About mission states
Game launch runs the original launcher’s counter preparation, compiler, terrain and option overrides, player equipment generation and handoff writers. The original simulator then loads and constructs that same state.
Campaign examples use the original starting hangar and an explicitly fresh chapter history. Later missions can differ with previous events, equipment and the random sequence. Original recordings and imported saves retain their actual state. State sources and importing an original launch.
The advanced compiler tests retain artificial counter values for diagnosing conditional branches. Source view shows unresolved alternatives without constructing actors. Changing inspection options preserves the camera.
Launch inputs, equipment and mission counters
All 100 counter values
Scene sources, colour bindings & the north-edge pattern
Inspect actor model3D: drag to orbit; Shift-drag or right-drag to pan across the ground; wheel to zoom. Double-click a marker to focus it. Routes, waypoints and actor markers are inspection overlays, visible through scenery. Top view has X right and Y up. Alternative points with the same ID remain separate. Dashed routes include conditional alternatives; this map does not silently resolve campaign flags or random choices. Hover to inspect coordinates and source conditions.
Briefing, objectives & debrief alternatives
Briefing and phrase choices use the selected launch’s counters. Debrief text here is evaluated with the same starting values, before any mission outcome.
Activation triggers
Original named AI controllers
The executable supplies these state names, initial countdowns and three update callbacks. This is a controller reference, not a simulation of the selected mission. Selection rules and checked behavior
Source records & conditions