Re-measured interactive -net combat on a 2-node run. The KB's "aim ray dead /
drive dead in -net" was STALE: A's aim ray is live (noRay=0, the active eye
publishes the aim camera) and A drives (BT_AUTODRIVE/BT_GOTO move it). The real
blocker to a human cross-pod kill via the beam path is NOT the netcode:
- Boresight inherits the mech BODY pitch. The aim ray = the active eye's view
dir; on sloped terrain the body pitches to conform and the boresight points
~8 deg down ([EYE] up=(-.03,.99,-.14) == [pick] ldir.y=-0.145 every frame),
so at range the ray hits terrain ~50-100m short of the enemy (mechPicks=0).
- Drive/goto stalls ~700m short before closing to pick/weapon range.
- PickRayHit vs a replicant is thus unconfirmed, but the replicant localToWorld
IS correct (lstart magnitude == true A->B distance; the DeadReckon +
localToWorld=localOrigin block already tracks the replicated position).
Change: add a gated BT_GOTO="enemy" test mode (beeline toward the nearest live
replicant) -- MP spawn coords vary per run so a fixed "x z" can't reliably face
the peer. KB (multiplayer.md) updated with the corrected findings + the real
remaining work (torso-pitch/level-boresight aim ray + drive-to-range).
Solo un-regressed; btl4.exe builds; KB validator clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>