlayer ctor @4c0bc8** (part_013.c:10816-10871): on the MASTER branch (`(simulationFlags & 0xc) != 4`; the replicant branch instead swaps in the console-update Performance) it reads `btMission(+0x1f8)->experienceLevel(+0xe4)` and fans it out: | egg value | +0x25c | +0x260 | +0x26c | +0x270 | +0x274 (raw) | |---|---|---|---|---|---| | novice | 0 | 0 | 0 | 0 | 0 | | standard | 1 | 0 | 1 | 1 | 1 | | veteran | 1 | 1 | 1 | 1 | 2 | | expert | 1 | 1 | 0 | 1 | 3 | then unconditionally `+0x264 = +0x268 = mission->advancedDamageOn(+0xf0)` (both copies). [T1] ## What each flag gates (binary consumers, all reached via `mech+0x190` → BTPlayer) [T1] - **+0x25c — "sim live", off only for novice.** Consumers: ballistic jam roll `CheckForJam` @4bbfcc early-returns NO-JAM when 0 (projweap.cpp calls this `LiveFireEnabled`); Searchlight `ToggleLamp` @4b860c (searchlight.cpp `ControlsAllowLights`); PoweredSubsystem message handler @4b0efc (powersub.cpp's "message-manager short-event flag" — same flag, misattributed); the mech combat-ineffective evaluation (part_012.c:9364: mech state ∈ {3,4} && novice is an extra OR-term setting `mech+0x414`). The `#if 0` block in surviving PPC.CPP:63-95 (novice PPCs deal no damage) shows the original intent of the tier. - **+0x260 — the HEAT-MODEL master switch, ON for veteran+expert.** This is `FUN_004ad7d4` (`*(*(sub+0xD0)+0x190)+0x260`), the single most-called gate in the subsystem family: Myomers work→heat (movement heat, MyomersSimulation @4b8d18), Emitter/energy-weapon firing heat, missile launch heat, the heat.cpp simulation, projectile-weapon heat, and the heat-scaled part of the jam chance. Standard mode has NO heat consequences; that is authentic, not a port gap. - **+0x274 — the raw level.** `FUN_004ac9c8` = (level == 0), the NOVICE lockout used as the condenser-valve guard ([[gauges-hud]] task #13) and by the PoweredSubsystem handler @4b21d0 (not-novice gate). The port's `BTPlayerRoleLocksAdvanced` bridge implements this predicate (correct behavior, wrong seeding — see Port state). - **+0x264/+0x268 — advancedDamage copies.** Read in the heat-family sim (part_013.c:8757). Independent of experience. - **+0x26c / +0x270 — consumers NOT located** via the mech→player hop. 0x26c (standard+veteran only) best fits the manual-p22 myomer supercharge clamp (standard locked, expert unlocked) [T4]. ## Player-facing behavior (Tesla 4.0 manual) [T1 primary source] Manual pp. 7, 11-14, 21, 22, 24 (the dedicated Simulation Modes page, manual p2, is MISSING from the `Tesla40_BT_manual.pdf` scan along with p3): - **Standard**: armor-only damage — no criticals, no generator outages, no jams, no heat concerns; MechTech limited to the leg-damage audio warning; viewscreen hunting aids (red hot box + guide arrow, 60° FOV) on; myomer supercharge locked. - **Veteran**: critical hits (any hit can go internal; likelihood rises as armor thins; a crit can kill the mech), generators take damage/go offline (reroute power), ballistic jams (manual clearing), full MechTech audio + smart buttons; viewscreen hunting aids OFF (radar hot box stays). - **Expert**: veteran + heat as a core mechanic: movement generates heat (accel/decel worst), heat slows recharge/top speed, incoming fire causes coolant leaks, ammo-bay fires/cook-off; myomer supercharge allowed. - Scoring identical in all modes (p4). Splash/collision damage = a separate technician setting. ## 4.0 → 4.10 drift [T1] - **The viewscreen hunting-aid gate is GONE in 4.10**: part_014 (HUD/btl4vid TU) reads none of the player flags — the target hotbox/edge arrows (@4cdf6f) are gated on lock state only, every mode. Fits the 4.10 arcade-cities positioning. - **Movement heat is veteran+expert in 4.10** (the +0x260 gate), not expert-only as the 4.0 manual states. Whether a coefficient still differentiates them is open. ## Port state (as of 2026-07-18) — wiring needed [T3] The reconstruction met this system piecemeal and stubbed the same gates inconsistently: - `btplayer.cpp` ctor seeds `roleClassIndex` from `scenarioRole->GetReturnFromDeath()` (default 2) — the binary seeds it from `btMission->ExperienceLevel()`. Bring-up therefore runs as VETERAN. Two slot errors in the port's switch vs the binary: the binary's switch never touches +0x264 (that's advancedDamage, set after), and expert's `0` lands on +0x26c, not +0x270. - `HeatModelActive()` stubbed permissive `return 1` (emitter/heat/mislanch/projweap) while `Myomers::OwnerAdvancedDamage()` returns `False` — the SAME binary gate (+0x260) answered both ways: heat accrues from weapons but never from movement, and no experience below veteran can switch it off. - `LiveFireEnabled` / `ControlsAllowLights` / powersub's short-event flag = the +0x25c not-novice flag under three names. - **The fix**: one accessor family on BTPlayer named members (databinding trap — never raw-read `player+0x260`), seeded from `BTMission::ExperienceLevel()` + `AdvancedDamageOn()`, with all five stub sites pointed at it; then an egg `experience` line actually selects the sim tier as shipped. ## Corrections (swept 2026-07-18) - `btplayer.hpp` "per-role display toggles from returnFromDeath" for 0x25c-0x274 was WRONG — the source is `btMission+0xe4/+0xf0`, not the role; the `showKills`/`roleClassIndex` names date from the scoring work and don't match the gate semantics (kept in code for now, comments corrected). - `gauges-hud.md` "ROOKIE-role lockout" for FUN_004ac9c8 → novice-EXPERIENCE lockout. - `open-questions.md` "true semantic of player+0x260/0x274 not yet pinned" → pinned here. ## Key Relationships - Feeds: [[subsystems]] (the heat model + jam/valve gates) · [[combat-damage]] (criticals tier intent) · [[gauges-hud]] (valve guard) - Sourced from: the egg ([[multiplayer]] egg format) · `BTMission` (BTMSSN.HPP, T0) - Offsets: [[decomp-reference]] §3 (mech+0x190 row + BTPlayer flag block) - Manual audit: [[pod-hardware]] §Manual