Files
BT411/context/pod-hardware.md
T
Joe DiPrimaandClaude Opus 5 d96fa4f4e2 pod: BT_GLASS=1 is not a gate -- name the real one (BT_PLATFORM=glass)
BT_GLASS is a compile-time #ifdef; getenv("BT_GLASS") appears nowhere in the
tree.  The line rode along from the bring-up launcher into the frozen profile
and into the pod-hardware runbook, reading like the switch that turns the
glass path on.  It never did anything -- the rig worked because glass is the
DEFAULT profile when nothing is set.

Replaced with BT_PLATFORM=glass (the real spelling, so the cart does not lean
on that default) and noted why NOT BT_PLATFORM=pod: the pod profile selects
the 1995 multi-surface gauge path, which needs the NVIDIA horizontal span no
modern driver has.  Behaviourally identical -- both land gBTPlatformGlass=1.

Re-verified on the cart: 9 settings applied, GLASS profile, -fit borderless,
all three surfaces on their intended displays.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rw7No5wLTpkaUgA3ANbtZZ
2026-08-06 17:44:07 -05:00

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---
id: pod-hardware
title: "Pod Hardware — the fixed target (7 monitors, D3D9, RIO)"
status: established
source_sections: "PROGRESS_LOG.md §3; the PLATFORM PROFILE + GAUGE DEV-COMPOSITE notes"
related_topics: [gauges-hud, rendering, project-overview]
key_terms: [pod, RIO, MFD, IG-board, SVGA16]
---
# Pod Hardware (the fixed target)
The port must run on (a) a dev box and (b) the fixed arcade pod. The pod is a hard constraint that
bounds the graphics API. Full detail: `docs/PROGRESS_LOG.md §3`.
## Displays
- **2 video cards → 7 monitors:** main 3D view **800×600**; radar **640×480**; five monochrome MFDs
driven as one **1280×480** horizontally-spanned surface. [T1]
- Requires **old NVIDIA drivers** for the MFD horizontal spanning — a hard constraint that bounds
the graphics API → **Target Direct3D 9** (lowest common denominator that runs on old-driver pods
AND modern cards; one codepath). NOT Vulkan/D3D11+. CUDA is irrelevant (compute, not display). [T1]
## Cockpit I/O (RIO)
Joystick X/Y, throttle, pedals, buttons over **serial COM** (`L4RIO`, `L4SERIAL`). Must be remapped
to keyboard/gamepad on a dev box; real wiring is a pod bring-up task (Phase 8). The engine is a PUSH
model — `LBE4ControlsManager` groups are fed by all devices (RIO on the pod, DirectInput on dev);
the `MechControlsMapper` interprets them ([[locomotion]]). [T2]
### The button space + lamps [T0, L4CTRL.h enum]
buttonGroup addresses 0x00-0x47: `AuxLowerRight/Left 1-8` (0x00-0x0F), `Secondary1-12` (0x10-0x1B),
`AuxUpperCenter/Left/Right 1-8` (0x20-0x37; **0x30-0x37 = the target HOTBOX**, pilot select),
icom/door 0x39-0x3C, `Panic` 0x3D (the config-mode lamp),
`Throttle1` 0x3F (throttle-head = REVERSE THRUST), joystick cluster 0x40-0x47 (Main trigger 0x40,
hat 0x41-0x44, Pinky/ThumbLow/ThumbHigh 0x45-0x47 — the four MAPPABLE fire buttons). "Lamp buttons"
are literal: physical illuminated pushbuttons in panels around the screens; the RIO `LampRequest`
protocol lights them (`MakeLinkedLamp`), reports burned-out bulbs (`RIODeadLamps` failure page,
per-lamp names). A lit button = active. Keypads are NOT buttons: `keyboardGroup[KeyboardPilot/
KeyboardExternal]` carry key VALUES ('0'-'9','A'-'F', L4CTRL.cpp:2526). RIO event convention:
press = `buttonGroup[a].Update(a+1, modeMask)` (mask saved), release = `Update(-a-1, savedMask)`
(L4CTRL.cpp:2470-2520).
**Bank→MFD assignment (Gitea #9, from the streamed "L4" .CTL EventMapping dump [T1]):** each
preset-able MFD owns the 8-button bank AROUND it, mode-mask-gated per page — **Mfd1 (lower
left) = 0x08-0x0F (AuxLowerLeft), Mfd2 (upper center) = 0x20-0x27 (AuxUpperCenter), Mfd3
(lower right) = 0x00-0x07 (AuxLowerRight)**: Quad page → the outer buttons direct-select the
populated Eng pages; Eng page → one button back to Quad, the rest drive the shown subsystem
(generator select A-D msg 4-7, gen mode msg 8, weapon configure msg 9; also **msg 0x3 =
ToggleCooling — WIRED 2026-07-20**: the button→msg-3 route was always authored (`BT_CTRLMAP_LOG`
shows ~a dozen `EVENT msg 0x3` entries, e.g. Eng-page aux `elem 0x21` mask-gated per ModeMFD page
to each weapon), but was "silently dead" only for lack of the id-3 handler. Reconstructed
`HeatSink::ToggleCoolingMessageHandler` (@004ad6f8) + restored the `PoweredSubsystem→HeatSink`
handler chain, so the Eng-page "Coolant" button now toggles the shown weapon's coolant flow. msg
0xb = ToggleSeekVoltage (energy) / EjectAmmo (ammo weapons) still unreconstructed). **Always-active records IDENTIFIED 2026-07-20 [T1]** (roster:
sub 3 = Reservoir, 4-9 = Condenser1-6, 10-13 = GeneratorA-D): **0x2C = the COOLANT FLUSH
button** (Reservoir InjectCoolant, hold-to-flush — works), **0x2F/0x2E/0x2D/0x2B/0x2A/0x29 =
the per-condenser VALVE buttons** (MoveValve, Cond1-6 — work), **0x1A-0x1D = Generator A-D
ON/OFF** (`ToggleGeneratorOnOff` id 4, binary table @0050fb90 fn @004b1ed0 — ✅ **WIRED**,
`powersub.cpp`). Newly decoded from the binary message tables: **0x13 → Mech `DuckRequest`
(0x1a @0049fa00 — the manual's CROUCH button)** — ✅ **COMPLETE 2026-08-06**: handler (07-26) +
the master-perf posture CONSUMER + squat/rise clips + MP replication ([[locomotion]] §CROUCH;
glass key F4); the map legend's `bduck.pcc` widget still lights. (The old "no code consumer"
verdict was export-gap blindness — [[reconstruction-gotchas]] §20) —, **0x28 → Mech `BalanceCoolant` (0x16
@0049f728)** ✅ **WIRED 2026-07-21 (#20)**, **0x12 → ThermalSight `ToggleLamp` (id 3, table @0x51120C fn @004b860c)** and **0x14 →
Searchlight + Searchlight2 `ToggleLamp` (id 3, table @0x51117C fn @004b838c)** — ✅ **BOTH WIRED
2026-07-25 (#61)**, previously default-constructed blackholes; verified live (0x14 →
`lightState 0→1`, 0x12 → `thermalActive 0→1`). ⚠ The fn addresses were **swapped** in this file
before #61 (@004b860c is ThermalSight's) — see [[decomp-reference]] for the table evidence — and
that swap had propagated a false "1995 latent bug" (retracted, [[subsystems]] WAVE 4).
An unhandled message is SILENTLY ignored
(Receiver::Receive finds no handler and does nothing — dead buttons produce NO log).
0x10/0x11 = map ZoomIn/Out, 0x15 = CycleDisplayMode, 0x18 = CycleControlMode (#6). Buttons
with NO streamed mapping authored (authentically inert): 0x16/0x17/0x19/0x1E/0x1F/0x38-0x3E.
Full decode: [[gauges-hud]] §preset pages; the complete 72-button census + verification:
`docs/GLASS_COCKPIT.md` §2026-07-20.
### Desktop input remap — CONTROLS.MAP + XInput (2026-07-18) [T2 live]
`game/reconstructed/btinput.cpp` + `content/CONTROLS.MAP` (WASD-classic default, compiled-in twin;
`content/CONTROLS_NUMPAD.MAP` = the corrected community numpad profile). Grammar: `key <name>
button <addr>|axis <axis> deflect|rate <n>|keypad pilot|external <0-15>|pckey <char>|action
<name>`; `pad <button>` same targets; `padaxis <src> axis ... [invert] [deadzone d] [rate n]`.
Axes: Throttle (lever, rate-walks + sticks), LeftPedal/RightPedal/Pedals (turn, springs),
JoystickX (torso twist), **JoystickY (torso ELEVATION — pitch aim; every 1995 control mode
routes it to Torso::SetAnalogElevationAxis; keys R/F + pad LeftStickY in the default map;
verified to the authentic VerticalLimitTop clamp, 20° on the Blackhawk; aims the GUNS — reads
on the HUD elevation tape, the eyepoint stays level)**.
**AXIS SIGN CONVENTION (2026-07-18, user-verified) [T1]:** the sim uses MATH convention —
positive turnDemand / twist / free-aim slew is **CCW (LEFT)**. On the pod the RIO Ranger owned
the hardware sign; the desktop key bridge negates ONCE per channel (`key_turn = -gBTDrive.turn`;
`stickPosition.x = -gBTTwistAxis`; the SetFreeAimSlew call-sites pass the bridge value un-negated)
so input-right = turn/twist RIGHT (manual p8: "pulling your joystick to the right torso twists
your 'Mech to the right"). Forced/BT_GOTO harness demands are already sim-frame and stay
un-negated. Lesson: large-rotation screenshot comparisons are AMBIGUOUS — trust tracked
landmarks, numeric yaw telemetry with an established convention, or the user's live observation.
Emissions mirror the RIO conventions above exactly; the four fire
buttons (0x40/45/46/47) publish as levels to the bring-up fire channels instead of buttonGroup
(avoids double-fire once the streamed ChooseButton mappings are exercised). XInput loads
dynamically (xinput1_4 → 9_1_0; disconnected-pad probing rate-limited to 1 Hz). **Keys claimed by
a binding are SUPPRESSED from the legacy WM_CHAR/KEYUP feed** (`BTInputSuppressKey`, hook at
L4CTRL.cpp keyboard read) — this ended the historic DOUBLE-DISPATCH: 'w' drove AND selected pilot
0; F5's key-up value 0x74 aliased to the 't' hotkey; letter key-ups (uppercase) fed the developer
fake-event dispatcher. Unbound keys keep their authentic 1995 dispatcher meaning (reachable from
any key via `pckey`). The old dual-use 'V' (view toggle + look-behind) is split: V = ViewToggle,
B = LookBehind. Verified live: bindings load, W/NumPad8 drive (spd rises), X all-stop, aux-button
emission ([input] 0x2f PRESS), suppression both directions ('r' delivered / 'w' swallowed),
full-keyspace WM_CHAR+WM_KEYUP fuzz survived. Diag: `BT_INPUT_LOG`.
### The pod throttle is ANALOG-CONTINUOUS, not notched (verified end-to-end) [T1]
The authentic pod throttle path — traced 2026-07 (task #50 throttle-fidelity question):
1. **Hardware → RIO:** serial `AnalogReply` packet → `Ranger("Throttle", 0, 800, .05)` — raw counts
0800, 5% deadband, auto-ranging offset, output a CONTINUOUS Scalar; the sign is inverted
("Throttle counts BACKWARDS", `engine/MUNGA_L4/L4RIO.cpp:1374-1377`, Ranger @L4RIO.cpp:461-701).
No quantization/notching anywhere in `Ranger::Update`.
2. **Manager:** `LBE4ControlsManager::Execute` → `scalarGroup[ScalarThrottle].Update(&rioPointer->
Throttle, mode_mask)` on every AnalogReply (`L4CTRL.cpp:1379-1382`). ScalarThrottle = index 0 →
manager+0x24 (scalarGroup base 0x24, 0x20/entry; buttonGroup base 0x1c0, keyboardGroup 0x160).
3. **Streamed `.CTL` mapping (the "handled elsewhere"):** `MechRIOMapper`'s ctor @004d266c binds NO
throttle — the bind comes from the type-19 `ControlMappingStream` resource named **"L4"** (child
of the per-mech type-6 `ControlMappingsList`; installed by `BTL4APP MakeViewpointEntity` via
`CreateStreamedMappings` @0047703c). BTL4.RES "L4" record [1]:
`Scalar Throttle → subsystemID 0 (ControlsMapper slot), DirectMapping, attr 4, mask 0xffffffff`.
Attr 4 = "ThrottlePosition" @ mapper+0x11c (binary IndexEntry table @0050efd8: id 4 → offset
0x11d-1 = 0x11c, name "ThrottlePosition" @0050f28f). Reverse = record [2]: `Button Throttle1
(0x3F, on the throttle handle) → attr 6 ReverseThrust@0x124`. Turn = pedals value-bound in the
ctor (manager+0x44/+0x64 → mapper+0x1b4/+0x1b8).
**Step-2a fix (2026-07-17) [T2]:** these ids are POSITIONAL (`Find(id)` = `index[id-1]`) and
our `MechControlsMapper` chain started one low (`Subsystem::NextAttributeID`==2 vs the
binary's 3) — every streamed record landed one member late (a real-pod landmine: the RIO
throttle scalar drove `pedalsPosition`). Ids are now PINNED to the binary numbering with an
id-2 pad + `static_assert` locks (`mechmppr.hpp/.cpp`); audit tool `BT_CTRLMAP_LOG=1`.
**⚠ The streamed BUTTON mappings (like record [2]) are NOT CONSUMED yet** — the SCALAR records
drive their attributes, but `MechControlsMapper::AddOrErase` (both overloads, @004b02b0/
@004b02d4) is still the unreconstructed `Fail("Unhandled mapping!")` stub, so a streamed
button never reaches its attribute. Consequence found the hard way (user report 2026-07-24,
"i cant seem to reverse"): **REVERSE THRUST was dead on the desktop.** LALT→0x3F was bound and
PadRIO pushed the RIO ButtonPressed event correctly, but nothing applied it to attr 6, and the
only writer of `reverseThrust` was the keyboard bridge's `key_throttle < 0` test — which is
(a) bypassed whenever a RIO is operational (the pad RIO always is, so the bridge is OFF on the
desktop) and (b) unreachable anyway, since `L4PADRIO` clamps the Throttle channel to **[0,1]**
(`low = 0.0f`). Fixed by publishing the 0x3F hold state from `PadRIO::EmitButton` (the single
chokepoint keyboard/pad/joystick/glass clicks all share) and applying it in
`InterpretControls`, **gated on `BTPadRIOActive()`** so pod hardware is untouched — marked
[T3], delete when streamed button mappings land. Verified: hold LALT ⇒ `rev=1`,
`speedDemand 61.5`; release ⇒ forward. Reverse is a **HOLD**, per the manual. [T2]
Details: `docs/GLASS_COCKPIT.md` §2a; see [[glass-cockpit]].
4. **Interpretation:** `L4MechControlsMapper::InterpretControls` @004d196c applies the ONLY software
detent — snap to 1.0 when |t1.0| ≤ 0.05 — then `MechControlsMapper::InterpretControls` @004afd10
computes `speedDemand@0x128 = maxSpeed(mech+0x34c) × throttlePosition(0x11c) × scale(mech+0x5c0)`
(forward) or `maxSpeed × throttlePosition` (reverse flag 0x124).
**Consequence:** the original pod produced a continuously varying speedDemand while the lever moved
(updated per serial AnalogReply, NOT per render frame). There are NO "5 throttle notches" anywhere
in the software path. (Keyboard keys '1'-'5' in @004d1bf0 set controls-manager MODE masks; the
'+'/'-' pair steps a [0,5] value that drives `pow(2,x)` into mech+0x404 = HUD zoom 1×–32× — neither
is a speed setting.) The mech's `throttleState@0x4a4` writer remains un-exported (likely in the
0x4a9b5a0x4ab188 gap) — [[open-questions]].
**MECHANICAL-notch hypothesis (2026-07-16) [T4, hardware]:** the "5 speeds" pod lore may still be
true — as detents in the throttle QUADRANT hardware, invisible to the software (the pot reads
continuous counts regardless of where the lever mechanically rests). Independent corroboration
from the gait math ([[locomotion]]): the gait SM has NO stable state for a demand between the walk
cap (`walkStrideLength`@0x534) and the run engage speed (`reverseSpeedMax`@0x538, the walk→run
transition clip's exit speed) — a demand PARKED in that band hunts walk→shift-up→shift-down
forever, firing the authored EngineShiftFwd/Rev sounds each swing (binary-verified, all-authentic
data: Blackhawk band = demand 22.0230.87 = throttle 3650%). A design like that only ships if the
hardware discourages parking in the band. Port accommodation: the keyboard lever snaps out of the
dead band AT REST (`mech4.cpp` "GAIT DETENT"; sweeping through while held stays continuous =
authentic moving lever). Ask Nick: did the pod throttle quadrant have mechanical detents
(how many / positions)? — [[open-questions]].
## Multi-surface gauge path (intact, pod-only by default)
The pod multi-surface path EXISTS and is intact: `DPLRenderer::FindBestAdapterIndices` (multi-
adapter selector, honors PRIMGAUGE/SECGAUGE/MFDGAUGE/SPANDISABLE), `SVGA16::BuildWindows` (a
fullscreen D3D device + window per gauge/MFD surface, MFD span = width×2), `L4GaugeRenderer` (gated
on `L4GAUGE`). `content/SETENV.BAT` is the authentic pod env preset (L4CONTROLS=RIO,KEYBOARD;
L4GAUGE=640x480x16; L4PLASMA=com2). [T2]
## Platform profile switch
`-platform pod|dev` (or `BT_PLATFORM` env; default DEV) selects a runtime env preset WITHOUT forking
the codepath. **DEV** = keyboard + single 800×600 window. **POD** = RIO input (keyboard fallback off
serial) + multi-surface gauges (from SETENV.BAT/L4GAUGE on real hardware). `-platform pod` does NOT
auto-enable L4GAUGE (each surface needs its own fullscreen device on the pod's 2 cards). Off-pod, the
6 MFD surfaces render in a dev window via `BT_DEV_GAUGES` ([[gauges-hud]]). [T2]
## MFD surface model
All cockpit surfaces are bit-plane MASKS over ONE shared `SVGA16` pixelBuffer: `sec`=palette low
byte; `Heat`=0x4000, `Mfd2`=0x0400, `Comm`=0x8000, `Mfd1`=0x0100, `Mfd3`=0x1000; `Eng1-3` =
engineering-mode alt planes; `overlay`=0x00C0 (shares the sec surface). See [[gauges-hud]]. [T2]
## ⭐ THE RGB SPLIT — how ONE VGA port drives THREE mono MFDs (decoded 2026-08-06) [T0 engine source + T1 authentic pod config]
The five monochrome MFDs are NOT five video outputs. Each VGA port's **R, G and B analog lines
are split to three separate monochrome monitors**, and the software puts a different MFD in each
colour channel of one shared palettized framebuffer. Mechanism, end to end:
1. **Every surface is a bit-plane + a CHANNEL.** `content/GAUGE/L4GAUGE.CFG` (the authentic 1996
pod config) configures each port as `configure(idx, port, rotation, bitMask, clut, COLOUR, palette)`:
| port | panel | mask | clut | channel |
|---|---|---|---|---|
| `Comm` | upper right | 0x8000 | clut2 | **red** |
| `Mfd2` (Engineering) | upper centre | 0x0400 | clut2 | **green** |
| `Heat` | upper left | 0x4000 | clut2 | **blue** |
| `Mfd1` | lower left | 0x0100 | clut1 | **red** |
| `Mfd3` | lower right | 0x1000 | clut1 | **green** |
| `sec` (+`overlay` 0x00C0) | secondary/radar | 0x003F | clut0 | **rgb** (full colour, rotation 270 — the physically ROTATED portrait CRT) |
`Eng1/2/3` are the engineering-page twins of Mfd1/2/3: same monitor, second bit-plane, switched
by `reconfigure(...)` giving one plane the channel and the other `blank`.
2. **The channel assignment is literally a palette write.** `L4GraphicsPort::BuildSecondaryColor`
(L4VB16.cpp) walks the palette entries owned by the port's bit group (`BitWrangler(byteMask,8)`)
and writes ONE component: `RedChannel -> triplet->Red`, `GreenChannel -> ->Green`,
`BlueChannel -> ->Blue`, `AllChannels -> the whole triplet`. `BlankColor` blanks the group
(`BlankPalette()`), which is how a page swap silences the plane it replaces. The
`*TransparentZero` variants skip colour 0 so zero reads as transparent for that group.
3. **So the DAC output carries three independent pictures**, one per analog line, and the splitter
hands each line to its own mono monitor. Three MFDs per VGA port; the pod's two MFD ports are
the **1280x480 "horizontally spanned" surface** (2 x 640x480 halves) the Displays section
describes — clut2 = the upper row (Comm/Mfd2/Heat), clut1 = the lower row (Mfd1/Mfd3, blue
spare). The radar rides its own port in real colour.
**Why this matters for the port [T2]:** our modern path renders each surface as its own
mono-tinted window on its own Windows display (see §MFD PANELS ON REAL HARDWARE), which is right
when every panel has its own output. **On splitter-wired glass it is wrong** — three monitors
would share one Windows display and each would show only its channel's share of a single tinted
image.
**`BT_POD_RGB=1` — the CHANNEL-COMPOSITE mode (built + field-verified 2026-08-06) [T2].** It
collapses the six panel windows into **three**: two VGA-port windows plus the radar. Each port
window composites its group's planes into ONE 640×480 BGRA image, each member ORed into its own
channel mask (`0x00FF0000` / `0x0000FF00` / `0x000000FF`), so the analog splitter downstream hands
each mono CRT exactly its picture. Grouping follows `L4GAUGE.CFG`: *VGA Port A* = Heat + Comm +
Mfd2, *VGA Port B* = Mfd1 + Mfd3; the radar keeps real colour on its own port.
`SVGA16::ExpandPlaneToBGRA` does the per-plane extraction, and `BT_POD_RGB` implies
`BT_POD_SURFACES`. Two companion gates came out of the bring-up: **`BT_POD_CHANMAP=<Port>=<colour>,…`**
remaps a surface's colour line when a cab's harness disagrees with the 1995 config (it did — see
§ALPHA-MR), and **`BT_POD_IDENT`** / **`BT_POD_CHANTEST`** paint identifying/cycling test patterns
so you can tell which physical CRT is which without trusting the desktop layout.
**SETTLED:** Nick's cart IS splitter-wired — its three 640×480 "displays" are VGA outputs, each
feeding a three-monitor splitter, and the composite is what lit the glass correctly.
## MFD PANELS ON REAL HARDWARE — the bring-up path (2026-08-06) [T2 local / T4 on-pod]
Nick's crash cart (pod hardware + Chrome Remote Desktop on a burner account) is the first chance
to drive the real panels. **The 1995 display path is NOT the way in.** That rig spanned the five
MFDs as ONE 1280×480 surface via **NVIDIA Horizontal Span, which every driver after XP dropped**;
`SVGA16::BuildWindows` also wants an exclusive-fullscreen D3D device per adapter, which is
fragile on modern drivers and over a remote session. Both are still in-tree and still the
authentic reference — they are just not the bring-up route.
**The route is the glass per-display windows** ([[glass-cockpit]]): one window per surface, which
maps 1:1 onto one physical panel per MFD, needs no special driver, and is already field-proven on
desktops. Two pieces were added for the cab:
- **`BT_POD_SURFACES=1` (pod surface mode, L4GLASSWIN)** — crops every window to its SURFACE
(MFDs exactly 640×480, radar 480×640 portrait), drops the on-screen RIO button banks (the cab's
buttons are PHYSICAL — drawing fake ones over a real panel is precisely wrong), goes frameless,
and does not create the Flight Controls pad at all (6 windows, not 7). Per-window equivalent:
append `,bare` to a line in `glass_layout.cfg` (mixed rigs).
- **Placement receipts** — every window logs `[glasswin] '<title>' surface=<port> at X,Y WxH
bare -> monitor \.\DISPLAYn (origin WxH, PRIMARY)`. On a cab nobody can see seven surfaces at
once, and over CRD you cannot see the panels at all: the log IS the confirmation that a picture
landed on the right glass.
**Runbook** (`tools/podprobe.ps1`, PowerShell, no install/admin — run it ON the pod PC):
1. Probe: GPUs, every monitor's virtual-desktop rect, EDID make/model (identifies the original
panels), serial ports (the RIO board), session type, and a PROPOSED `glass_layout.cfg` that
assigns the six surfaces to the non-primary monitors top-to-bottom/left-to-right, centred.
2. Drop the cfg in the game's working directory; run with `BT_GLASS_PANELS=1
BT_POD_SURFACES=1 BT_GLASS_LAYOUT=load` (`=save` to persist drags instead).
3. Read the receipts; re-assign titles to monitors in the cfg until each picture is on its panel.
Surface→panel roles: Heat MFD = upper left (coolant), Engineering = upper centre, Comm MFD =
upper right (hot box), Left/Right Weapons = lower left/right, Secondary/Radar = the secondary
screen (portrait). Main 3D view stays the game's own window on the main-view monitor.
**Known constraints / open on-pod questions:** whether the panels are attached to this PC at all
(the probe answers it); whether Windows offers a 640×480 mode on them (if not, the surface renders
at native size CENTRED, not scaled — a scale-to-fit option is the obvious follow-up); whether
Chrome Remote Desktop holds the CONSOLE session (it should — an RDP session would get a virtual
display and light nothing); and the RIO serial input, which is a separate task from the displays.
## ALPHA-MR — the verified cart config, FROZEN (2026-08-06) [T2, field-verified by eye]
The bring-up above landed: real pictures on real pod glass, then user-confirmed correct
("ok this is correct"). What that took, and where it now lives permanently.
**The rig.** Win10 IoT Enterprise LTSC on the cart; Intel HD630 + a "Trigger 6 External Graphics"
USB adapter. Four console displays: **DISPLAY3 800×600 PRIMARY at 0,0** (main view), plus
**DISPLAY4 @800,122**, **DISPLAY2 @1440,123**, **DISPLAY1 @2080,124** (each 640×480). Physical
cab: five mono MFD CRTs (two left stacked, two right stacked, one centre loose on the desk) plus
the colour radar LCD in the yellow-button frame.
**The mapping** (`glass_layout.cfg`, `monitor:<name>` binding — see [[glass-cockpit]]):
```
Secondary / Radar = monitor:DISPLAY4,bare # colour LCD, yellow-button frame
VGA Port A = monitor:DISPLAY2,bare # RGB triple: Heat + Comm + Mfd2
VGA Port B = monitor:DISPLAY1,bare # RGB triple: Mfd1 + Mfd3
```
Three windows, not six — under `BT_POD_RGB` each VGA-port window carries three MFDs on its three
colour planes (§THE RGB SPLIT). Desktop-coordinate order says NOTHING about physical cab position:
the first assignment, made by sorting monitors left-to-right, was wrong. Only eyes on the glass
settle it.
**Two deviations from the 1995 config, both real, both this cab's wiring:**
- **`BT_POD_CHANMAP=Comm=blue,Heat=red`** — kills/deaths and coolant loops came up on each
other's panel. `L4GAUGE.CFG` has Comm on red and Heat on blue; THIS cab's splitter harness
wires them the other way. The env override remaps a port's colour channel without touching the
authentic config file. [T2]
- **`BT_GAUGE_SEC_ROT=0`** — the radar here is a LANDSCAPE LCD, so the 640×480 source needs no
rotation. The 1995 pod's 270° rotation existed because its secondary CRT was mounted PORTRAIT;
it is a mounting fact, not a format fact. (En route: 180° looked plausible and was upside down.)
**Frozen in `content/environ.ini`**, not in a launcher — `scratchpad/pod/podprofile.ini` is the
block, `scratchpad/pod/mergeprofile.ps1` merges it idempotently between markers. environ.ini is
read before anything touches the environment ([[build-and-run]]), and the real environment still
WINS, so a .bat can override any of it for a one-off. The cart's `runpod.bat` now sets only
`BT_LOG`/`BT_GLASS_LOG` and the `-egg`; `runpod_env.bat` keeps the all-inline version as the
fallback. Two gates were added for this:
- **`BT_FIT=1`** — the env spelling of `-fit`, so the borderless main view survives however the
game is started (shortcut, scheduled task, autostart) instead of riding on one launcher's
command line. It fits `MONITOR_DEFAULTTOPRIMARY` = DISPLAY3, which is the main-view panel.
- **`L4PLASMA=NONE`** (also `OFF`/`0`) — no marquee at all. Needed because the GLASS profile
force-defaults `L4PLASMA=SCREEN`, so simply leaving it unset still puts a desktop plasma window
on the pod's glass. The boot banner reports `plasma off [L4PLASMA]` when it takes.
Verified on build 4.11.813 with the launcher carrying none of it: `[boot] environ.ini: 9
setting(s) applied`, `[cockpit] -fit: borderless 800x600`, `[glasswin] radar rotation 0 (none)`,
and all three surfaces on their intended `\\.\DISPLAYn`.
**Working on the cart, remotely.** SSH over Tailscale lands in **session 0**, which has a dummy
"WinDisc" display and CANNOT see or enumerate session 1's windows — GUI work must go through
`schtasks /run /tn BT411Run` (task registered `/IT`), and window enumeration over SSH silently
returns nothing rather than failing. Kill `btl4.exe` BEFORE scp'ing a new exe or the file is
locked. The receipts in `podrun.log` are the remote eyes; a missing `DEBUG_STREAM` line in an
otherwise-logging run is real evidence that code path did not execute.
## The 1995 player manual — alignment audit (2026-07-18) [T1, primary source]
`reference/manual/Tesla40_BT_manual.pdf` (34pp, from Nick). CONFIRMS the reconstruction on
every checked control behavior:
- **Control modes are named BAS / MID / ADV** (basic/middle/advanced; our Basic/Standard/Veteran
names came from the RP analog — mechanics identical): BAS = joystick turns the mech, pedals
inactive, NO torso twist; MID = pedals turn + auto-slow for tightest radius, joystick = torso;
ADV = as MID but NO auto-slow (wider radius at speed) — exactly our mapper's turn-clamp
difference. Mode button = top right of the secondary screen.
- **Stick right = torso right** in MID/ADV (p8) — the corrected sign. **Blackhawk and Owens are
the fixed-torso exceptions** (named in print!); twist arc "about 120°" (per-mech: Loki/Thor
tables say Torso Limit 110°, Torso speed 60°/s).
- **Throttle is a continuous lever** (push=accelerate, pull=stop; inertia); **reverse = HOLD the
red throttle button** (release = forward) — our 0x3F hold-state model.
- **Hot Box Selector MFD** = callsign buttons + a **CLOSEST** button (lower right = our hotbox
button 8 → ChooseNearestPilot); radar = travel-oriented, 60° vision wedge sweeps with twist,
red hot box + callsign on contacts; **map zoom ± buttons** flank the secondary screen.
- **Experience gates the hunting aids**: viewscreen hot box + hunting-guide arrow appear in
STANDARD sim mode only (not veteran/expert); expert mode adds movement heat. (2026-07-18 [T1]:
4.0→4.10 drift — in OUR 4.10 binary the HUD reads NO experience flag (hotbox/arrows are
lock-gated in every mode) and movement heat is veteran+expert; full wiring in
[[experience-levels]].)
- Cockpit: 5 MFDs (Coolant UL, Engineering top, Hot Box UR, Weapon ×2) + secondary screen with
side button columns + **EJECT button** beside the joystick + per-mech COOLANT LOOP tables
(weapons+generators per loop 1-6) and stat sheets (tonnage/armor/reservoir liters/heat
sinks/top speeds incl. "Super Charged").
- **MYOMER SEEK / "SUPER CHARGE" — ⚠ the "4.0→4.10 drift" verdict below was WRONG and is
RETRACTED (same day).** 4.10 HAS the seek→speed coupling — in the un-exported master-perf
gap (@0x4a9cf2: `speedDemand *= max myomer speedEffect`, turn-freeze at dead drive; see
[[subsystems]] WAVE 6 correction). The manual is ACCURATE for 4.10; Oracle's pod memory
(seek-4 humanoid = 182 kph = the printed figure) confirmed it and prompted the re-audit.
The paragraph below is retained as the record of the error (its BINARY facts — the two
exported AvailableOutput callers, the single attr ref — were correct but incomplete:
export-gap functions are invisible to decomp text sweeps).
~~ORIGINAL (WRONG) VERDICT:~~
Manual p20/p22: seek "translates to a lower or higher top speed", gear 4 is named
**Supercharge** (screenshot caption "Seek Level Is Set to Supercharge"), expert-only ("in
standard simulation mode, you are not able to supercharge"), and "overheated myomers can
reduce your 'Mech's speed to zero". Stat sheets print THREE top speeds (Loki/Thor: Normal
143 / **Super Charged 182** / **Gimped 40** kph). The 4.10 BINARY dropped the runtime
coupling entirely: the mapper demand @004afd10 has no myomer/seek term, `AvailableOutput`
has exactly two callers (assembly cap + graph), and the SpeedEffect attribute string has one
reference (its own table row). Even the printed ratio disagrees with 4.10's authored gears
(182/143 = 1.27 vs 0.9999/0.7 = 1.43) — the gear table and the assembly cap are vestiges.
In 4.10 the seek dial's live effects are heat (ratio² ≥ 1), the generator brown-out
threshold (whose real stake is TORSO TWIST — see [[subsystems]] WAVE 6), and the ENG graph.
"Top Speed Gimped 40" also confirms the limp-gait speed cap as an authored spec. The port
follows the BINARY (house rule); resurrecting manual-4.0 supercharge would be an opt-in
deviation for the operator to decide.
NEW LEADS (manual describes, port lacks input/UI): ~~CROUCH~~ ✅ **CROUCH COMPLETE 2026-08-06**
([[locomotion]] §CROUCH), ~~EJECT~~ **EJECT WIRED
2026-08-02** (core: `Mech::EjectPilotMessageHandler` id 0x19 @0049f854 + the crippled-mech
permission evaluator @0049fa1c; input = binding-engine "Eject" action, Backspace / pad
LeftThumb; the punch-out kills via graphicAlarm 10 ≥ 9 — KillBonus authors 0 in ALL shipped
content, so the zero charge is authentic; tails: console relay notice, RIO 0x38 panic control,
alarm-10 audio/canopy presentation, `SpecialCaseDeathPenalty` role+0x20 consumer), hot-box
viewscreen framing (the deferred PNAME marker chain). Per-mech
stat tables = a systematic cross-check source for our streamed subsystem resources.
### Coolant-loop cross-check RESULT (2026-07-18) [T1] -- STRUCTURE strongly faithful
Dumped each mech's subsystem->loop (subsystem's linked-condenser number, `BTCoolingLoopFrame`)
and diffed vs the manual's COOLANT LOOPS tables. The 4.0->4.10 drift shows here too, but the
STRUCTURE is remarkably intact:
- **Backbone identical on ALL 6 mechs:** Generator A/B/C/D on loops 1/2/3/5, **Sensors** (our
"Avionics") on loop 2, **Myomers** on loop 5, LRMs on loops 1&3, autocannon on loop 4, the
large energy weapon on loop 6 -- match the manual exactly.
- **Weapon LOADOUT identical on 5 of 6** (Thor, Vulture, MadCat, Owens, Blackhawk carry the exact
same weapon set 4.0->4.10). **Loki is the one full rework** (4.0 PPC x2 / AFC100 / SRM6 / Medium
Laser -> 4.10 AFC50 x2 / ER Medium x2 / SRM4).
- **The consistent 4.0->4.10 change:** the small energy weapons were REDISTRIBUTED across loops --
the 2 ER Small Lasers moved off the sensor/heavy loops (4.0) onto the energy-weapon loops 4&6
(4.10) on Thor/MadCat/Vulture; SRM/laser placement reshuffled on Blackhawk. Owens is a
near-PERFECT match (loops 1&3 exact; only a 4.0 "second myomer set" on loop 2 is absent).
- **`Loop 0` = correctly UNCOOLED infrastructure** (condensers, reservoir, gyro, torso, HUD,
searchlight, thermal sight, ammo bins, message manager, mechtech, controls mapper) -- not a loop.
CONCLUSION: the coolant-loop reconstruction is faithful; every difference is 4.0->4.10 tuning
(loadout rework on Loki, small-laser redistribution elsewhere), NOT a bug. `BT_SPEC_LOG` (mech4)
re-dumps on demand.
## Key Relationships
- Renders: [[gauges-hud]] (the MFD surfaces), [[rendering]] (the main 3D view).
- Input: [[locomotion]] (the mapper).
- Bring-up: Phase 8 (get pod specifics from Nick — [[open-questions]]).