The 5.3.99 open question is closed the way the binary closes it, not with a
divisor. Two pieces:
THE DIVERT (damage hub @0x4a0368): type-0 Collision damage NEVER reaches the
armor zones. Our handler was routing wall crashes through the same
cylinder-lottery path as enemy fire, which is why 24k-point kinetic numbers
one-shot vital zones. The binary short-circuits them into
THE DISTRIBUTOR (@0049ffcc): the manual's "collision damage" technician
setting. Gated on the owning player's advanced-damage flag; priced against
a 100 km/h reference impact --
scale = (2000 / mass) / (100 km/h)^2 / (1 - elasticity^2)
amount = raw * scale; under 0.5 the tap is FREE
n = Round(amount * 2) sub-hits of amount/n each
-- and applied as rattle crits to random INTERNAL subsystems (HeatSink /
Gyroscope / Torso families only), drawn by cumulative
collisionCriticalHitWeight against a [0,1) roll. An un-won roll lands
nowhere; the binary does not normalize the weights, so neither do we.
LIVE, same arena mission as 5.3.99's four-death run:
[colldmg] rattle 0.677919 pts in 1 sub-hits (scale=3.6e-05)
[crash] BLOCK dmg=18831.1 iv2=711.428 KNOCKDOWN
[crash] BLOCK dmg=331.878 iv2=12.549 (x6, pressed against a wall)
deaths: ZERO (was four)
An 18.8k-point crash becomes 0.68 points of internal rattle; the low-speed
wall grind prices as free taps under the 0.5 floor; the knockdown stagger
still fires above the velocity threshold. Walls now block, stagger, and
rattle -- they no longer execute.
Plumbing: MechSubsystem::CollisionCritWeight() accessor (the weight was
already streamed at +0x10C, protected), Mech::DistributeCollisionDamage
declared, random.hpp include.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>