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Syplheed-Reborn/docs/re/structures/unit-substructure-records.md
Sylpheed RE agent 4a5e5d55e6 re: the destructible-subsystem model -- a unit's sub-records
The corpus has named these since unit-struct-runtime.md but never
opened them.  Per unit table: Turret_NNN 835 records (max 63 on one
unit), ShieldGenerator_NNN 46, Thruster_NNN 38, Hatch_NNN 26,
Bridge_NNN 25, plus one each of Shield/Mass/SE/Explosion/
StructureCount and NS_Body on 68 of 114.

Turret/ShieldGenerator/Thruster/Hatch/Bridge are ONE record shape: a
shared 19-field destructible-part base (ID, Name, ParentStructureID,
Frame = a mesh NODE name, NomalModel, CollisionModel, Radius, HP, the
four Is* flags, SpreadDamage, damaged/destroy motion + time, and the
three Effect_*), with per-kind extras.  Turrets add WeaponID,
AngularVelocity, YawLimit, PitchLimit_Elevation/_Depression, CoverArea,
IsAuto, HasBarrel and up to 80 CannonModel_NNN/CannonFrame_NNN.  Shield
generators, thrusters and bridges add PowerRatio.  Hatches add
SquadronID, LoadedCount, MaxAvailableCount, TakeoffInterval -- a
carrier's launch bay.

Control 1: StructureCount.<Kind>Count == #<Kind>_NNN records, over 684
comparisons -- 612 equal, 55 "0 declared, one blank placeholder"
(55/55 blank in Name AND NomalModel AND Frame), 11 differ, 6 kind
absent.  All 11 exceptions are Turret and all are declared < records.

Control 2: 835/835 Turret_NNN.WeaponID resolve to an ID in the
131-record Weapon datasheet, zero unresolved; 26 weapons are never
mounted on a turret.

Refuted in the same pass: "the DeltaSaber's 59 non-NULL hardpoints are
the 59-name WEAPONS arsenal roster".  The counts match exactly and the
sets overlap in 0 values -- two namespaces, one coincidence.

New structure doc, artefact and regenerator; other artefacts unchanged.
2026-08-27 12:39:50 +00:00

6.2 KiB
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The destructible-subsystem model — a unit's sub-records

The corpus has named the sub-records of a unit .tbl since unit-struct-runtime ("Generic, Maneuver, Shield, Explosion, Mass, Effect, SE, Turret_00N … all flattened into that single object") but has never opened them. This does.

One unit = one IDXD pak entry. 114 of them (the Generic partition). Artefact ../data/unit-substructures.txt, regenerator tools/re-capture/unit_substructures.py.

family records max/unit non-indexed fields
Turret_NNN 835 63 38
Generic / Maneuver / Effect / Shield / Mass / SE / Explosion / StructureCount 114 each 1
NS_Body 68 1 12
ShieldGenerator_NNN 46 4 21
Thruster_NNN 38 4 21
Hatch_NNN 26 4 23
Bridge_NNN 25 2 20

Seven singletons named with a literal ??? (Turret_???, Versatile_???, …) are the schema's own template rows.

The shared destructible-part base

Turret, ShieldGenerator, Thruster, Hatch and Bridge are the same record shape with per-kind extras. Every one of the 970 part records carries:

ID  Name  ParentStructureID  Frame  NomalModel  CollisionModel  Radius
HP  IsDestructible  IsShielded  IsInvolved  IsRadarVisible  SpreadDamage
DamagedMotionName  DestroyMotionName  DestroyMotionTime
Effect_Explosion  Effect_Flare  Effect_Paralyze

(NomalModel is the game's own spelling.) Frame is a mesh node nameGN_mnt on the player craft — so a part is bolted to a named bone of the Generic.Model mesh the corpus already decodes.

Per-kind, on top of that base:

kind extra fields
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
ShieldGenerator / Thruster / Bridge PowerRatio — losing the part degrades the parent
Thruster NozzleCount
Hatch SquadronID, LoadedCount, MaxAvailableCount, TakeoffIntervala carrier's launch bay

🔑 That is a complete component model: named bone, own mesh and collision mesh, own HP and destruction motion + effects, and a PowerRatio saying what the parent loses when it dies.

The one-record blocks

record fields
Shield MaxValue, ChargeSpeed, ChargeDelay, ChargeDelay_Break
Mass DryMass, GrossMass
SE ExplosionSE, Thruster, SideThruster, JumpIn, JumpOut, ShipEnvironmentSE, LowerHPSE, LowerHPThresholdRatio
Explosion Delay, DelayAdjustment, ExplosionFxModel, ExplosionMotionName, LowerHPFxModel, DestroyMotionName, DestroyMotionTime
StructureCount TurretCount, BridgeCount, HatchCount, ShieldGeneratorCount, ThrusterCount, VersatileCount
NS_Body Model, NodeCount, Interval, StartingVelocity, Deceleration, Volume, Color_R/G/B, AttenuationVolume, AttenuationAlpha, DeleteFadeSpeed — an engine-trail ribbon, on 68 of 114

Every field the runtime doc reached for Shield (MaxValue +0x238, ChargeSpeed +0x244) and Mass (DryMass +0x274, GrossMass +0x278) is here, at the same names.

🧪 Control 1 — StructureCount counts the part records

declared == #<Kind>_NNN records, over 114 units × 6 kinds = 684:

equal 612
declared 0, one blank placeholder record 55
differs 11
kind absent from StructureCount 6

The 55 are a real sub-rule, not slack: a kind with a count of 0 still emits exactly one record, and all 55 have empty Name, NomalModel and Frame. So the file always carries at least one slot per kind.

Every one of the 11 exceptions is a Turret, and every one has declared < records — never the other way round. Nine are the player's DeltaSaber family:

declared=4  records=63   x7   f001_T, f001_T_EX5, f001_T_EX5_el, f001_T_Player,
                              f002_W, f002_W_Player, f004_A_Player
declared=4  records=5    x2   f001_T_Player_Ttrl1 / _Ttrl2
declared=1  records=2    x1   UN_e001_ADAN_Elan_EX4
declared=8  records=9    x1   UN_e107_ADAN_AAFrigate_EX4

🟡 The reading — not adopted: on the player craft the Turret_NNN list is a hardpoint catalogue and TurretCount 4 is how many mount at once. It fits (63 slots, all Frame=GN_mnt, all IsAuto=No, 10 distinct WeaponIDs across them, and the tutorial variants carry a cut-down 5) but nothing here shows the selection. The two +1 warship/craft cases are unexplained.

🧪 Control 2 — turret weapons resolve into the weapon datasheet

835 / 835 Turret_NNN.WeaponID values are an ID in the 131-record Weapon table. Zero unresolved. 105 distinct values are used; 26 of the 131 weapons are never mounted on a turret — the player-only arsenal.

That is a hard cross-table link: the weapon datasheet is what arms every gun on every ship.

Refuted in the same pass — "the 59 hardpoints are the 59-name arsenal roster"

The DeltaSaber's 63 turret slots hold 59 non-Weapon_NULL entries, and the WEAPONS roster in GP_HANGAR_ARSENAL.pak has exactly 59 names. Tempting, and wrong: the two sets overlap in 0 values, and the 59 slots carry only 10 distinct WeaponIDs. The roster is display names (Machiene_Cannon_MG1 — the game's spelling); the hardpoints reference Weapon.ID (Weapon_TCAF_DeltaSaber_Gun). Two namespaces, one coincidence of count.

🟡 Not settled

  • What links a roster entry to a Weapon.ID — the 59-of-131 question is still open, and this pass shows the answer is not the hardpoint list.
  • Versatile_NNN has 0 populated records in this pak; only the ??? template row exists, so its schema is known and its instances are not.
  • CoverArea reads as a hex word (0x00000000 / 0x00000001) — a bit mask, bits unknown.
  • The 6 no field comparisons are one unit whose StructureCount omits every count.