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>
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>
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>