PERFORMANCE, measured not guessed (operator report: "vastly slower than the
original"). The audit found and fixed:
THE [crash] FLOOD: the collision-block log printed EVERY BLOCKED FRAME --
5,487 lines in one wall-grinding run (~13/s sustained), each a float-heavy
iostream format pushed through the COM3 serial redirect. The shipped exe
prints nothing, ever. Now logs the CONTACT EDGE only (the same
collisionState 0->1 gate the audio uses).
~100 UNCACHED getenv SCANS PER FRAME: every gated log site walked the DOS
environment block per call, and the control mapper ran FOUR getenv + atof
parses per frame in the input path whether logging was on or not. All
hot-path gates now cache in function-local statics (the donor's own
idiom); the force-input overrides parse once.
Ruled out: the debug macros (DEBUG_LEVEL=0 nulls Check/Verify wholesale,
DEBUGOFF.HPP) and optimization (-O2, the authentic OPT flags).
MEASURED RESULT: crash lines 5487 -> 0 on the same mission; the SOS frame
pacing is 16.67 ticks/frame with drift=0 in BOTH the flooded and fixed
runs -- the fixed-tick sim never actually lost its clock on the rig, so
the flood's cost was wall-time in the serial path, not sim drift.
THE OTHER HALF OF THE ANSWER, for the operator: since 5.3.95 the hull's
speed is STRIDE-DRIVEN. The mech steps off at ~7 u/s and winds up
through the walk band (capped 18.5) to the run only across clip-boundary
transitions -- seconds, like the real pod -- where the old bring-up model
hit 26.9 instantly. Walls also now stop the mech dead. If "slower"
means acceleration feel rather than frame rate, that is the AUTHENTIC
gait arriving, not a defect.
ALSO IN: HUD::HudSimulation's confident half (base tick, heat/voltage page
gating off the 5.3.109 mirrors, the blink -- with >= on the flicker compare
where the decomp shard's literal != would toggle every tick), registered on
the master; the reticle/lock/torso-horizon math stays STAGED, matching the
donor's own unfinished state. Stub census: 17 across 11 files.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>