Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016bw71WVsccjwW7uKRg4aWD
529 lines
26 KiB
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529 lines
26 KiB
Plaintext
=============================================================================
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BT411 -- WEAPONS FIELD GUIDE: EVERY WEAPON, AS THE ORIGINAL BUILT IT
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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 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. 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 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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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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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 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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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.
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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.
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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, 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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-----------------------------------------------------------------------------
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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 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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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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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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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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-----------------------------------------------------------------------------
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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)
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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 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). 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 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 -- 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 --
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the manual's printed Super Charged speed is real. WITHOUT the
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boost, seek-4 still cooks you; that is the machine's own balance.
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WE NEED YOUR MEMORY
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- TONIGHT: boost loop 5 (two presses!), hold seek-4 on a big
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walker. Does the sustained supercharge match how the machine
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felt? Your yes closes the oldest heat complaint on the books.
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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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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 rules
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(lock, look, range gate, the charge-gear ladder). 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, the
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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, and thanks to Oracle we now know what it
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looked like: [ANSWERED -- Oracle: "all MFDs including the
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Secondary would rapidly and briefly collapse into a vertical
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line in the center of the display and then rapidly expand
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back" -- the classic CRT deflection collapse, phosphor
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blooming bright on the line. He supplied a reference photo;
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it is archived and it IS the build spec.]
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SECOND WITNESS WANTED: anyone else remember the screens
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collapsing to a bright vertical line under particle fire?
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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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[ANSWERED, with a new lead -- Oracle: PPC hits sometimes
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flipped AUTO-mode generator assignments on individual
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subsystems; he never saw a generator read offline, "but the
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switching suggests a generator had momentarily tripped."
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That is now the field signature we are verifying the
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mechanism against (#178). TONIGHT: if your generator letters
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shuffle after taking particle fire, that is data -- say so.]
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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 IN PROGRESS against Oracle's spec -- your
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screens still shrug off a PPC hit in this build.
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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 ** SHIPPED THIS BUILD **
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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, in range: the damage lands THEN -- one solid
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ballistic hit on ONE panel of the locked target. The shell you
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watch fly is a TRACER, drawn for show after the decision is made.
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- No leading. The lock does the aiming; a dodging target does not
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shake a round already fired.
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- Out of range: the round is consumed, the tracer flies anyway, the
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damage is silently discarded.
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- Recoil: every shot with real punch kicks your own pod up and back
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through the gyro, in proportion to the shot.
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[Oracle: "There was a kickback when AFCs fired and it was
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relative to the caliber." Confirmed.]
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- Jams roll only while the weapon runs a heat alarm; chance grows
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with weapon temperature.
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- One panel per pull. (The old "shotgun across zones" was our bug,
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never the machine's -- #112 is closed on this build's receipts.)
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OUR PORT -- LIVE IN 4.11.957
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The trigger-time cannon ships TONIGHT. Please hammer it: no
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leading, instant hits, one panel, range-gated. Every shot is named
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in your log.
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A NEW ERA QUESTION FROM ORACLE'S NOTES ** SECOND WITNESS WANTED **
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Oracle: "I never recall seeing a projectile animation at all for an
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AFC. There was a muzzle flash and an impact flash. There was no
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tracer in my memory... completely invisible both from the firing
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mech's and the target mech's perspectives."
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The machine's code DOES contain the tracer mechanism -- but whether
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the pods actually DREW it visibly is exactly the kind of thing code
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cannot prove and eyes can. Draco, SAURON, Ronin: do you remember
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SEEING cannon rounds fly? Our build draws them; if the pods did
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not, we want to know.
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WE NEED YOUR MEMORY (still open)
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- The AFC25: did it occasionally eat a trigger pull silently -- a
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click, no shot, on an apparently ready gun? (Its ammo feed timer
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exactly equals its firing cycle -- the only gun where the two can
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race.) [Oracle: can't recall -- rarely flew AFC25 carriers.]
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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
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-----------------------------------------------------------------------------
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THE ORIGINAL'S BEHAVIOR
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- The fielded Gauss is built ON THE CANNON MACHINE: ~20 points of
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solid shot out to 900, slow 8-second cycle, 16 rounds, runs
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nearly cold, the only YELLOW ballistic pip.
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[ANSWERED -- Oracle: MATCHES, "The Mischief was equipped with a
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Gauss rifle." And that checks our content map perfectly: Mischief
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is the Loki variant in the shipped roster, and the Loki family's
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cockpit authors the Gauss gauges. Confirmed on both sides.]
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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 shipped content
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uses it. If YOU remember a Gauss that charged and did nothing --
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say so loudly; it would mean some floor revision shipped content
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we do not have.
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OUR PORT TODAY
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Same content, same machine. Port and original agree. Nothing
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changed, nothing changing.
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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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6. MISSILES -- HOW EVERY RACK REALLY FIRES ** SHIPPED THIS BUILD **
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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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decides its hit at the trigger.
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- Lock required; no dumb-fire path exists anywhere in the machine.
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- ONE flying round was drawn per salvo, plus one explosion; the
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damage bookkeeping rides that round. (We draw the full ripple --
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lead round carries the damage -- a stated presentation choice.)
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- The seeker LEADS and lofts; detonation is a close-proximity fuze
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with a swept contact check. Target dies mid-flight: the lock
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drops and the round goes stupid.
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- Air drag governs every round: an LRM tops out near 550, an SRM
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near 775. Listed "range" is display only; real reach is burn +
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up to 10 seconds of coast.
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- The round detonates on the FIRST thing in its path: the target,
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a third mech that wanders into the flight line, a building, or
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the hill you are hiding behind.
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WHAT SHIPPED IN 4.11.957 -- PLEASE FLY AGAINST ALL OF IT
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- TRUE SPEEDS: the drag governor is in. Missiles are ~5x slower
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than the last builds -- heavier arcs, long shots take visibly
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longer. That is the pod's real feel, not a nerf.
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[Oracle, pre-endorsing from the audit description: "MATCHES the
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description and coming changes are in the direction I expect."]
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- COVER WORKS (#175): rounds burst on hills and buildings instead
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of passing through -- and the blast can still splash you if you
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hug the cover (authentic near-miss splash). Trucks and props die
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to missiles.
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- BYSTANDERS (#171): a third mech crossing the flight path eats
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the round, exactly as the original swept it.
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- RACK PERSONALITY, acknowledged: [Oracle: "The racks on different
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mechs did appear to have a personality... Thor and Madcat tended
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to loft the missiles up, the Avatar a flatter trajectory; very
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long range shots lofting higher."] That personality is the
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authored per-rack launch vectors plus the range-scaled loft --
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both already data-driven in the port. Enjoy; it is real.
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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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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; strength scales from the FULL
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rack size, falls off steeply with distance; the direct victim is
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excluded from its own splash.
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[Oracle: MATCHES on nearby splash. Still open below: self-splash.]
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OUR PORT TODAY
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Same math, verified. We exclude both the direct victim and the
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shooter -- and the original's code cannot prove the shooter half
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either way.
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WE NEED YOUR MEMORY (the tiebreaker still stands)
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- Could you hurt YOURSELF firing missiles point-blank into a wall
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or an adjacent mech? Our port says no; only your memory can
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settle it. (New in this build: firing into the hill in front of
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you WILL splash you -- that part is authentic cover physics, not
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self-splash.)
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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, the
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signature climb-then-plunge LOFT at range.
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Streak round: 360 deg/sec turn, short 3-second burn, no loft.
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Narc round: Streak-grade tracking PLUS the loft PLUS the long
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burn. A light rack that flies like a hawk.
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- There is NO beacon mechanism anywhere. The Narc never tagged
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anyone; it is a light, hard-tracking rack and nothing more.
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- Several racks LABELED "LRM" feed Narc-profile rounds; at least
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one "SRM6" feeds Streak rounds. Identical-looking racks homing
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very differently is authentic authored data.
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- THE SWARM: [Oracle: "The maneuverability of the NARCs and STREAKS
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often caused an angry swarm of bees effect when the missiles came
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near a maneuvering target at a high aspect angle."] We are
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running down whether the original authors a per-round turn rate
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our port does not read yet -- if your memory holds more detail
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about WHICH racks swarmed, write it down.
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- THE SRM RANGE PIP -- SETTLED AT 800: the printed manual shows
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450, our content authors 800, and Oracle's note ("agrees with the
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800m range published on the VWE site for v4.10") dates the change
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between revisions. Our 4.10 content is correct at 800. Retired.
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OUR PORT TODAY
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Same data-driven resolution. One detail still unstated: which
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profile the 2-tube SRM racks fly -- our two content reads disagree.
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WE NEED YOUR MEMORY (still open)
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- Can anyone else confirm the Narc did nothing special -- no tag,
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no beacon? And racks firing FEWER tubes than their name (a 4-tube
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"SRM6", a 2-tube "SRM4")?
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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; a HOT generator reloads slower; below minimum voltage
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the countdown freezes.
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- The EJECT control (novices locked out):
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TAP = eject one round; the weapon resets to loading if rounds
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remain. This is the in-mission UNJAM.
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HOLD (3 seconds) = dump the entire bay.
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[ANSWERED -- Oracle: "A jammed round was ejected with a single
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tap of the eject button. No holding down was required."
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Confirmed -- the tap IS the unjam; the hold is a different
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function (full bay dump), which matches.]
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- Jams roll after each shot while the weapon runs a heat alarm.
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(Heat exists at veteran AND expert in this 4.10 -- see 2B.)
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- [Oracle: "I have never seen a non-damaged non-jammed weapon stop
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recycling and firing." Which is exactly why our old X'd-weapons
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bug -- dead guns firing, live guns latching -- read so wrong.
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Both roots are fixed in this build.]
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OUR PORT TODAY
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Same machine, tap-unjam included. The leftover conservative jam
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gate came out: warm cannons and racks on veteran/expert jam at the
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authentic rate now.
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WE NEED YOUR MEMORY (still open)
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- Did a rack or cannon ever go permanently dark WITH ammo remaining
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after sustained fire? At what intensity? (Field case from our own
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nights: an SRM6 latched out with 19 rounds left.)
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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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10. INCOMING-MISSILE WARNING ** FOUND, FIXED, SHIPPED TONIGHT **
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-----------------------------------------------------------------------------
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This section is the round-trip working exactly as designed, so here is
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the whole story. Round one asked "did the pod audibly warn you of
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inbound missiles?" Oracle answered with the sound itself:
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[ANSWERED -- Oracle: "There was only a missile warning horn sound,
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no other warning. This is the missile warning alarm from the sound
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board '[1:74] IncomingAlarm01 n58'." -- found on the distributable
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soundboard, plus two videos of the original machine with the alarm
|
|
audible.]
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|
So: the beeper IS the whole annunciation -- no lamp, no voice -- and
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its tempo accelerates as the missile closes (authored straight into
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|
the machine's audio data: distance drives beep rate).
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|
|
|
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:
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|
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
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|
- 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):
|
|
>
|
|
>
|
|
>
|
|
|
|
-----------------------------------------------------------------------------
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|
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 = 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
|
|
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.
|
|
|
|
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)
|
|
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. 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 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. Rounds detonate on the first
|
|
thing in the path: target, bystander, building, or hill.
|
|
|
|
=============================================================================
|
|
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.
|
|
=============================================================================
|