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>
111 lines
6.1 KiB
Markdown
111 lines
6.1 KiB
Markdown
# HEAT.CPP / POWERSUB.CPP — the power/heat wave (Phase 5.3.10, 2026-07-21)
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The mech's thermal + electrical economy is LIVE: weapons dump firing heat into
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their own sinks, the sinks conduct through the Condenser bank into the central
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HeatSink, temperatures drive the degradation/failure alarms, and every powered
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subsystem tracks its generator through the electrical state machine.
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## The heat topology (wire-verified on TEST.EGG)
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`linkedSinkIndex` (the previously-missing HeatSink resource int — see below)
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wires the authored conduction graph at construction:
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weapons / equipment -> Condenser1..6 (slots 4-9) -> central HeatSink (slot 2)
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GeneratorA..D (10-13) -> Condensers
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Reservoir (3) -> central HeatSink
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Authored values match the BT411 calibration audit EXACTLY: central bank mass
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1.39e6, PPC's own sink 174000, thresholds 77 start / 1000 degradation / 2000
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failure, PPC conductance 86800. (The central sink's own `linkedSinkIdx=5` is a
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FORWARD reference — Condenser2 isn't constructed yet at slot 2's ctor — so its
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drain is unwired; a post-walk fixup is a small future item. Everything drains
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INTO it fine.)
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## Reconstructed
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- **HeatSink::HeatSinkSimulation** (@004ad924): absorb pendingHeat → T =
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E/mass → UpdateHeatLoad (15-sample filter) → ConductHeat → alarm thresholds.
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Installed by the HeatSink ctor (derived classes override and chain it).
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- **ConductHeat / ComputeHeatFlow** (@004ad8ac/@004ad9ec): the two-body
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equilibrium relaxation — `(T·massScale − (E_other+pending+E_own)/denom)·tau·
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(1−exp(−dt·conductance·(coolant/capacity)·flowScale/denom))`. Verified:
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flow == 0 exactly at uniform temperature; a fired PPC bleeds ~170K units/step
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into Condenser4.
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- **PoweredSubsystem ctor + PoweredSubsystemSimulation** (@004b0f74/@004b0bd0):
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resolves `voltageSourceIndex` from the roster (GeneratorA-D — wire-verified),
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attaches the tap (`Generator::TapVoltageSource`, −1 when full), and runs the
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electrical FSM (Starting=0 / NoVoltage=1 / Shorted=2 / GeneratorOff=3 /
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Ready=4) watching the generator state. Deferred: the AutoConnect
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replacement-generator hunt (needs the status flags / damage wave).
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- **Generator::GeneratorSimulation** (PARTIAL): heat step + start/short-recovery
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timers; the load model (voltage sag, I²R self-heat feeding the charge
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integration) joins the electrical-charge wave (TrackSeekVoltage).
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- **Sensor::SensorSimulation** upgraded to the authentic gating (@004b1c4c):
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power step first, radar = 1 − damage, electrical-Ready gate (badVoltage),
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heat-state switch (Degradation ×0.5, Failure → 0). Verified: voltState=4,
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radar 100% on the healthy mech.
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- Weapons: Emitter/Projectile sims run the power step at their head; the
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Loading recharge is gated on electrical Ready (authentic @4bbdf5); FireWeapon
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dumps the firing heat.
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## Heat units (1e7-native) — TWO authoring conventions
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The heat chain is 1e7-unit-native (BT411 audit). The stream stores
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`heatCostToFire` in TWO conventions:
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- **Energy weapons: small units** (PPC = 11) — the ×1e7 comes from the energy
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closed form ((1−dF)·E ≈ heatCost·1e7 at full charge). Our partial multiplies
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by 1e7 pending the charge model.
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- **Ballistics: native units** (SRM6 = 5.06e7) — dumped RAW. (Double-scaling
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this to 5e14 was the runaway-temperature bug during bring-up.)
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Both land ~+640K on the weapon's own sink — the consistent design magnitude.
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## The resource-alignment resolution (wire-verified, closes the +3 mystery)
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The raw-stream dumps pinned the FULL ancestry alignment:
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- `HeatSink__SubsystemResource.linkedSinkIndex` — THE missing int that shifted
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every descendant block +1 (PoweredSubsystem's voltageSourceIndex previously
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read the linked-sink index — hence "power sources" appearing to be
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Condensers).
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- The MechWeapon pip tail is `pipPosition(int) + pipColor(3 floats) +
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pipExtendedRange(int)` (+2) — matches BT411's verified overlay exactly.
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- +1 +2 = the +3 the interim ProjectileWeapon pad compensated; the pad is gone.
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- True bhk1 reads: PPC recharge **5.0 s** (not the misaligned 1.0), discharge
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0.99 s, range 900, damage 12, heatCost 11, pipColor (0,0,1); SRM6 recharge
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5 s, range 800, salvo damage 35, missileCount 6.
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## VERIFIED (BT_FORCE_FIRE + BT_POWER_LOG)
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PPC: 77° → fires → ~709° → relaxes to 441° across its 5 s reload → sustained
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fire climbs the residual 441 → 674 → 838 → 960 — brushing the 1000° degradation
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threshold: the authentic fire-discipline game. SRM salvos spike +641K and
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cross degradation after three. Condensers absorb and pass to the central
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bank. Neutral run: sensor Ready/100%, mech holds, zero Fail.
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## Heat consequences (Phase 5.3.11, 2026-07-22)
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The weapon-side consequences are wired and VERIFIED under sustained fire:
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- **Ballistic gate 1** (@4bbd36): weapon destroyed-state or its own sink at
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FailureHeat pins full recoil + the unavailable alarm (the NoAmmo roach-motel
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re-asserts). (Mech-disabled half joins the damage wave.)
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- **CheckForJam** (@4bbfcc): `p = 0.41·T/failT` clamped [minJamChance, 1.0],
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rolled per granted shot against the MUNGA uniform `Random`. Interim gate:
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heat-degraded only (stands in for the deferred `LiveFireEnabled` novice
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switch AND the trivially-true `heatLoad>0` early-out — the exact spurious-
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cold-jam trap the BT411 port documented). Verified: SRM6s jam at
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T≈1200-1320 (24%+ rolls past the 1000° threshold), stay jammed.
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- **Emitter hard gate** (@4baab9): FailureHeat drops the beam state + charge
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each frame; SELF-RECOVERING — conduction cools the sink below 2000° and the
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weapon resumes from Loading. Verified: the PPC settles into an emergent
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thermal duty cycle (fire at ~1930° → spike 2562° → shutdown → cool → refire);
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the lasers oscillate around ~2200°.
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## Still deferred
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UpdateCoolant / BalanceCoolant (coolant depletion + venting), the
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HeatModelOff / LiveFireEnabled experience gates (novice mode), the electrical
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charge model (TrackSeekVoltage / voltage sag / I²R), the mech-disabled halves
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of the weapon gates (damage wave), the central sink's forward-linked drain,
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Condenser MoveValve handling, jam recovery via ResetToInitialState (mission
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reset path).
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