- BOOTP was never actually implemented anywhere despite header mentions: removed it as a design consideration (pod addressing is static config); left a one-line "never implemented, don't design against it" note so it doesn't creep back in. - No cockpit title has an attract mode - the games were never deployed as walk-up public arcade machines (Firestorm had unfinished plans for one). Corrected the TeslaRel410 deployment-goal wording. - PQS reclassified from core bay component to support tooling: it is the operator's own event traffic-flow tool, not standard bay infrastructure. Kept as the natural seed for future cross-site queue/roster coordination (brainstorm shared-services table + open question reworded accordingly). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2.9 KiB
SiteLink
Linking multiple VWE Pod Bays together to play games across the internet.
A Pod Bay today is an air-gapped network of ~20 computers: 1 command console, 1 printer, 2 review stations (Live Cam & Mission Review), and 16 cockpit computers. SiteLink is the project to connect those islands — so a bay in one city can field a lance against a bay in another, share a queue, share voice, and (eventually) be commanded as one fleet.
Seed concept (2026-07-10)
Organize each site into its own
10.0.y.xsubnet (site 1 =10.0.1.x, site 2 =10.0.2.x, …), VPN them all together into a single10.0.0.0/16, then collect every site's.siteconfigand merge them for a master console that can command the entire fleet.
That concept is the anchor of this repo. The analysis, alternatives, and open questions live in the docs below.
Contents
| File | What it is |
|---|---|
| docs/PODBAY-ECOSYSTEM.md | Survey of the existing bay software stack — every component, every protocol/port, with source pointers into the sibling repos. The ground truth SiteLink has to work with. |
| docs/BRAINSTORM.md | The design record: goals, the seed proposal analyzed, addressing plan, VPN topology options (routed vs bridged), master-console vs federation, per-game linking analysis, shared services, security, open questions, and a phased roadmap. |
Related repositories (gitea.mysticmachines.com/VWE)
| Repo | Role |
|---|---|
TeslaSuite |
TeslaConsole (operator console), TeslaLauncher (pod service), the Console↔Pod RPC contract, SecureConfig provisioning, and vPOD (virtual pod — our cross-site test double). |
firestorm |
BattleTech: Firestorm — the MW4/Gameleap-engine game the 16 cockpits run. DirectPlay 4 multiplayer. Contains the drafted 16→32 player-cap plan that a two-bay link needs. |
RP411 |
Classic Red Planet — Tesla 4.10 reconstruction as a native Win32 port (MUNGA engine + L4 platform layer, DX9). Console-controlled via Munga protocol, TCP 1501. |
BT411 |
Classic BattleTech — Tesla 4.10 reconstruction on the shared RP411/MUNGA Windows engine. Console streams the mission egg over TCP; pods mesh with each other. |
TeslaRel410 |
The original 1994–96 Tesla 4.10 source/content archive plus a custom DOSBox-X emulator (HLE of the Division VPX render board) to run the original unmodified DOS games on today's Windows pod hardware — cockpit RIO and plasma passed through on COM1/COM2, pod networking via emulated NE2000. |
(local PQS/) |
Pod Queue System — operator-built PHP/MySQL event tooling (traffic flow when bringing pods to events): registration, callsigns, queue, and the HTTP endpoints the game/console poll for the next mission + roster. Support tooling in SiteLink scope; possible future coordination layer. |
Status
Brainstorm / design phase. Nothing here touches a live bay yet.