# ==== BT411 POD PROFILE (ALPHA-MR crash cart) ================================ # Frozen 2026-08-06 from the verified-good bring-up. Everything a launcher # used to have to pass now lives here, so the rig comes up correct however # the game is started -- shortcut, scheduled task or autostart. # Physical mapping + the RGB-split decode: context/pod-hardware.md. # # The layout itself (which surface sits on which monitor) is in # glass_layout.cfg beside this file, loaded by BT_GLASS_LAYOUT=load: # Secondary / Radar = monitor:DISPLAY4 (colour LCD in the yellow frame) # VGA Port A = monitor:DISPLAY2 (RGB triple: Heat + Comm + Mfd2) # VGA Port B = monitor:DISPLAY1 (RGB triple: Mfd1 + Mfd3) # Platform PROFILE. NB "glass", not "pod": BT_PLATFORM=pod selects the 1995 # multi-surface gauge path (exclusive-fullscreen D3D per adapter + the NVIDIA # horizontal span), which no modern driver can do. What lights this cab is the # GLASS profile plus the three switches below. (Glass is already the default # when nothing is set -- named here so the rig never depends on that default.) BT_PLATFORM=glass # One window per surface -- this is the switch that makes panels at all. BT_GLASS_PANELS=1 # ONE VGA port's R/G/B lines drive THREE mono MFDs -- composite the planes. BT_POD_RGB=1 # THIS cab's splitter wires Comm and Heat to different colour lines than the # 1995 L4GAUGE.CFG assumed (kills/deaths and coolant loops came up swapped). BT_POD_CHANMAP=Comm=blue,Heat=red # The radar panel here is a LANDSCAPE LCD; the 1995 pod rotated only because # its CRT was mounted portrait. 0 = leave the 640x480 source alone. BT_GAUGE_SEC_ROT=0 BT_GLASS_LAYOUT=load BT_START_INSIDE=1 # Main view fills its 800x600 panel (DISPLAY3, the primary) with no border. BT_FIT=1 # No 128x32 marquee wired on this cart -- and the glass profile would # otherwise default L4PLASMA to SCREEN and drop a plasma window on the glass. L4PLASMA=NONE # ==== END BT411 POD PROFILE ==================================================