From 6963ac7a74cd85296795f9bcbecd525b176be4f4 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Thu, 17 Sep 2026 05:12:53 +0200 Subject: [PATCH] Record the arc default and rotation-derived mount direction Co-Authored-By: Claude Opus 5 --- docs/headless-playground-cut.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/docs/headless-playground-cut.md b/docs/headless-playground-cut.md index bb86e2e64..06115cb8e 100644 --- a/docs/headless-playground-cut.md +++ b/docs/headless-playground-cut.md @@ -773,6 +773,10 @@ chance falls with how far the target deviated from the predicted intercept. **Ruled (operator, 2026-09-17): per-hardpoint arcs.** "Firing arcs are determined per hardpoint, that data is unfortunately baked into the ship prefabs at the moment". None of (a)-(c) as written. The arc data has to become headless-readable hull data; being re-mapped. +Refined the same day: "I'd say default to 120 degrees, use existing item rotation direction +to determine the mount direction, like how the reaction thrusters work". A weapon's mount +direction is its equipped item's `ItemRotation`, as in `Thruster.cs:61-63`, and its arc is +120 degrees wide by default. Prefab firing points become presentation only. - (a) No arc; facing is presentation. - (b) Gate on `dot(weapon.Direction, toTarget) >= FireArcDot`, one authored setting. The