Same technique as the weapon tables -- field names are literal, so a field-shape search over 190782 records finds the carriers. Generic (394 per pak, 110 field names, 178 distinct IDs) is the unit datasheet: HP, ShieldRatio, DefencePoint, AttackCraft/VesselPoint, the five Resistance* terms, Size_X/Y/Z + radius, RadarRange 10000, FCSRange 8500, MountedFCS, MountedShieldGenerator, Score/Damage/Mass, NozzleCount with per-nozzle FX, and Model rou_e006 -- which ties the sheet to the mesh names the corpus already decodes. Maneuver (114) is the AI flight model: MaximumVelocity 1200, CruisingVelocity 700, Acceleration 600, Deceleration 400, SideThrustAcceleration 1000, Turn_AngularVelocity 180, MaximumBank_Normal 60, per-axis DragFactor 3.0, afterburner and reverse-thrust factors, plus nine named manoeuvres each with its own timing/ratio/length bounds and AA_/AV_ rate pairs. This is the static source for what flight-speed-law.md measured at runtime. Corrects a guess in the same pass: HP_CLASS/HP_ID are not ship stats -- they sit on records named for wingmen and ship classes alongside HPGauge/RadarCursorType, i.e. a HUD gauge binding table. New structure doc + artefact; ISL artefacts byte-identical.
4.2 KiB
✅ The STATIC unit datasheet and AI flight model — Generic, Maneuver, Effect
Found the same way as the weapon tables: IDXD field names are literal strings in the pool, so a field-shape search over all 190 782 records finds the carriers without guessing a filename. This is the static source for what the corpus had only measured at runtime — flight-speed-law, flight-controls-runtime, unit-struct-runtime.
| record | per pak | field names | distinct IDs |
|---|---|---|---|
Generic |
394 | 110 | 178 |
Maneuver |
114 | 101 | — |
Effect |
114 | 9 | — |
Repeated identically in every per-language GP_MAIN_GAME_*.pak. A unit's
Generic, Maneuver and Effect share a pak entry.
⚠️ Generic is the game's own record name, not a placeholder — it is also one of
the 65 section names in data/config-keys.txt.
Generic — the unit datasheet
Sample UN_e006_ADAN_Vindicator_MargrasF:
ID / Name / Type Craft / UncertainName Craft
HP 6400.0 ShieldRatio 1.0 DefencePoint 0.0004
AttackCraftPoint 1.0 AttackVesselPoint 0.001
ResistanceToShell 0.1 ResistanceToExplosion 0.5 ResistanceToOptics 0.8
ResistanceToPlayer 1.0 ResistanceParalyze 0.99
Size_X/Y/Z 12.0 / 5.0 / 30.0 Size_Radius 15.0
RadarRange 10000.0 FCSRange 8500.0
MountedFCS No MountedShieldGenerator Yes
ScorePoint 4000 DamageScore 640 MassScore 30
HQRatio 1.0 ThrusterRatio 1.0 IsDestructible Yes
Model rou_e006 CollisionModel Color_R/G/B 1.0 / 0.5 / 0.1
NozzleCount 3 + per-nozzle Jet / AfterBurner / ReverseThruster / Contrail
Fx model & frame names, NozzleSpec_00N
🔑 Model rou_e006 ties the datasheet straight to the mesh names the corpus
already decodes, and Size_* / RadarRange / FCSRange are in the corpus's
1 metre world unit — a 10 km radar, an 8.5 km fire-control range, a 12 × 5 ×
30 m craft.
Maneuver — the AI flight model
The single richest find for the port. Sample, same unit:
MaximumVelocity 1200 MinimumVelocity 100.0 CruisingVelocity 700
Acceleration 600 Deceleration 400
SideThrustAcceleration 1000.0 SideThrustVelocity_Max 1000.0
Turn_AngularVelocity 180.0 MaximumBank_Normal 60.0
YawDragFactor / RollDragFactor / PitchDragFactor 3.0
DragFactorThreshold 0.5
ArterBurner_Vc 2.5 ArterBurner_Acc 2.0 (the game's own spelling)
ReverseThrust_Vc -0.5 ReverseThrust_Acc 2.0
UsingChaffRatio 0.5 HomingResistAdjustment 0.8
and a set of named manoeuvres, each a Yes/No switch plus its own timing, ratio and length bounds:
TurnAttack + _CutoffRatio _DoubleRatio _DoubleTimeMin/Max
TurnAway + _Time_Minimum/Maximum
BarrelRoll + _CountMinimum/Maximum _Radius _Time
SideRoll + _Time _Length
Slalom + _CutoffRatio _TurnCount_Min/Max
Through + _Angle/Length Minimum/Maximum _Time1/2 Min/Max _CutoffRatio
HoldPosition + _MinimumTime _MaximumTime _CancelTime _CutoffRatio
_BackRatio _SideRatio _LengthMin/Max
SolidCutoff + _LengthMin/Max _Ratio
BoostAway + _Time_Minimum/Maximum
CutoffTimeMin/Max
AA_* and AV_* Pitch/Yaw/Roll Min/Max pairs
🟡 The AA_ / AV_ prefixes pair with AttackCraftPoint / AttackVesselPoint,
so anti-air vs anti-vessel rate limits is the obvious reading — not
adopted, nothing here shows the selection.
Effect
ShieldHitEffectName, ShieldRecoverEffectName, Effect_Paralyze, plus
JumpIn / JumpOut / FadeIn / FadeOut slots.
🟡 Not settled
- No cross-check against the runtime captures — this locates and reads the tables; it does not reconcile them field by field.
HP_CLASS/HP_IDturned out not to be ship stats: they sit on records named for wingmen and ship classes (CARL,ELLEN,SANDRA,ACROPOLIS,Carrier_TCAF1,NP_Facility, …), 120–144 instances each, alongsideHPGauge/HPGaugeSub/RadarCursorTypeon theObjectiveMarker_*andTutorialMarker_*records — a HUD gauge binding table, not a datasheet.- 178 distinct
GenericIDs against 394 records per pak — the surplus is unexplained here.