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.
9.2 KiB
✅ 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 name —
GN_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, TakeoffInterval — a 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
✅ ADOPTED the next day — on the player craft the Turret_NNN list is a
hardpoint catalogue and TurretCount 4 is how many mount at once. The
Arsenal table proves it from an independent file: 59/59 of its items name a
Turret_NNN slot in PlayerWeapon, see
arsenal-item-weapon-chain. The two +1
warship/craft cases are still unexplained.
⚠️ The "10 distinct WeaponIDs" measured here is the AI variant
UN_f001_TCAF_DeltaSaber_T. The _Player variants give the same 59 slots
59 distinct weapon records — wingmen fly a collapsed 10-class set.
🧪 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.
✅ CoverArea is a 6-bit mount mask — and the other three leftovers
Artefact ../data/turret-coverarea.txt, regenerator
tools/re-capture/turret_coverarea.py.
Six bits, never more. Across all 835 turrets: 41 distinct values, max
0x3f, bits 6 and 7 set on none. Per-bit counts 709 / 117 / 274 / 274 / 260
/ 237; popcounts 0…6.
| mask | n | what |
|---|---|---|
0x00 |
34 | the empty Weapon_NULL hardpoints — YawLimit 0 on all 34 |
0x01 (one bit) |
439 | craft hardpoints — YawLimit 2.5 / 1.0 / 0 |
| 2–6 bits | 362 | warship mounts — YawLimit 45…180, real pitch limits |
🔑 It tracks the MOUNT, not the weapon. UN_e107_ADAN_AAFrigate carries
eight identical ..._AAFrigate_AAGun turrets: GN_GunXS_01…04 are 0x1d
and GN_GunXS_05…08 are 0x2d — same gun, same YawLimit 120, different
mask. UN_f104_TCAF_Battleship spreads five masks (0x1d, 0x39, 0x35,
0x27, 0x2b) across GN_TGunL_01…05 / GN_TGunM_02…03, all firing the same
CAF_Ship_ASGun.
🟡 Which physical sector each bit denotes is NOT determined. Six bits and a field called CoverArea invite ±X/±Y/±Z or six hull faces, and the 01–04 / 05–08 split above looks like a side — but nothing static fixes the axis convention. A reading, not adopted. ❌ Also refuted on the way: bits 2 and 3 are not a mutually-exclusive pair — 188 turrets set both.
The 26 weapons no turret mounts
Weapon.ID 131, mounted 105, never 26 — and they are a coherent set, not
strays: 11 _P player variants (…_Beam_P, _Gun_P, _Bomb_P, …),
the nose and twin mounts (_NoseGun, _NoseGun_P, _NoseGun_None,
_NoseGun_Ttrl, _TwinGun, _TwinGun_P), two _Child sub-munitions
(wep_13, wep_29), the three S16Boss_* weapons, three Weapon_Test_*,
and ADAN_Attacker_S_GunTurret.
Versatile_NNN ships nowhere
0 populated records across all 41 archives — only the ??? template row.
The schema declares a sixth destructible-part kind with zero instances.
The two units one turret short — both extras are MISSILE mounts with no frame
UN_e001_ADAN_Elan_EX4:TurretCount 1, two records —Turret_000…Turret_NoseGunandTurret_001…Turret_Missile, both mask0x01, both with an emptyFrame.UN_e107_ADAN_AAFrigate_EX4:TurretCount 8, nine records — eightGN_GunXS_0N_ContHgun turrets, plus one…Ship_AAMissileat mask0x0cwith noFrameat all.
🔑 In both, the uncounted extra is a missile launcher with no mesh node — so
TurretCount counts frame-mounted guns, and a frameless launcher rides in the
same record family without being counted. Consistent across both, n=2, so
stated as the observed pattern, not a rule.
🟡 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_NNNhas 0 populated records in this pak; only the???template row exists, so its schema is known and its instances are not.Opened above: a 6-bit mount mask. Which sector each bit means is still open.CoverAreareads as a hex word — a bit mask, bits unknown.- The 6
no fieldcomparisons are one unit whoseStructureCountomits every count.