Six bits, never more. Over all 835 turrets: 41 distinct values, max 0x3f, bits 6/7 set on none; per-bit 709/117/274/274/260/237. 0x00 (34) = the empty Weapon_NULL hardpoints with YawLimit 0; 0x01 alone (439) = craft hardpoints with YawLimit 2.5/1.0/0; 2-6 bits (362) = warship mounts with YawLimit 45-180. It tracks the MOUNT, not the weapon. UN_e107_ADAN_AAFrigate has eight identical AAFrigate_AAGun turrets: GN_GunXS_01..04 are 0x1d and 05..08 are 0x2d -- same gun, same YawLimit 120, different mask. The Battleship spreads five masks over GN_TGunL_01..05 / GN_TGunM_02..03, all firing the same CAF_Ship_ASGun. Which sector each bit denotes is NOT determined; six bits and the name invite +-X/+-Y/+-Z or six hull faces, but nothing static fixes the convention. Not adopted. Refuted on the way: bits 2 and 3 are not a mutually-exclusive pair -- 188 turrets set both. The 26 weapons no turret mounts are a coherent set: 11 _P player variants, the nose/twin mounts, two _Child sub-munitions, the three S16Boss_*, three Weapon_Test_*, and ADAN_Attacker_S_GunTurret. Versatile_NNN ships nowhere -- 0 populated records across all 41 archives, only the ??? template row. The two units one turret short: both extras are missile mounts with no Frame. Elan_EX4 = NoseGun + Missile, both mask 0x01, both frameless; AAFrigate_EX4 = eight framed guns plus one Ship_AAMissile at 0x0c with no Frame. n=2, stated as the observed pattern, not a rule. New artefact and regenerator; the other nine regenerate byte-identical.
193 lines
9.2 KiB
Markdown
193 lines
9.2 KiB
Markdown
# ✅ The destructible-subsystem model — a unit's sub-records
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The corpus has named the sub-records of a unit `.tbl` since
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[unit-struct-runtime](unit-struct-runtime.md) ("`Generic`, `Maneuver`,
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`Shield`, `Explosion`, `Mass`, `Effect`, `SE`, `Turret_00N` … all flattened
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into that single object") but has never **opened** them. This does.
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One unit = one IDXD pak entry. 114 of them
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([the `Generic` partition](unit-datasheet-static.md)). Artefact
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`../data/unit-substructures.txt`, regenerator
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`tools/re-capture/unit_substructures.py`.
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| family | records | max/unit | non-indexed fields |
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|---|---:|---:|---:|
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| `Turret_NNN` | **835** | 63 | 38 |
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| `Generic` / `Maneuver` / `Effect` / `Shield` / `Mass` / `SE` / `Explosion` / `StructureCount` | 114 each | 1 | — |
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| `NS_Body` | 68 | 1 | 12 |
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| `ShieldGenerator_NNN` | 46 | 4 | 21 |
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| `Thruster_NNN` | 38 | 4 | 21 |
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| `Hatch_NNN` | 26 | 4 | 23 |
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| `Bridge_NNN` | 25 | 2 | 20 |
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Seven singletons named with a literal `???` (`Turret_???`, `Versatile_???`, …)
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are the schema's own template rows.
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## The shared destructible-part base
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`Turret`, `ShieldGenerator`, `Thruster`, `Hatch` and `Bridge` are the **same
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record shape** with per-kind extras. Every one of the 970 part records carries:
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```
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ID Name ParentStructureID Frame NomalModel CollisionModel Radius
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HP IsDestructible IsShielded IsInvolved IsRadarVisible SpreadDamage
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DamagedMotionName DestroyMotionName DestroyMotionTime
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Effect_Explosion Effect_Flare Effect_Paralyze
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```
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(`NomalModel` is the game's own spelling.) `Frame` is a **mesh node name** —
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`GN_mnt` on the player craft — so a part is bolted to a named bone of the
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`Generic.Model` mesh the corpus already decodes.
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Per-kind, on top of that base:
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| kind | extra fields |
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|---|---|
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| `Turret` | `WeaponID`, `AngularVelocity`, `YawLimit`, `PitchLimit_Elevation`, `PitchLimit_Depression`, `CoverArea`, `IsAuto`, `HasBarrel`, `CommonCannonModel`/`Frame`, `CannonModel_NNN`/`CannonFrame_NNN` (up to 80), `SequencingCount`, `SequencingInterval`, and on a few: `CurveAngle`, `FCSAngle`, `FollowView`, `ShellModel`, `CoverModel` |
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| `ShieldGenerator` / `Thruster` / `Bridge` | `PowerRatio` — losing the part degrades the parent |
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| `Thruster` | `NozzleCount` |
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| `Hatch` | `SquadronID`, `LoadedCount`, `MaxAvailableCount`, `TakeoffInterval` — **a carrier's launch bay** |
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🔑 That is a complete component model: named bone, own mesh and collision mesh,
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own HP and destruction motion + effects, and a `PowerRatio` saying what the
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parent loses when it dies.
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## The one-record blocks
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| record | fields |
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|---|---|
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| `Shield` | `MaxValue`, `ChargeSpeed`, `ChargeDelay`, `ChargeDelay_Break` |
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| `Mass` | `DryMass`, `GrossMass` |
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| `SE` | `ExplosionSE`, `Thruster`, `SideThruster`, `JumpIn`, `JumpOut`, `ShipEnvironmentSE`, `LowerHPSE`, `LowerHPThresholdRatio` |
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| `Explosion` | `Delay`, `DelayAdjustment`, `ExplosionFxModel`, `ExplosionMotionName`, `LowerHPFxModel`, `DestroyMotionName`, `DestroyMotionTime` |
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| `StructureCount` | `TurretCount`, `BridgeCount`, `HatchCount`, `ShieldGeneratorCount`, `ThrusterCount`, `VersatileCount` |
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| `NS_Body` | `Model`, `NodeCount`, `Interval`, `StartingVelocity`, `Deceleration`, `Volume`, `Color_R/G/B`, `AttenuationVolume`, `AttenuationAlpha`, `DeleteFadeSpeed` — an engine-trail ribbon, on 68 of 114 |
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Every field the runtime doc reached for `Shield` (`MaxValue +0x238`,
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`ChargeSpeed +0x244`) and `Mass` (`DryMass +0x274`, `GrossMass +0x278`) is
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here, at the same names.
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## 🧪 Control 1 — `StructureCount` counts the part records
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`declared == #<Kind>_NNN records`, over 114 units × 6 kinds = 684:
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| | |
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|---|---:|
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| equal | **612** |
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| declared 0, one blank placeholder record | 55 |
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| differs | **11** |
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| kind absent from `StructureCount` | 6 |
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The 55 are a real sub-rule, not slack: a kind with a count of **0 still emits
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exactly one record**, and all 55 have empty `Name`, `NomalModel` *and* `Frame`.
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So the file always carries at least one slot per kind.
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Every one of the 11 exceptions is a **`Turret`**, and every one has
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`declared < records` — never the other way round. Nine are the player's
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DeltaSaber family:
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```
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declared=4 records=63 x7 f001_T, f001_T_EX5, f001_T_EX5_el, f001_T_Player,
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f002_W, f002_W_Player, f004_A_Player
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declared=4 records=5 x2 f001_T_Player_Ttrl1 / _Ttrl2
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declared=1 records=2 x1 UN_e001_ADAN_Elan_EX4
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declared=8 records=9 x1 UN_e107_ADAN_AAFrigate_EX4
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```
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✅ **ADOPTED the next day** — on the player craft the `Turret_NNN` list is a
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*hardpoint catalogue* and `TurretCount 4` is how many mount at once. The
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Arsenal table proves it from an independent file: **59/59 of its items name a
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`Turret_NNN` slot in `PlayerWeapon`**, see
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[arsenal-item-weapon-chain](arsenal-item-weapon-chain.md). The two `+1`
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warship/craft cases are still unexplained.
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⚠️ The "10 distinct `WeaponID`s" measured here is the **AI** variant
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`UN_f001_TCAF_DeltaSaber_T`. The `_Player` variants give the same 59 slots
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**59 distinct** weapon records — wingmen fly a collapsed 10-class set.
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## 🧪 Control 2 — turret weapons resolve into the weapon datasheet
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**835 / 835 `Turret_NNN.WeaponID` values are an `ID` in the 131-record
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`Weapon` table. Zero unresolved.** 105 distinct values are used; **26 of the
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131 weapons are never mounted on a turret** — the player-only arsenal.
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That is a hard cross-table link: [the weapon
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datasheet](weapon-datasheet-static.md) is what arms every gun on every ship.
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## ❌ Refuted in the same pass — "the 59 hardpoints are the 59-name arsenal roster"
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The DeltaSaber's 63 turret slots hold **59 non-`Weapon_NULL`** entries, and the
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`WEAPONS` roster in `GP_HANGAR_ARSENAL.pak` has exactly **59** names. Tempting,
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and wrong: the two sets **overlap in 0 values**, and the 59 slots carry only
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**10 distinct** `WeaponID`s. The roster is display names
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(`Machiene_Cannon_MG1` — the game's spelling); the hardpoints reference
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`Weapon.ID` (`Weapon_TCAF_DeltaSaber_Gun`). Two namespaces, one coincidence of
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count.
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## ✅ `CoverArea` is a 6-bit mount mask — and the other three leftovers
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Artefact `../data/turret-coverarea.txt`, regenerator
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`tools/re-capture/turret_coverarea.py`.
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**Six bits, never more.** Across all **835** turrets: 41 distinct values, max
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`0x3f`, **bits 6 and 7 set on none**. Per-bit counts 709 / 117 / 274 / 274 / 260
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/ 237; popcounts 0…6.
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| mask | n | what |
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|---|---:|---|
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| `0x00` | 34 | the empty `Weapon_NULL` hardpoints — `YawLimit 0` on all 34 |
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| `0x01` (one bit) | 439 | craft hardpoints — `YawLimit` 2.5 / 1.0 / 0 |
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| 2–6 bits | 362 | warship mounts — `YawLimit` 45…180, real pitch limits |
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🔑 **It tracks the MOUNT, not the weapon.** `UN_e107_ADAN_AAFrigate` carries
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eight identical `..._AAFrigate_AAGun` turrets: `GN_GunXS_01…04` are **`0x1d`**
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and `GN_GunXS_05…08` are **`0x2d`** — same gun, same `YawLimit 120`, different
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mask. `UN_f104_TCAF_Battleship` spreads five masks (`0x1d`, `0x39`, `0x35`,
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`0x27`, `0x2b`) across `GN_TGunL_01…05` / `GN_TGunM_02…03`, all firing the same
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`CAF_Ship_ASGun`.
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🟡 **Which physical sector each bit denotes is NOT determined.** Six bits and a
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field called *CoverArea* invite ±X/±Y/±Z or six hull faces, and the 01–04 /
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05–08 split above looks like a side — but nothing static fixes the axis
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convention. **A reading, not adopted.** ❌ Also refuted on the way: bits 2 and 3
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are not a mutually-exclusive pair — 188 turrets set both.
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### The 26 weapons no turret mounts
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`Weapon.ID` 131, mounted 105, never **26** — and they are a coherent set, not
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strays: **11 `_P` player variants** (`…_Beam_P`, `_Gun_P`, `_Bomb_P`, …),
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the **nose and twin mounts** (`_NoseGun`, `_NoseGun_P`, `_NoseGun_None`,
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`_NoseGun_Ttrl`, `_TwinGun`, `_TwinGun_P`), **two `_Child` sub-munitions**
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(`wep_13`, `wep_29`), the **three `S16Boss_*`** weapons, three `Weapon_Test_*`,
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and `ADAN_Attacker_S_GunTurret`.
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### `Versatile_NNN` ships nowhere
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**0 populated records across all 41 archives** — only the `???` template row.
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The schema declares a sixth destructible-part kind with zero instances.
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### The two units one turret short — both extras are MISSILE mounts with no frame
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* `UN_e001_ADAN_Elan_EX4`: `TurretCount 1`, two records — `Turret_000`
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`…Turret_NoseGun` and `Turret_001` `…Turret_Missile`, both mask `0x01`, both
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with an empty `Frame`.
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* `UN_e107_ADAN_AAFrigate_EX4`: `TurretCount 8`, nine records — eight
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`GN_GunXS_0N_ContH` gun turrets, plus one `…Ship_AAMissile` at mask `0x0c`
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**with no `Frame` at all**.
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🔑 In both, the uncounted extra is a **missile launcher with no mesh node** — so
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`TurretCount` counts frame-mounted guns, and a frameless launcher rides in the
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same record family without being counted. Consistent across both, n=2, so
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**stated as the observed pattern, not a rule**.
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## 🟡 Not settled
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* What links a roster entry to a `Weapon.ID` — the 59-of-131 question is still
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open, and this pass shows the answer is **not** the hardpoint list.
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* `Versatile_NNN` has 0 populated records in this pak; only the `???` template
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row exists, so its schema is known and its instances are not.
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* ~~`CoverArea` reads as a hex word — a bit mask, bits unknown.~~ **Opened
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above**: a 6-bit mount mask. Which sector each bit means is still open.
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* The 6 `no field` comparisons are one unit whose `StructureCount` omits every
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count.
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