An Arsenal item does not reference a Weapon record. It references a Turret_NNN HARDPOINT SLOT on the player craft's own unit table, and the slot is what carries the WeaponID. Three hops: Arbalest_155KG.PlayerWeapon -> Turret_050 (a slot on UN_f001_TCAF_DeltaSaber_T_Player) -> .WeaponID -> Weapon_DSaber_P_wep_50_Cannon Controls, both in the same loop: 0/59 distinct PlayerWeapon values are a Weapon.ID; 59/59 are a Turret_NNN slot id; the full chain lands on a Weapon.ID 59/59. WingmanWeapon resolves identically. The WEAPONS roster's 59 = 55 item names + 4 empty-slot sentinels. Wingmen fly a cheaper gun: following the same 59 slots across craft variants, the _Player tables give each item its own weapon record (59 distinct) while the AI tables collapse all 59 onto 10 generic classes. That is most of the 131. Upgrades yesterday's 'hardpoint catalogue' reading from 21 to adopted, proved from an independent file, and corrects its '10 distinct WeaponID' figure -- that was the AI variant, not the player's. Also adds an __main__ guard to unit_substructures.py so importing pak_entries from it does not run its report; its artefact is unchanged and still byte-identical.
4.2 KiB
✅✅ The 59-of-131 arsenal question — an item names a HARDPOINT, not a weapon
Open since the weapon datasheet was decoded: the Hangar's arsenal lists 59
weapons, the disc's Weapon table has 131, and
the previous pass showed the two name sets
overlap in 0 values. This closes it.
An Arsenal item does not reference a Weapon record. It references a
Turret_NNN HARDPOINT SLOT on the player craft's own unit table, and the slot
is what carries the WeaponID. Three hops:
GP_HANGAR_ARSENAL.pak Arbalest_155KG
.PlayerWeapon ───▶ Turret_050 (a slot on UN_f001_TCAF_DeltaSaber_T_Player)
.WeaponID ───▶ Weapon_DSaber_P_wep_50_Cannon (a Weapon record)
Artefact ../data/arsenal-chain.txt, regenerator
tools/re-capture/arsenal_chain.py.
🧪 The controls
WEAPONS roster values |
59 |
arsenal ITEM records (field set Model/Package/PlayerWeapon/Points/Power/Range/…) |
59 |
| item names that are roster values | 55 |
| roster values with no item record | 4 — No_Equipment, NullWeapon_Arm1/2/3 |
distinct PlayerWeapon values that are a Weapon.ID |
0 / 59 |
distinct PlayerWeapon values that are a Turret_NNN slot id |
59 / 59 |
the full chain lands on a Weapon.ID |
59 / 59 |
WingmanWeapon resolves identically, 59/59. The 4 roster entries with no item
record are the empty-slot sentinels, so the roster is 55 real weapons + 4 nulls
against 59 item records — the item table is the superset.
🔑 Wingmen fly a cheaper gun
Following the same 59 slots on different craft variants splits them cleanly:
| craft variant | slots | distinct Weapon.ID reached |
|---|---|---|
…DeltaSaber_T_Player, _W_Player, _A_Player |
63 | 59 (Weapon_DSaber_P_wep_NN_*) |
…DeltaSaber_T, _W, _T_EX5, _T_EX5_el |
63 | 10 (Weapon_TCAF_DeltaSaber_Beam, …_Gun, …) |
Same slot ids, same 59 arsenal items, but the _Player tables give each item
its own weapon record while the AI tables collapse all 59 onto 10 generic
behaviour classes. A wingman carrying an Arbalest_155KG does not fire the
player's wep_50 ballistics.
That also explains the 131: 59 player weapons + 10 AI-Saber classes + the ship guns and ADAN weapons the turrets use.
Four of the player craft's 63 slots are referenced by no item: Turret_000
(the Weapon_NULL slot) and Turret_097 / _098 / _099.
✅ Upgrades a 🟡 from the previous pass
unit-substructure-records read the player
craft's 63 Turret_NNN records as "a hardpoint catalogue, TurretCount 4 =
how many mount at once", marked 🟡 because nothing showed the selection. The
arsenal table is the selection, from an independent file, 59/59. Adopted.
The item record
Model / Package rou_f001_wep_50_hangar (+ .xpr) the Hangar display mesh
PlayerPackage / _LOD / _Motion rou_f001_wep_50.xpr, Equip_EnumLODSet_wep_50.tbl,
WingmanPackage / _LOD / _Motion Equip_EnumGameModel_wep_50.tbl
SilhouetteModel rou_f001_wep_50_NA
PlayerWeapon / WingmanWeapon Turret_050
Points 25000 Stage 6 develop cost, and the stage that unlocks it
Power B Range B Size L Speed - Weight 1.5 the Hangar's stat bars
Type g04b the slot-compatibility class
Dependency MissionObjective (empty on this item)
Model ties an arsenal entry to the meshes the corpus already decodes; Points
and Stage are the develop economy that
arsenal-develop-economy recovered from the
screen side.
🟡 Not settled
Type(g04b) is a slot-compatibility class.STANDARD_ARM1/2/3,STANDARD_NOSE,PlayerSET_*,ExSET_*,S01SET_*,S02SET_*are records whose only field isType— the per-slot allow-lists — and the loadout records (Bird1-Sandra,Rhino1-Katana, … withArm1/Arm2/Arm3/Nose/UnitID) are the wingman loadouts. Named here, not opened.DependencyandMissionObjectiveare empty on the sampled item; what fills them elsewhere is unread.- Which
Weaponrecords the 26 never-on-a-turret weapons are.