mech_loadouts.md: document MechEditor data sources, conversions, hsh naming (2026-07-23)

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@@ -292,3 +292,363 @@ At the time this doc was written:
- non-playable mechs are explicitly marked `No`
- Templar and other mechs with rear or side mounts have facing visible in the CSV
- the file is intended to be a living audit artifact for future data cleanup and enablement work
---
## MechEditor Web App — Data Sources, Fields, and Conversions (documented 2026-07-23)
The MechEditor is a single-file Python HTTP server at `/home/rich/Repositories/MechEditor/mech_editor.py`.
It runs at `localhost:8765`, parses the firestorm content tree, and presents a full mech configuration editor in the browser.
This section documents every data field it reads, every conversion it performs, and every naming rule it enforces.
---
### Data Files Parsed Per Mech
All files live under `Gameleap/mw4/Content/Mechs/<MechDir>/`.
#### `.data` file (`parse_data()`)
| Field in file | Editor key | Notes |
|---|---|---|
| `VehicleTonnage` | `tonnage` | chassis base tonnage (float) |
| `MaxVehicleTonnage` | `max_tonnage` | max loadout tonnage (float) |
| `TechType` | `tech` | `$(Tech_IS)` ? `"IS"`, `$(Tech_Clan)` ? `"Clan"` |
| `MaxHeat` | `max_heat` | heat capacity (int) |
| `VehicleTradeValue` | `trade_value` | C-bills |
| `DragoonValue` | `dragoon` | used in Power Rating bar scaling |
| `MinMaxSpeed` | `min_max_speed` | base speed ceiling in **m/s** |
| `MaxSpeed` | `max_speed` | absolute speed ceiling in **m/s** (engine upgrades may not exceed this) |
| `FullStopTurnRate` | `full_stop_turn` | turn rate at zero speed, in **degrees/sec** |
| `TopSpeedTurnRate` | `top_speed_turn` | turn rate at top speed, in **degrees/sec** |
| `Acceleration` | `acceleration` | forward acceleration in **m/s²** |
| `Decceleration` | `decceleration` | forward braking in **m/s²****double-c spelling is canonical in the engine source** |
| `ReverseAccelerationMultiplier` | `rev_accel_mult` | multiplier applied to Acceleration for reverse |
| `ReverseDeccelerationMultiplier` | `rev_decel_mult` | multiplier applied to Decceleration for reverse — double-c canonical |
| `MinStandTransitionSpeed` | not surfaced | animation threshold only — see note below |
| `CanLoadJumpJets` | `can_jj` | Yes/No |
| `CanLoadECM` | `can_ecm` | Yes/No |
| `CanLoadBeagle` | `can_bap` | Yes/No |
| `CanLoadLightAmp` | `can_lightamp` | Yes/No |
| `CanLoadAMS` | `can_ams` | Yes/No |
| `CanLoadLAMS` | `can_lams` | Yes/No |
| `CanLoadIFF_Jammer` | `can_iff` | Yes/No |
**MinStandTransitionSpeed** is the speed (m/s) below which the mech switches from its walking animation to its idle/standing animation.
It is NOT a hard movement limit. It is purely an animation state machine threshold in `Mech.cpp`.
Code path: `animStateEngine?RequestState(StandState)` when `currentSpeedMPS <= minStandTransitionSpeed`.
Must be > 0 (validated in `Vehicle_Tool.cpp`). Argus = 12.631 m/s = 45.5 kph.
#### `.instance` file (`parse_instance()`)
| Field | Editor key | Notes |
|---|---|---|
| `PowerRating` | `PowerRating` | mechlab bar value, 0100 |
| `ArmorRating` | `ArmorRating` | mechlab bar value, 0100 |
| `SpeedRating` | `SpeedRating` | mechlab bar value, 0100 |
| `HeatRating` | `HeatRating` | mechlab bar value, 0100 |
| `DoesHaveLightAmp` | `has_lightamp` | 0 or 1, default 1 — whether LightAmp is currently installed |
#### `.subsystems` file (`parse_subsystems()`)
Provides: armor type + per-zone multipliers, installed heatsinks, jump jets, engine upgrades, weapons, electronics.
**Armor block:**
- `ArmorType=` ? armor type string (`Standard`, `FerroFiberus`, `Reactive`, `Reflective`, `Solarian`)
- Per-zone entries: `LeftArm=1.0`, `RightTorso=2.5`, etc. — multiplier for that zone
**Engine:**
- `EngineUpgrade` blocks counted ? `engine_upgrades` (05)
**Weapons** — each weapon block contains:
- `Model=` ? weapon subsystem resource path (name extracted)
- `InternalLocation=` ? zone name
- `Site=` ? mount port name (from armature)
- `GroupIndex=` ? weapon group number
- `WeaponFacing=` ? 0=Front, 1=Rear, 2=Side (absent = Front)
- `AmmoCount=` ? rounds for ammo-using weapons
- `EjectSite=` ? optional ejection site for ammo
**Electronics:** ECM, Beagle (BAP), AMS, LAMS, IFF_Jammer detected by subsystem model path.
#### `.damage` file (`parse_damage()`)
Per zone section `[ZoneInternal]`:
- `BaseArmorValue` ? starting armor (float)
- `MaxArmorValue` ? hard cap on armor pts for that zone
- `InternalHPValue` ? internal structure HP
- `OmniSlots`, `BeamSlots`, `MissileSlots`, `ProjectileSlots` ? weapon slot counts
Special zones:
- `SpecialAttachedToZone=` ? which body section this special zone is attached to
- `DamagePropagationZone=` ? where overflow damage propagates
#### `.engine` file (`parse_engine()`)
| Field | Editor key | Notes |
|---|---|---|
| `NumHeatSinks` | `NumHeatSinks` | free heatsinks from engine (not in subsystems) |
| `TonsPerUpgrade` | `TonsPerUpgrade` | tonnage cost per engine upgrade tier |
| `MPSPerUpgrade` | `MPSPerUpgrade` | m/s speed gain per upgrade tier |
#### `.torso` file (`parse_torso()`)
| Field | Notes |
|---|---|
| `TwistSpeed` | torso horizontal rotation speed — may be a macro reference |
| `PitchSpeed` | torso vertical rotation speed — may be a macro reference |
| `TwistRadius` | max horizontal twist angle — may be a macro reference |
| `PitchRadius` | max vertical pitch angle — may be a macro reference |
| `ArmRatioAngle` | ratio of arm tracking vs torso rotation — may be a macro reference |
All torso fields may reference macros from `Content/Defines/MechTorso.defines`.
The editor resolves them using a preloaded `TORSO_DEFINES` dict. Notable values:
```
NORMAL_RATIO = 40
SNAIL_TSPEED = 40
NORMAL_TSPEED = 60
FAST_TSPEED = 80
WIDE_TRADIUS = 160
NORMAL_PRADIUS = 40
```
---
### Calculated Ratings and Conversions
#### Speed (kph)
```
top_speed_kph = min(MinMaxSpeed + MPSPerUpgrade × engine_upgrades, MaxSpeed) × 3.6
```
- `MinMaxSpeed` and `MaxSpeed` from `.data` (m/s)
- `MPSPerUpgrade` from `.engine` (m/s per tier)
- `engine_upgrades` from `.subsystems` (05)
- Multiply by 3.6 to convert m/s ? kph
- Argus example: (20.28 + 1.11 × 10) × 3.6 = 113.5 kph
#### Speed Rating (bar)
```
speed_rating = (top_speed_mps / MaxSpeed) × 100 [capped at 100]
```
#### Turn Rate — degrees to radians
The `.data` file stores turn rates in **degrees/sec**. The mechlab UI label was changed to show rad/sec:
- `StringResource.rc`: `IDS_ML_CH_TURNRATE` ? `"Turn Rate (Top Speed Rad/Sec):"`
- Conversion: `radians = degrees × ?/180` where `?/180 ? 0.017453`
- Argus: FullStopTurn = 75° = **1.309 rad/sec**, TopSpeedTurn = 45° = **0.785 rad/sec**
#### Acceleration / Deceleration (m/s²)
Stored directly in `.data`. Reverse values are derived:
```
reverse_accel = Acceleration × ReverseAccelerationMultiplier
reverse_decel = Decceleration × ReverseDeccelerationMultiplier
```
**The double-c spelling (`Decceleration`, `ReverseDeccelerationMultiplier`) is canonical — it matches the engine source. Do not "fix" the spelling.**
#### Heat Rating (bar)
```
total_hs = NumHeatSinks (engine) + installed_heatsinks (subsystems)
effective_hs = total_hs × (2 if Double else 1)
heat_rating = (effective_hs / MaxHeat) × 100 [capped at 100]
```
#### Power Rating (bar)
```
total_damage = ? (DamageAmount × NumFire) for each installed weapon
power_rating = (total_damage / 80) × 100 [capped at 100]
```
- `DamageAmount` and `NumFire` come from `WeaponSubsystems/<weapon>.data` following `!include` chains
- Parsed by `load_weapon_damages()` at server startup, cached in `Handler.weapon_damages`
- Argus example with default load: ~36.2 total damage ? 45 rating (stored = 42)
#### Armor Rating (bar)
```
for each zone:
pts = multiplier × ARMOR_PTS_PER_TON[armor_type]
effective = min(pts, MaxArmorValue[zone])
armor_rating = (? effective / ? MaxArmorValue) × 100
```
Armor pts per ton by type (from `Adept/ResourceImagePool.cpp` and game design):
| Type | Pts/ton |
|---|---|
| Standard | 32 |
| FerroFiberus | 38 |
| Reactive | 30 |
| Reflective | 30 |
| Solarian | 60 |
Note: `FerroFiberus` is the canonical internal token (not player-visible). The player sees `DNL_FERROFIB = "Ferro Fibrous"` via string lookup.
---
### Active-in-Game Detection
Source: `Gameleap/mw4/Content/Tables/MechChassisTable.tbl`
Format:
```
DisplayKey=Mechs\DirName\FileName.data
//CommentedKey=Mechs\DirName\FileName.data <- inactive
```
- Active = entry exists AND is not prefixed with `//`
- Currently the only inactive mech: **Dasher** (commented out)
- The editor shows a green **ACTIVE IN GAME** or red **NOT IN GAME** banner at top of Stats tab
---
### hsh/ Image Naming Conventions
The `hsh/` directory under `Gameleap/mw4/` holds loose BMP files loaded at runtime (not packed into `.mw4`).
There are four relevant subdirectories, each with a different naming authority.
#### `hsh/hud/` — in-game HUD damage silhouette (own mech)
#### `hsh/MFD/` — MFD target display silhouette (target mech)
#### `hsh/radar/hud/` — radar damage overlay
**All three use identical stems** sourced from `huddamage.cpp` `texturename[]` array.
Load path:
- hud/MFD: `hsh\<texturename>.bmp` where texturename = `hud\<stem>` ? file = `hsh/hud/<stem>.bmp`
- radar: `hsh\radar\<texturename>.bmp` ? file = `hsh/radar/hud/<stem>.bmp`
Code: `render.cpp` `CRadar_Device::LoadRadarDamageTexture()` and `huddamage.cpp` `HUDDamage`.
#### `hsh/Mechs/` — mw4print scorecard portrait
Load path: `recscore.cpp` ? `GetLocString(model->m_nameIndex)` ? `DNL_*` string from `StringResource.rc` ? lowercased filename.
Different naming authority from the other three.
---
### Complete Canonical Name Table
Key: mech directory name (case-insensitive) ? canonical stem for `hsh/hud/`, `hsh/MFD/`, `hsh/radar/hud/`.
Entries in **bold** differ from the directory name.
| Directory | hud/MFD/radar stem | hsh/Mechs/ portrait filename |
|---|---|---|
| Annihilator | annihilator | annihilator.bmp |
| Archer | archer | archer.bmp |
| ArcticWolf | arcticwolf | arctic wolf.bmp |
| Ares | ares | ares.bmp |
| Argus | argus | argus.bmp |
| Assassin2 | assassin2 | **assassin ii.bmp** |
| Atlas | atlas | atlas.bmp |
| Avatar | avatar | avatar.bmp |
| Awesome | awesome | awesome.bmp |
| Battlemaster | battlemaster | battlemaster.bmp |
| Battlemaster2c | **battlemasteriic** | **battlemaster iic.bmp** |
| Behemoth | behemoth | behemoth.bmp |
| Behemoth2 | **behemothii** | **behemoth ii.bmp** |
| Blackhawk | blackhawk | black hawk.bmp |
| Blacknight | **blackknight** | black knight.bmp |
| Blacklanner | blacklanner | black lanner.bmp |
| Brigand | brigand | brigand.bmp |
| Bushwacker | bushwacker | bushwacker.bmp |
| Catapult | catapult | catapult.bmp |
| CauldronBorn | cauldronborn | **cauldronborn.bmp** (table key has hyphen; DNL does not) |
| Chimera | chimera | chimera.bmp |
| Commando | commando | commando.bmp |
| Cougar | cougar | cougar.bmp |
| Cyclops | cyclops | cyclops.bmp |
| Daishi | daishi | daishi.bmp |
| Deimos | deimos | deimos.bmp |
| Dragon | dragon | dragon.bmp |
| Fafnir | fafnir | fafnir.bmp |
| Flea | flea | flea.bmp |
| Gladiator | gladiator | gladiator.bmp |
| Grizzly | grizzly | grizzly.bmp |
| Hauptmann | hauptmann | hauptmann.bmp |
| Hellhound | hellhound | hellhound.bmp |
| Hellspawn | hellspawn | hellspawn.bmp |
| Highlander | highlander | highlander.bmp |
| Hollander | **hollanderii** | **hollander ii.bmp** |
| Hunchback | hunchback | hunchback.bmp |
| Kodiak | kodiak | kodiak.bmp |
| Loki | loki | loki.bmp |
| Longbow | longbow | longbow.bmp |
| Madcat | madcat | mad cat.bmp |
| Madcat_MKII | **madcat2** | mad cat mkii.bmp |
| Masakari | masakari | masakari.bmp |
| Mauler | mauler | mauler.bmp |
| Novacat | novacat | nova cat.bmp |
| Osiris | osiris | osiris.bmp |
| Owens | owens | owens.bmp |
| Puma | puma | puma.bmp |
| Raven | raven | raven.bmp |
| Rifleman | rifleman | rifleman.bmp |
| Ryoken | ryoken | ryoken.bmp |
| Shadowcat | shadowcat | shadow cat.bmp |
| Solitaire | solitaire | solitaire.bmp |
| Sunder | sunder | sunder.bmp |
| Templar | templar | templar.bmp |
| Thanatos | thanatos | thanatos.bmp |
| Thor | thor | thor.bmp |
| Uller | uller | uller.bmp |
| Urbanmech | urbanmech | urbanmech.bmp |
| Uziel | uziel | uziel.bmp |
| Victor | victor | victor.bmp |
| Vulture | vulture | vulture.bmp |
| Warhammer | warhammer | warhammer.bmp |
| Wolfhound | wolfhound | wolfhound.bmp |
| Zeus | zeus | zeus.bmp |
**Critical mismatches where directory name ? hud/MFD stem (files must use the stem, not the dir name):**
| Directory | Wrong name (dir-based) | Correct name (stem) |
|---|---|---|
| Battlemaster2c | battlemaster2c.bmp | **battlemasteriic.bmp** |
| Behemoth2 | behemoth2.bmp | **behemothii.bmp** |
| Blacknight | blacknight.bmp | **blackknight.bmp** |
| Hollander | hollander.bmp | **hollanderii.bmp** |
| Madcat_MKII | madcat_mkii.bmp | **madcat2.bmp** |
**Portrait mismatches for hsh/Mechs/ (table key ? DNL string):**
The `MechChassisTable.tbl` display key and `GetLocString()` DNL string differ for these mechs.
mw4print uses the DNL string. The table key is NOT the correct portrait filename for these 5 mechs.
| Directory | Table key (wrong for mw4print) | DNL string (correct portrait stem) |
|---|---|---|
| Assassin2 | AssassinII ? assassinii | `DNL_ASSASSIN2 "Assassin II"` ? **assassin ii.bmp** |
| Battlemaster2c | BattlemasterIIC ? battlemasteriic | `DNL_BATTLEMASTERIIC "Battlemaster IIc"` ? **battlemaster iic.bmp** |
| Behemoth2 | BehemothII ? behemothii | `DNL_BEHEMOTHII "Behemoth II"` ? **behemoth ii.bmp** |
| CauldronBorn | Cauldron-Born ? cauldron-born | `DNL_CAULDRONBORN "Cauldronborn"` ? **cauldronborn.bmp** |
| Hollander | HollanderII ? hollanderii | `DNL_HOLLANDERII "Hollander II"` ? **hollander ii.bmp** |
---
### MechEditor Implementation Notes
The editor encodes all of the above knowledge in two Python dicts:
**`MECH_HSH_STEMS`** (in `mech_editor.py`)
Maps lowercase dir name ? canonical stem for `hsh/hud/`, `hsh/MFD/`, `hsh/radar/hud/`.
Source: `huddamage.cpp` `texturename[]` array.
**`MECH_PORTRAIT_OVERRIDES`** (in `mech_editor.py`)
Maps lowercase dir name ? portrait stem for `hsh/Mechs/` where the DNL string differs from the chassis table key.
Source: `DNL_*` entries in `Gameleap/code/mw4/Code/scriptstrings/StringResource.rc`.
For all other mechs, the portrait stem is derived dynamically from `MechChassisTable.tbl` (display key, lowercased).
The Assets tab in the editor shows all four image types. When an image is missing, it displays:
```
Wants: hsh/<subdir>/<expected_filename>.bmp
```
so the user knows exactly what to rename or create.