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>
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>
The SRM6 MissileLaunchers now run the authentic ballistic fire cycle against
their linked AmmoBins, wire-verified end to end.
- PROJWEAP ProjectileWeaponSimulation (PARTIAL, binary @004bbd04 -- fully
recovered in the BT411 RE): one trigger-edge sample; the dry-bin gate pins
NoAmmo(7) every frame; Loaded(2) -- the AMMO PULL LIVES IN THE CALLER (a
denied shot does the 4->2 denial blip with NO ammo pulled -- early-returning
gates from FireWeapon while the caller cycles the alarm is the 1995 "denied
shot fakes a full firing cycle" defect class); granted -> Firing ->
FireWeapon -> Loading (or NoAmmo on the emptying pull), recoil=rechargeRate;
Loading bleeds recoil -> Loaded when a round is chambered, dial animates;
Jammed(5) held; NoAmmo(7) = the roach-motel (re-asserts unconditionally).
Deferred: electrical step, gate 1, eject, jam roll, HasActiveTarget.
- AMMOBIN: FeedAmmo() + GetAmmoState() (1 round-ready / 2 EMPTY).
- ammoBinLink wired from the resource's ammoBinIndex (the bin's roster slot).
- WIRE-VERIFIED RESOURCE ALIGNMENT: a raw-stream dump pinned the
ProjectileWeapon field block +3 ints past our staged struct (the MechWeapon
resource ancestry runs 3 ints short -- the pip-family fields). Fixed with
resourceAlignPad[3]; phantom muzzleVelocity/missileCount tail dropped.
Confirmed on-wire: ammoBinIndex=27/29 (the exact bin slots), tracerInterval=1,
minTOF=0.5, minVolt%=0.3, minJam=0.05, missileCount=6 (an SRM6!).
- MECHWEAP: weapon-state enum extended to the full 1995 set (DryTrigger 1,
Jammed 5, TriggerDuringJam 6, NoAmmo 7; count 8).
- MISLANCH FireWeapon PARTIAL (@004bcc60: heat + salvo spawn only -- spawn
needs the entity/targeting waves).
VERIFIED headlessly (BT_FORCE_FIRE): bins resolve with the authored 24 rounds;
SRM6s fire 6-missile salvos at the authored 1s cadence, rounds 24->0; after
the 24th salvo the launcher goes DRY and stays silent across ~3,000 subsequent
fire events while the energy weapons keep cycling. Zero Fail.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ProjectileWeapon (: MechWeapon) -- ballistic (ammo-fed) base: ammo-bin link,
tracer/eject/jam/lead members. MissileLauncher (: ProjectileWeapon) -- salvo
launcher, using the surviving CODE MISLANCH.HPP (missileCount + per-salvo damage
split). AmmoBin (: HeatWatcher) -- ammo store with cook-off heat. All ctors chain
their parents + init from resource; fire paths staged.
Weapon family now COMPLETE: MechWeapon -> {Emitter -> PPC, GaussRifle;
ProjectileWeapon -> MissileLauncher} + AmmoBin. The surviving PPC.CPP/GAUSS.CPP
link against the reconstructed Emitter base. BT: 36 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>