Commit Graph
6 Commits
Author SHA1 Message Date
CydandClaude Fable 5 b772e716fe BT410 Phase 5.3.15: the electrical charge model -- real charge, closed feedback loop
The emitter charge cycle is now the authentic electrical model end to end.

- WIRE-VERIFIED resource fix: the Emitter block is graphicLength /
  dischargeTime / seekVoltage[5] (FRACTIONS of the generator's rated voltage,
  -1 sentinel) / seekVoltageRecommendedIndex. The old two-field guess read
  seekVoltage[3]=0.99 as "dischargeTime 0.99s" -- the true PPC discharge is
  0.2s, and the calibration reads seekV={6000,7000,8000,9900} x rated 10000,
  recommended gear 2: the documented curve exactly.
- Ctor calibration (@004bb120): energyTotal=(dmg+heat)x1e7; EC pins
  E=0.5V^2EC to energyTotal at the recommended gear; voltageScale calibrates
  the exponential charge to reach seekV[rec] in the authored RechargeRate
  seconds cold; damageFraction = the damage share.
- TrackSeekVoltage (@004ba838) + ChargeTimeScale (@004b0d50): the charge
  integrates from the generator through the heat-stretched time scale, and
  the I2R loss heats the GENERATOR -- verified GeneratorA at 477.9K charging
  its PPC (BT411 predicted ~+480K) while the avionics generator idles at 77.
  Hot generators charge slower: the heat/firepower feedback loop is CLOSED.
- Emitter::ComputeOutputVoltage override (now virtual, as in the binary
  vtable): dial = level/seekV[gear], 0.01 snap, over-1 clamp.
- Sub-stepped Loading (1/60s slices -- the BT411 weapon-brick fix) + the
  documented-divergence overcharge rescue. VERIFIED: the PPC loads at level
  ~7920, inside the binary's exact [7920,8080] snap window.
- FireWeapon energy algebra (@004bace8): damage/heat = energy shares x
  chargeRatio^2. VERIFIED dmg=11.78 / heat=1.079e8 at ratio 0.9906. The
  heatCost x 1e7 partial is retired -- heat now comes from the energy.

Zero Fail; jams/shutdowns regressions stay live under spam.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 09:14:56 -05:00
CydandClaude Fable 5 6451a0a38d BT410 Phase 5.3.14: AggregateHeatSink -- the bank + the ambient radiator (the heat EXIT)
The central heat bank is now its real class: the binary's 0x0BBE
AggregateHeatSink (the value our VDATA enum named HeatSinkClassID -- there is
no streamed plain HeatSink; the segment walk now builds the bank).

- Ctor (@4ae8d0): heatSinkCount from res +0xFC (bhk1 = 6, matching its six
  condensers); thermalConductance x 0.1 x count (231000 -> 138600); ambient
  setpoint 300 (the mission [mission] temperature overwrite joins the
  Mech-PlayerLink wave).
- RadiatorSimulation (@4ae73c) replaces the base heat step on the bank -- THE
  system's only heat exit: relax toward the ambient target with rate
  k = conductance x (1-damage) x (coolant/capacity) x flowScale / mass; tail
  tops the bank's coolant from the attached store via the DrawCoolant virtual
  (base 0 until the reservoir-attach wave). VERIFIED signed-correct: the bank
  warms 77 -> 300 from the cold start, then flips to actively radiating
  (-48K..-167K/step) once fired heat pushes it past ambient. Until now heat
  only ever POOLED in the central sink; the mech now genuinely sheds it.
- Reservoir master path: capacity = 0.05 x bankCount x streamed = 6 (the
  authentic tank), refilled.

Zero Fail; the expert economy regression stays green (202 heat events under
forced spam).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 08:54:21 -05:00
CydandClaude Fable 5 c01e57ab22 BT410 Phase 5.3.13: cockpit-button message layer -- valves, cooling, flush LIVE
The subsystem-family cockpit buttons now work through the authentic Receiver
dispatch -> per-class handler-table path. The id space decodes cleanly:
Receiver::NextMessageID == 3, so ToggleCooling = 3 on the HeatSink chain and
the per-class id 4 is MoveValve on a Condenser / InjectCoolant on the
Reservoir -- same number, different class, the binary's per-receiver-class
convention.

- HeatSink::ToggleCoolingMessageHandler (@004ad6f8, id 3): novice-locked,
  press-only; toggles coolantAvailable + coolantFlowScale together.
- Condenser::MoveValveMessageHandler (@4ae464, id 4): novice-locked; cycles
  the valve 1->5->50->0->1 and calls Condenser::RecomputeValves (@0049f788):
  every condenser's coolantFlowScale = valve / sum-of-valves. The ctor now
  streams the AUTHENTIC flowScale=0; the Mech ctor seeds equal shares once at
  spawn -- the flowScale=1 interim is retired.
- Reservoir::InjectCoolantMessageHandler (@4aee70, id 4): novice-locked;
  press arms the flush when the tank holds charge, release drops it.
- MechSubsystem::NoviceLockout() (@4ac9c8): owner -> playerLink -> experience
  == novice; unlinked mechs read unlocked.
- DEV harness BT_PRESS_VALVE / BT_PRESS_FLUSH: dispatch the REAL messages ~6s
  into the mission from Mech::Simulate.

VERIFIED: spawn shares 6 x 0.166667; one MoveValve press -> Condenser1
valve=5 flow=0.5, others 0.1 (valve/sum exact); flush arms via the real
button message; NOVICE locks both presses (valve lines stay spawn-only, zero
flush). Zero Fail throughout.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 08:43:01 -05:00
CydandClaude Fable 5 e1e5a9a6db BT410 Phase 5.3.12: experience gates + coolant system -- novice/expert modes REAL
The player-experience system now gates the entire heat/jam economy, verified in
BOTH directions with a one-token egg edit (TESTNOV.EGG, experience=novice):
NOVICE = 212 fire cycles all pinned at T=77, zero jams, zero shutdowns (the
heat model authentically absent); EXPERT = the full economy (duty cycles, 119
shutdowns + 2 authentic jams under forced fire). Zero Fail in both.

- BTPLAYER: the flag block renamed to its TRUE semantics (simLive @0x25c,
  heatModelOn @0x260 -- the FUN_004ad7d4 master switch, advancedDamageOn pair,
  levelFlag26c/270, experienceLevel); the ctor rows were already
  binary-accurate (nov 0000 / std 1011 / vet 1111 / exp 1101); accessors +
  [exp] sentinel.
- HeatSink::HeatModelActive() + ProjectileWeapon::LiveFireEnabled(): owner
  mech -> Entity::GetPlayerLink() -> the BTPlayer flags, NULL-permissive.
  Gates: both HeatSinkSimulation phases, every weapon fire-heat dump, and
  CheckForJam is now the AUTHENTIC form (LiveFireEnabled + heatLoad<=0
  early-outs + the minJamChance floor; the interim heat-degraded gate retired).

- THE LOAD-BEARING FIX: Mech ctor SetValidFlag(). Every 1995 entity ctor tail
  marks itself valid; ours didn't -- Entity::Dispatch routes messages to an
  INVALID entity into the deferred event queue, so the PlayerLink bind (and
  every directly-dispatched mech message) silently never landed and the gates
  read a NULL player forever.

- THE COOLANT SYSTEM (authentic bodies, byte-verified constants: HeatLoadScale
  0.002 -> heatLoad now in [0,1]; equalize eps 1e-4; draw floor/ON
  0.0025/0.003): UpdateCoolant (damage-scaled draw -- an undamaged mech leaks
  nothing), BalanceCoolant (full clamp chain from ConductHeat), DrawCoolant
  base=0 with the RESERVOIR override as THE SOURCE; Reservoir reconstructed
  (capacity overlays thermalCapacity, CoolantSimulation + the full
  InjectCoolant flush distribution, BT_FORCE_FLUSH dev hook); Condenser
  RefrigerationSimulation (massScale = (1-damage)*refrigerationFactor >= 1 --
  the heat pump that chills the bank; valveState inits 1; digit-suffix number
  fix). Deferred: AggregateHeatSink family, cockpit-button handlers
  (MoveValve/ToggleCooling/InjectCoolant), TrackSeekVoltage charge model.

Research driven by a 4-agent workflow dossier over the BT411 RE (verbatim
bodies for every function above + the egg experience plumbing).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 22:15:07 -05:00
CydandClaude Fable 5 b1cbbe1c9b BT410 Phase 5.3.11: weapon heat consequences -- jams + thermal shutdowns LIVE
The heat economy now bites back, verified under sustained fire:

- Ballistic gate 1 (@4bbd36): destroyed-state or own-sink FailureHeat pins
  full recoil + the unavailable alarm (the NoAmmo roach-motel re-asserts).
- CheckForJam (@4bbfcc): p = 0.41*T/failT clamped [minJamChance, 1.0], rolled
  per granted shot against the MUNGA uniform Random. Interim heat-degraded
  gate stands in for the deferred LiveFireEnabled novice switch (the exact
  spurious-cold-jam trap the BT411 port documented). VERIFIED: SRM6s jam at
  T~1200-1320 after riding past the authored 1000-degree threshold, and stay
  jammed (mission-reset recovery only) -- authentic.
- Emitter hard gate (@4baab9): FailureHeat drops the beam state + charge each
  frame; SELF-RECOVERING once conduction cools the sink below failure.
  VERIFIED: the PPC settles into an emergent thermal duty cycle -- fire at
  ~1930K, spike to 2562K, shutdown, cool, refire -- firing exactly as fast as
  its sink sheds heat; the lasers oscillate around ~2200K.

Zero Fail. Deferred: LiveFireEnabled/HeatModelOff experience gates,
mech-disabled gate halves, coolant depletion, jam recovery via mission reset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 21:20:37 -05:00
CydandClaude Fable 5 57507cb15c BT410 Phase 5.3.10: power/heat wave -- the thermal + electrical economy is LIVE
Weapons dump firing heat into their own sinks, sinks conduct through the
Condenser bank into the central HeatSink, temperatures drive the degradation/
failure alarms, and every powered subsystem tracks its generator through the
electrical state machine. Verified: the authentic fire-discipline game -- a PPC
spikes 77->709K per shot, relaxes to 441K across its 5s reload, and sustained
fire climbs 441->674->838->960K, brushing the authored 1000K degradation
threshold. All calibration values match the BT411 audit exactly (central bank
1.39e6, PPC sink 174000, thresholds 77/1000/2000).

- HEAT: HeatSinkSimulation (@004ad924 absorb->T->load->conduct->alarm),
  ConductHeat/ComputeHeatFlow (@004ad8ac/@004ad9ec two-body equilibrium
  relaxation; flow==0 exactly at uniform T), UpdateHeatLoad (15-sample filter);
  heat-state enum + accessors; installed by the HeatSink ctor.
- WIRE-VERIFIED: HeatSink resource gains linkedSinkIndex -- THE missing
  ancestry int that shifted every descendant block +1 (voltageSourceIndex had
  been reading the linked-sink index: "power sources" appeared to be
  Condensers). Conduction topology wired from it at construction:
  weapons->Condensers1-6->central; Generators->Condensers; Reservoir->central.
- MECHWEAP resource: authentic pip tail (pipPosition int + pipColor 3 floats +
  pipExtendedRange int) per the BT411 verified overlay; with linkedSinkIndex
  this closes the whole +3 alignment mystery (ProjectileWeapon pad deleted).
  True bhk1 reads: PPC recharge 5.0s (not 1.0), discharge 0.99s, range 900.
- POWERSUB: ctor resolves voltageSourceIndex -> GeneratorA-D (wire-verified),
  taps via Generator::TapVoltageSource (-1 when full); PoweredSubsystemSimulation
  (@004b0bd0) electrical FSM (Starting/NoVoltage/Shorted/GeneratorOff/Ready);
  GeneratorSimulation partial (start/short-recovery timers).
- Weapons: power step at sim head; Loading recharge gated on electrical Ready
  (authentic @4bbdf5); FireWeapon dumps firing heat. HEAT UNITS: the chain is
  1e7-native with TWO authoring conventions -- energy weapons store small
  (PPC=11, x1e7 from the energy algebra), ballistics store native (SRM6=5.06e7,
  dumped raw; double-scaling it was the bring-up runaway-temperature bug).
- SENSOR: authentic gating (@004b1c4c) -- power step, electrical-Ready gate,
  heat-state switch (Degradation x0.5 / Failure 0). Verified Ready + 100%.

Deferred: coolant depletion/venting, the novice HeatModelOff gate, the charge
model (TrackSeekVoltage/voltage sag/I2R), weapon gate 1 + jam roll, the central
sink's forward-linked drain. Zero Fail across fire + neutral runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 23:55:48 -05:00