# HEAT.CPP / POWERSUB.CPP — the power/heat wave (Phase 5.3.10, 2026-07-21) The mech's thermal + electrical economy is LIVE: weapons dump firing heat into their own sinks, the 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. ## The heat topology (wire-verified on TEST.EGG) `linkedSinkIndex` (the previously-missing HeatSink resource int — see below) wires the authored conduction graph at construction: weapons / equipment -> Condenser1..6 (slots 4-9) -> central HeatSink (slot 2) GeneratorA..D (10-13) -> Condensers Reservoir (3) -> central HeatSink Authored values match the BT411 calibration audit EXACTLY: central bank mass 1.39e6, PPC's own sink 174000, thresholds 77 start / 1000 degradation / 2000 failure, PPC conductance 86800. (The central sink's own `linkedSinkIdx=5` is a FORWARD reference — Condenser2 isn't constructed yet at slot 2's ctor — so its drain is unwired; a post-walk fixup is a small future item. Everything drains INTO it fine.) ## Reconstructed - **HeatSink::HeatSinkSimulation** (@004ad924): absorb pendingHeat → T = E/mass → UpdateHeatLoad (15-sample filter) → ConductHeat → alarm thresholds. Installed by the HeatSink ctor (derived classes override and chain it). - **ConductHeat / ComputeHeatFlow** (@004ad8ac/@004ad9ec): the two-body equilibrium relaxation — `(T·massScale − (E_other+pending+E_own)/denom)·tau· (1−exp(−dt·conductance·(coolant/capacity)·flowScale/denom))`. Verified: flow == 0 exactly at uniform temperature; a fired PPC bleeds ~170K units/step into Condenser4. - **PoweredSubsystem ctor + PoweredSubsystemSimulation** (@004b0f74/@004b0bd0): resolves `voltageSourceIndex` from the roster (GeneratorA-D — wire-verified), attaches the tap (`Generator::TapVoltageSource`, −1 when full), and runs the electrical FSM (Starting=0 / NoVoltage=1 / Shorted=2 / GeneratorOff=3 / Ready=4) watching the generator state. Deferred: the AutoConnect replacement-generator hunt (needs the status flags / damage wave). - **Generator::GeneratorSimulation** (PARTIAL): heat step + start/short-recovery timers; the load model (voltage sag, I²R self-heat feeding the charge integration) joins the electrical-charge wave (TrackSeekVoltage). - **Sensor::SensorSimulation** upgraded to the authentic gating (@004b1c4c): power step first, radar = 1 − damage, electrical-Ready gate (badVoltage), heat-state switch (Degradation ×0.5, Failure → 0). Verified: voltState=4, radar 100% on the healthy mech. - Weapons: Emitter/Projectile sims run the power step at their head; the Loading recharge is gated on electrical Ready (authentic @4bbdf5); FireWeapon dumps the firing heat. ## Heat units (1e7-native) — TWO authoring conventions The heat chain is 1e7-unit-native (BT411 audit). The stream stores `heatCostToFire` in TWO conventions: - **Energy weapons: small units** (PPC = 11) — the ×1e7 comes from the energy closed form ((1−dF)·E ≈ heatCost·1e7 at full charge). Our partial multiplies by 1e7 pending the charge model. - **Ballistics: native units** (SRM6 = 5.06e7) — dumped RAW. (Double-scaling this to 5e14 was the runaway-temperature bug during bring-up.) Both land ~+640K on the weapon's own sink — the consistent design magnitude. ## The resource-alignment resolution (wire-verified, closes the +3 mystery) The raw-stream dumps pinned the FULL ancestry alignment: - `HeatSink__SubsystemResource.linkedSinkIndex` — THE missing int that shifted every descendant block +1 (PoweredSubsystem's voltageSourceIndex previously read the linked-sink index — hence "power sources" appearing to be Condensers). - The MechWeapon pip tail is `pipPosition(int) + pipColor(3 floats) + pipExtendedRange(int)` (+2) — matches BT411's verified overlay exactly. - +1 +2 = the +3 the interim ProjectileWeapon pad compensated; the pad is gone. - True bhk1 reads: PPC recharge **5.0 s** (not the misaligned 1.0), discharge 0.99 s, range 900, damage 12, heatCost 11, pipColor (0,0,1); SRM6 recharge 5 s, range 800, salvo damage 35, missileCount 6. ## VERIFIED (BT_FORCE_FIRE + BT_POWER_LOG) PPC: 77° → fires → ~709° → relaxes to 441° across its 5 s reload → sustained fire climbs the residual 441 → 674 → 838 → 960 — brushing the 1000° degradation threshold: the authentic fire-discipline game. SRM salvos spike +641K and cross degradation after three. Condensers absorb and pass to the central bank. Neutral run: sensor Ready/100%, mech holds, zero Fail. ## Heat consequences (Phase 5.3.11, 2026-07-22) The weapon-side consequences are wired and VERIFIED under sustained fire: - **Ballistic gate 1** (@4bbd36): weapon destroyed-state or its own sink at FailureHeat pins full recoil + the unavailable alarm (the NoAmmo roach-motel re-asserts). (Mech-disabled half joins the damage wave.) - **CheckForJam** (@4bbfcc): `p = 0.41·T/failT` clamped [minJamChance, 1.0], rolled per granted shot against the MUNGA uniform `Random`. Interim gate: heat-degraded only (stands in for the deferred `LiveFireEnabled` novice switch AND the trivially-true `heatLoad>0` early-out — the exact spurious- cold-jam trap the BT411 port documented). Verified: SRM6s jam at T≈1200-1320 (24%+ rolls past the 1000° threshold), stay jammed. - **Emitter hard gate** (@4baab9): FailureHeat drops the beam state + charge each frame; SELF-RECOVERING — conduction cools the sink below 2000° and the weapon resumes from Loading. Verified: the PPC settles into an emergent thermal duty cycle (fire at ~1930° → spike 2562° → shutdown → cool → refire); the lasers oscillate around ~2200°. ## The experience gates + the coolant wave (Phase 5.3.12, 2026-07-22) **The player-experience gates are LIVE** (the workflow dossier recovered every body from the BT411 RE): - `HeatSink::HeatModelActive()` (binary FUN_004ad7d4): owner mech → `Entity::GetPlayerLink()` → `BTPlayer::heatModelOn` — ON only for veteran / expert. Gates BOTH phases of HeatSinkSimulation (absorb/conduct AND UpdateCoolant) and every weapon fire-heat dump. Standard mode has NO heat consequences — authentic. NULL player link reads ON (dev-permissive). - `ProjectileWeapon::LiveFireEnabled()`: playerLink → `simLive` — 0 only for novice, whose ballistics never jam. `CheckForJam` is now the AUTHENTIC form: LiveFireEnabled early-out + the `heatLoad <= 0` early-out (with the model off heatLoad stays 0, so standard mode never jams either) + the minJamChance floor (a veteran+ launcher carries its authored ~5% cold jam chance — the interim heat-degraded gate is retired). - BTPlayer's flag block renamed to its TRUE semantics (simLive @0x25c, heatModelOn @0x260, advancedDamageOn/2, levelFlag26c/270, experienceLevel) — the ctor rows were already binary-accurate; only the names/types were the old "display toggles" misread. **THE LOAD-BEARING FIX found on the way: `Mech` ctor `SetValidFlag()`.** Every 1995 entity ctor tail marks itself valid; ours didn't — and `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. The experience gates read a NULL player forever (permissive ON) until this one authentic line was restored. **The coolant system** (all bodies authentic from the dossier, constants byte-verified: HeatLoadScale 0.002 → heatLoad now lives in the [0,1] band, HeatEqualizeEpsilon 1e-4, draw floor 0.0025 / ON 0.003, draw gate 1e-4): - `UpdateCoolant` (@004adbf8): coolantDraw = own structural damage × heatLoad (an UNDAMAGED mech leaks nothing — the bars stay full), drain, top-up via the virtual `DrawCoolant`, and the active-flag hysteresis. - `BalanceCoolant` (@004ada94): full clamp chain, called from ConductHeat. - `DrawCoolant` base = 0; **Reservoir overrides it as THE SOURCE** (@4af3b0). - **Reservoir reconstructed** (@4af408): capacity overlays thermalCapacity (streamed 20), squirtMass 0.5, `CoolantSimulation` + `InjectCoolant` (@4aefa4, the full flush distribution: condensers → weapons → heatables → master with intentional duplicate weighting, squirts only leave the tank, the chill only cools). `BT_FORCE_FLUSH=1` dev hook (the cockpit InjectCoolant button joins the message wave). Deferred: the AggregateHeatSink master-bank attach + the 0.05×count capacity rescale. - **Condenser refrigeration** (@4ae4d8): valveState inits 1, massScale = (1 − own damage) × refrigerationFactor (streamed 3.0) clamped ≥ 1 each frame — the condenser pumps heat as if 3× hotter, chilling itself below ambient; that chill is what cools the weapons. INTERIM: coolantFlowScale stays 1.0 (authentic streams 0 + the MoveValve/BTRecomputeCondenserValves share assignment — the cockpit-button wave; zeroing it now would strand condenser heat). **VERIFIED headlessly, both directions of the experience lever** (TESTNOV.EGG = TEST.EGG with `experience=novice`): - NOVICE: 212 fire cycles ALL at T=77, zero jams, zero shutdowns, coolant static — the heat model authentically absent. - EXPERT: playerLink resolves, the full economy runs (PPC duty cycle now sawing ~650-1200° — the refrigeration pump drains harder than before — 119 shutdowns + 2 authentic jams under forced sustained fire). Zero Fail in both. ## Still deferred The electrical charge model (TrackSeekVoltage / voltage sag / I²R), the mech-disabled halves of the weapon gates (damage wave), the AggregateHeatSink family (the central bank's count/radiator loop + reservoir attach + capacity rescale + its forward-linked drain), the MoveValve / ToggleCooling / InjectCoolant cockpit-button message handlers + BTRecomputeCondenserValves, Myomers movement heat, jam recovery via ResetToInitialState (mission reset). ## The cockpit-button message layer (Phase 5.3.13, 2026-07-24) The subsystem-family button messages are LIVE 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 -- the same number, different class, exactly the binary's per-receiver-class convention): - **HeatSink::ToggleCoolingMessageHandler** (@004ad6f8, id 3): novice-locked, press-only; toggles coolantAvailable + coolantFlowScale together (OFF strands this sink's heat until switched back). - **Condenser::MoveValveMessageHandler** (@4ae464, id 4): novice-locked, press-only; cycles the valve 1 -> 5 -> 50 -> 0 -> 1 and calls **Condenser::RecomputeValves** (@0049f788): every condenser's coolantFlowScale = valve / sum-of-valves. The Condenser ctor now streams the authentic flowScale = 0; the Mech ctor seeds the shares once at spawn (all valves 1 -> equal shares) -- retiring the flowScale=1 interim. (The condenser-alarm change pulse joins the gauge wave.) - **Reservoir::InjectCoolantMessageHandler** (@4aee70, id 4): novice-locked; press raises the inject alarm when the tank holds charge (flush-cloud psfx deferred), 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 ~6 s in (Mech::Simulate). VERIFIED: spawn shares 6 x 0.166667; one MoveValve press -> Condenser1 valve=5 flow=0.5, the others 0.1 (valve/sum exactly); the flush arms via the real button message; NOVICE: both presses swallowed by the lockout (valve lines stay spawn-only, zero flush). Zero Fail throughout. ## The heat-sink BANK (Phase 5.3.14, 2026-07-24) **AggregateHeatSink reconstructed** -- the binary's 0x0BBE class (the value our VDATA enum names HeatSinkClassID; there is NO streamed plain-HeatSink -- the 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-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, then top 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 (shed positive, absorbing toward ambient), then flips negative (-48K.. -167K/step) as fired heat pushes it past ambient -- actively radiating the mech's heat away. **Reservoir master rescale**: capacity = 0.05 x bankCount x streamed (0.05 x 6 x 20 = 6 -- the authentic tank), coolant refilled to it. Zero Fail; the full expert economy regression stays green. ## The electrical charge model (Phase 5.3.15, 2026-07-24) The emitter charge cycle is REAL (all bodies authentic from the BT411 RE): - **Resource fix (wire-verified)**: the Emitter block is graphicLength, dischargeTime, seekVoltage[5] (FRACTIONS of the generator's rated voltage, -1 sentinel), seekVoltageRecommendedIndex. The earlier two-field guess had read seekVoltage[3] = 0.99 as "dischargeTime 0.99 s" -- the TRUE PPC discharge is 0.2 s, and the calibration reads seekV = {6000, 7000, 8000, 9900} x rated 10000, rec gear 2, exactly the documented curve. - **Ctor calibration** (@004bb120): energyTotal = (damage + heat) x 1e7 (PPC 2.3e8); EC pins E = 0.5 V^2 EC to energyTotal at the recommended gear; voltageScale calibrates the exponential charge to reach seekV[rec] in the authored RechargeRate seconds on a COLD generator; damageFraction = the damage share. - **TrackSeekVoltage** (@004ba838): seekRate = (genV - level)/ChargeTimeScale; level += rate/EC x dt; and the charging I^2R loss lands in the GENERATOR's pendingHeat -- recharging weapons is what heats generators. VERIFIED: GeneratorA at 477.9 K charging its PPC (BT411 predicted ~+480K), GeneratorD (avionics only) idle at 77. - **ChargeTimeScale** (@004b0d50, PoweredSubsystem): the base voltageScale stretched by (1 + thermalResistivity x generator temp rise) -- hot generators charge slower. The feedback loop is CLOSED. - **Emitter::ComputeOutputVoltage** override (@004ba738, now virtual as in the binary vtable): dial = level/seekV[gear], snap to 1.0 within 0.01, over-1 clamp zeroes. - **Sub-stepped Loading** (the BT411 weapon-brick fix): the charge integrates in 1/60 s slices so the +-0.01 Loaded snap window can't be jumped by a dt spike; plus the DOCUMENTED-DIVERGENCE overcharge rescue (the binary deadlocks a weapon whose level lands above a re-geared snap window). VERIFIED: the PPC loads at level ~7920 -- inside the exact [7920, 8080] window from the binary's disasm. - **FireWeapon energy algebra** (@004bace8): damage/heat = the two energy shares x chargeRatio^2 (level/seekV[rec]). VERIFIED: dmg=11.78, heat=1.079e8 at ratio 0.9906 -- ~98% of authored at the snap edge. The heatCost x 1e7 partial is retired; the heat now comes from the ENERGY. Deferred: the ToggleSeekVoltage gear button (needs the energy-weapon message table ids 4..0xb with pads), ServiceDischarge (replicant beam path), the beam build + damage submission (targeting/render waves).