567 lines
26 KiB
Plaintext
567 lines
26 KiB
Plaintext
=============================================================================
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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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=============================================================================
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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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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 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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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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=============================================================================
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-----------------------------------------------------------------------------
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1. LASERS -- SMALL / MEDIUM / LARGE, STANDARD AND ER
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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- A charge-and-release energy weapon. No ammo, no jam. Six marks, one
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mechanism -- only the numbers differ (Appendix A). No pulse lasers
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exist anywhere in the shipped content.
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- Firing needs three things at the trigger: a LOCKED target, your
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view actually on the target (the weapon only arms while you are
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looking where it points), and the target inside effective range.
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- The beam is instant. The hit is decided the moment you fire -- no
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travel time, no leading. What you see is the discharge drawing
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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 charge: a full-charge shot
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does the listed number; a half-charge release does a quarter.
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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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- 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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- 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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YOUR NOTES (callsign first, one entry per line):
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>
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>
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>
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-----------------------------------------------------------------------------
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2. THE CHARGE GEAR (ALL ENERGY WEAPONS) -- AND THE BRICK THE ARCADE SHIPPED
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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). The machine shipped with a latent flaw: cycling
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PAST the top gear wrapped to the bottom without resetting the firing
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state. The stored charge now sat above the new gear's release
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window, the output read zero, and the weapon went permanently dark
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-- charged, lit, and unable to fire until re-arm. The arcade
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shipped this.
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OUR PORT TODAY
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We deliberately rescue it: an overcharged weapon counts as loaded
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and fires (#21; 38 rescues proven on the bench). This is the port's
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ONE deliberate deviation in the energy lane, and it stays on the
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deviations list so nobody mistakes it for the original.
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CHANGING IN THE NEXT BUILD
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Nothing -- unless the group votes for the authentic brick.
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WE NEED YOUR MEMORY
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- Did cycling a laser's gear past the top setting ever leave the
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weapon DARK -- charged but refusing to fire until re-arm? If pods
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genuinely ate weapons this way, some of you will remember it.
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YOUR NOTES (callsign first, one entry per line):
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>
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>
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>
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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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- 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 crosses myomer
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degradation in about 14 seconds and the governor drags you to a
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crawl. 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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- 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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- 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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- Standing still sheds heat fast (~10 degrees a second).
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OUR PORT TODAY
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All of the above, byte-faithful -- and our walkers actually run a
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little SLOWER than the machine's printed speeds, so if anything the
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pods cooked slightly faster than we do. One open sliver: our
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governor may bite a touch harder than you remember (a frame-timing
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nuance under study), which the question below settles.
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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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- At seek-4 on a Vulture or MadCat -- balanced valves, flat ground
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-- did your speed sag within ~15 seconds, or could you hold
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supercharge speed sustained?
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- Did the loop-5 valve boost trick live in era pilot lore, or are
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we rediscovering it?
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YOUR NOTES (callsign first, one entry per line):
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>
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>
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>
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-----------------------------------------------------------------------------
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3. PPC AND ER PPC
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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- The firing machine is literally the laser's -- the same code, the
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same rules (lock, look, range gate, square-law charge). Everything
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distinctive is the numbers: hardest energy hit (12; ER 16),
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longest energy reach (900 / 950), a slow 5-second recharge, and
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the only BLUE pip.
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- What makes a PPC special is what it does to the VICTIM. Energy
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hits -- and only energy hits -- carry two riders:
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(a) DISPLAY SCRAMBLE: every energy hit pokes the victim's cockpit
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display system once -- some kind of gauge/MFD disturbance per
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hit. What it looked like and how long it lasted is NOT
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recoverable from the code.
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(b) GENERATOR SHORT: if the struck zone holds critical equipment,
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one random critical component takes a forced short --
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generator brownout, charge stall, cockpit electronics dip.
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OUR PORT TODAY
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The firing machine and the generator short are in and verified. The
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display scramble is NOT implemented -- right now your screens shrug
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off a PPC hit, and that is a known gap on the polish list.
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CHANGING IN THE NEXT BUILD
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Not yet. We will not invent the visual: the scramble gets built
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AFTER your testimony, not before.
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WE NEED YOUR MEMORY (this one really matters)
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- Taking a PPC hit, from inside the pod: what happened on your
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screens? Static or interference? A flash? Gauges and MFDs going
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briefly to garbage? How long did it last?
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- Separately: after taking PPC hits, do you remember the generator
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browning out or your weapons losing charge (the short rider)?
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YOUR NOTES (callsign first, one entry per line):
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>
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>
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>
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-----------------------------------------------------------------------------
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4. AUTOCANNONS -- AFC25 / AFC50 / AFC100
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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- The cannons are point-and-hit, not fly-and-hit. At the trigger,
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with a lock, the machine checks the range; in range, the damage
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lands THEN -- one solid ballistic hit on ONE panel of the locked
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target. The shell you watch fly is a TRACER, drawn for show after
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the decision is already made.
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- No leading. The lock does the aiming, and a dodging target does
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not shake a round already fired.
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- Out of range: the round is consumed, the tracer flies anyway, and
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the damage is silently discarded. No hit, no warning.
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- Recoil: every shot with real punch (damage over 3) kicks your own
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pod up and back through the gyro, in proportion to the shot --
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the AFC100 kicks about 3.5 times as hard as the AFC25.
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- Jams roll after each shot only while the weapon itself is running
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a heat alarm -- in practice veteran/expert only, since the lower
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sim levels never heat-alarm a weapon. Chance grows with weapon
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temperature.
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- One panel per pull. The old "shotgun across zones" spread in our
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port (#112) was our bug, never the machine's.
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OUR PORT TODAY
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Until now our cannons flew a real shell that could miss --
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reasonable, and wrong. The trigger-time machine is now implemented
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against the original's code line by line and bench-verified: full
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batches land as one hit, out-of-range rounds are consumed and
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discarded. What it needs now is a real night of fire.
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CHANGING IN THE NEXT BUILD
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- The trigger-time cannon goes live in the build you test next.
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This is the big #171 correction -- please hammer the cannons.
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- The tracer's flight speed: the original derives it from the gun's
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range and muzzle height (roughly one second to cross full range).
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Our stand-in speed was close by accident; the recovered authentic
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numbers go in.
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WE NEED YOUR MEMORY
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- When YOU fired cannons, did the pod's view visibly kick up and
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back (distinct from being hit)? Was the AFC100's kick noticeably
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harder than the AFC25's?
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- The AFC25 specifically: did it occasionally eat a trigger pull
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silently -- a click, no shot, on an apparently ready gun? (Its
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ammo feed timer exactly equals its firing cycle -- the only gun
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where the two can race.)
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- Firing beyond range: did the visible round fly on forever, or
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vanish? (The code consumes the round and discards the damage; the
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tracer's visual fate is the one part we cannot recover.)
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- Round pace: roughly how fast did cannon rounds visibly fly?
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About a second to cross full range, or very different?
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YOUR NOTES (callsign first, one entry per line):
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>
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>
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>
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-----------------------------------------------------------------------------
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5. GAUSS ** THE HEADLINE QUESTION **
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR (as best we can prove it)
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- The Gauss the pods actually fielded is built ON THE CANNON
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MACHINE. The shipped content authors it as an autocannon-class
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weapon: about 20 points of solid shot out to 900 (tied with the
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AFC25 for longest ballistic reach), a slow 8-second cycle, only
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16 rounds, runs nearly cold, and the only YELLOW ballistic pip.
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It hit, and it hurt.
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- The code ALSO contains a second, "true" Gauss-rifle mechanism
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that charges up and does NOTHING when fired -- no damage, no
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heat, nothing. No shipped content anywhere uses it. Dead code.
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- Full honesty: for a while our audit believed the pods fielded the
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do-nothing Gauss and that our port's Gauss damage was an
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invention. Reading the raw content bytes settled it the other
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way -- the fielded Gauss is the cannon-class one.
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OUR PORT TODAY
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Same content, same machine: our Gauss already deals cannon-class
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damage. Port and original agree. Nothing changes.
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WE NEED YOUR MEMORY (the headline)
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- Confirm the Gauss KILLED: heavy single hits at extreme range, a
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slow cycle, a small magazine, a gun that never warmed up, and a
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yellow pip on the display. We expect YES.
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- Which mech do you remember carrying it? (We believe the Loki;
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your memory checks our content map.)
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- If instead you remember a Gauss that charged up and did NOTHING
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when fired -- say so loudly. That would be evidence that some
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floor revision shipped content for the dead mechanism, content
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we do not have.
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YOUR NOTES (callsign first, one entry per line):
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>
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>
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>
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-----------------------------------------------------------------------------
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6. MISSILES -- HOW EVERY RACK REALLY FIRES
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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- Missiles are the one family that genuinely FLIES. Everything else
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in the game decides its hit at the trigger; a missile earns its
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hit in the air.
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- Lock required, same as every weapon. There is no dumb-fire path
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anywhere in the machine -- the trigger will not take without a
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lock. (No special Streak lock code exists either; all racks fire
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through the same gate.)
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- ONE flying round was drawn per salvo, plus one explosion -- the
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pod drew a single missile even for a 15-tube volley. The damage
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bookkeeping rides that one round.
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- The seeker LEADS: it flies a constant-bearing intercept toward
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the exact spot on the target picked at the moment of fire, and
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detonates on a close-proximity fuze with a swept contact check.
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- If the target dies mid-flight, the lock drops and the round goes
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stupid.
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- A rack's listed "range" is fire-control display only. Real reach
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is physics: motor burn, then up to 10 seconds of coasting. Rounds
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that hit the floor die; rounds that time out fizzle.
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- On impact, the cluster roll: out of an n-missile salvo, between
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roughly a quarter and all of them count as hits, scattered across
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the victim's zones with a fresh scatter every burst.
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OUR PORT TODAY
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The whole chain is live-verified: a 382-impact night corpus matches
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the original's cluster roll exactly, and the fuze and lock-drop are
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benched. (Flight SPEED is the one thing that corpus measured against
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the old dragless model -- see CHANGING below: speeds drop to the
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original's governed values next build.)
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Presentation deliberately differs: we draw the full ripple of N
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rounds (the lead round carries the damage, the rest are tracers)
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with a small tube spread. The damage economy is identical.
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CHANGING IN THE NEXT BUILD -- AND WHAT TO WATCH
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MISSILES SLOW DOWN, AND THIS IS THE ORIGINAL'S SPEED. The audit
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found the original governs every missile with air drag that caps
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its top speed -- an LRM tops out near 550, an SRM near 775. Our
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rounds had no drag: an LRM was leaving its burn at over 3000,
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five times the machine's speed, and flying nearly twice as far
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downrange. Next build restores the governor. Missiles will feel
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heavier, arcs will read slower, and long shots will take
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noticeably longer to arrive -- that is the pod's real feel, not a
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nerf. If missile flight FINALLY looks like you remember, say so;
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that confirmation is worth as much as a bug report.
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The bystander gap. The original's rounds swept everything in the
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flight path every tick -- a third mech between shooter and target
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could eat someone else's missile. Our rounds currently contact only
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the locked target and the terrain: a mech in between gets flown
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through, and only splash can touch it. This is the largest
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remaining missile-physics gap; the fix is designed but not landed.
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WATCH FRIDAY: if you take missile hits aimed at someone else --
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beyond splash distance -- report it with the shooter's name.
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-----------------------------------------------------------------------------
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7. MISSILE SPLASH
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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Splash was LIVE on the pods -- every stock mission enables it. An
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impact splashes a radius of about 30 around the hit point; strength
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scales from the FULL rack size and falls off steeply with distance;
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the mech that took the direct hit is excluded from its own splash.
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One thing the code cannot prove either way: whether the SHOOTER was
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protected from splashing themselves at point-blank.
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OUR PORT TODAY
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Same math, verified -- including the full-rack-size splash strength,
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pinned to the original's code this week. We exclude both the direct
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victim and the shooter. The on/off wiring differs slightly from the
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original in a way that only matters for custom missions -- a site
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option question for later, not a Friday one.
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WE NEED YOUR MEMORY
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- Do you remember splash hurting mechs standing NEAR an impact?
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- Critically: could you hurt YOURSELF firing missiles point-blank
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into a wall or an adjacent mech? Our port says no; the original's
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code will not tell us. Your memory is the tiebreaker.
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YOUR NOTES (callsign first, one entry per line):
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>
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>
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>
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-----------------------------------------------------------------------------
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8. HOMING AGILITY, THE LRM ARC, AND THE NARC
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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- Three flight profiles exist in the shipped content:
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LRM round: sluggish 60 deg/sec turn, 10-second burn, and the
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LOFT -- at long range the seeker aims high and
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the round flies the signature climb-then-plunge
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arc.
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Streak round: 360 deg/sec turn -- six times the LRM -- short
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3-second burn, no loft. The round that out-turns
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evasion.
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Narc round: the surprise -- Streak-grade 360 deg/sec tracking
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PLUS the loft PLUS the long 10-second burn. A
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light rack that flies like a hawk.
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- There is NO beacon mechanism anywhere in the machine. The Narc
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never tagged anyone for anything; it is a light, hard-tracking
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rack and nothing more.
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- Several racks LABELED "LRM" actually feed Narc-profile rounds,
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and at least one "SRM6" feeds Streak rounds. Two visually
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identical racks homing very differently -- one sluggish, one
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snapping onto target -- is authentic, not a bug.
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- Rack names lie in other ways too, all authentic authored data:
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an "SRM6" that fires 4 tubes, an "SRM4" that fires 2, LRM10s that
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hit nearly twice as hard on one chassis as another.
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OUR PORT TODAY
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Same data-driven resolution -- the racks read the same content, so
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all of the above carries over for free. One detail we are NOT
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stating yet: which profile the 2-tube SRM racks fly -- our two
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content reads disagree and the pass that settles it has not run.
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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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- Do you remember visually identical LRM racks homing very
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differently on different mechs? And can you confirm the Narc did
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nothing special -- no tag, no beacon, just a fast light rack?
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- Do you remember SRM racks that fired FEWER missiles than their
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name -- a 4-tube "SRM6", a 2-tube "SRM4"? Or LRM10s/LRM15s that
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hit noticeably harder on one chassis than another?
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- THE SRM RANGE PIP: the original PRINTED MANUAL shows the SRM
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range mark at 450 in three separate display mockups; the game
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content we have authors it at 800. That smells like the range
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changed between software revisions. Which number do you remember
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on the ladder when you selected an SRM rack -- 450 or 800?
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(Range on a missile is display-only either way -- the rounds fly
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on physics -- but your answer dates our content revision.)
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YOUR NOTES (callsign first, one entry per line):
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>
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>
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>
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-----------------------------------------------------------------------------
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9. AMMO, EJECT, AND JAMS (CANNONS AND RACKS)
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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- The reload countdown runs only while the weapon's generator route
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is powered, and a HOT generator reloads slower. Below minimum
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voltage the countdown freezes entirely.
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- The EJECT control (novice pilots are locked out of it):
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TAP = eject one round, and the weapon resets to loading if
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rounds remain. This is the in-mission UNJAM.
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|
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):
|
|
>
|
|
>
|
|
>
|
|
|
|
-----------------------------------------------------------------------------
|
|
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):
|
|
>
|
|
>
|
|
>
|
|
|
|
-----------------------------------------------------------------------------
|
|
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.
|
|
=============================================================================
|