> ## Documentation Index
> Fetch the complete documentation index at: https://arclux-os.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# 08 — HUD KOKPIT MEDALLION (capacitor, module, ring, heat, glass)

> Blueprint detail — ARCLUX Repository War Universe

# 08 — HUD KOKPIT MEDALLION (capacitor, module, ring, heat, glass)

> Status: **SPEC-FINAL (eksekusi: fase UE, setelah 10.V DONE).**
> Induk: `06-gameplay-systems.md` (skill/UX/acceptance), `04-graphics.md`
> (UMG/material/anggaran), `03-implementasi.md` (kontrak mirror),
> `combat.ts` (damage per-subsystem + ceiling 12), `cockpitGradePass`/`hud.ts` (web).
> Prinsip satu kalimat: **HUD = command board ke simulation engine,
> bukan dekorasi — tiap piksel = state server.**
> Anti-duplikasi: layout TAC/VESSEL/slot = 06 §2.6; angka damage = `combat.ts`;
> file ini HANYA: glass angka, capacitor, module, ring, heat, animasi, UX.

## 1. Geometri medallion (FINAL)

* Lingkaran tengah = fokus mata: speed + capacitor + 3 ring defense.
* Weapon slot (4, hotkey 1-4) = kanan bawah; TAC kiri; VESSEL kanan.
* Alasan radial: semua info tempur dalam radius pandang 15° — tanpa gerak mata.

## 2. Glass panel — resep angka (FINAL, bukan "kaca gelap" kualitatif)

* Base: `#0a0f14`, opacity **0.15–0.35** (Idle 0.15, Combat 0.35).
* Edge glow: cyan `#52c8ff` / amber `#ffb347`, intensity **0.2–0.6** (aktif 0.6).
* Fresnel: boost edge highlight **1.5x** di tepi, 0 di tengah (teks steril).
* Micro-noise emissive: **0.01–0.03** (anti flat, anti plastik 10.V §9).
* Scanline: opsional, drift `tick*2` (pola `hud.ts:54`), alpha ≤0.08.
* Depth: gradient alpha + blur ringan background + parallax ikut kamera ±2px.

## 3. Capacitor (FINAL — kurva non-linear ala EVE)

* Kapasitas 100. Recharge/ detik = `8 * (1 - cap/100) + 1` → kosong ngisi cepat,
  penuh melambat. Tiap aksi (scan/warp/repair/fire) kuras cap (06 §2.7).
* Visual: lingkaran segmented, 1 segmen = 5 unit. Cap \<25 = flicker + warning ring.
* Server hitung cap; UE render segmen (habis = modul mati, bukan angka minus).

## 4. Module slot (FINAL — slot = sistem, bukan tombol)

* State: OFF (gelap) / ACTIVE (glow 0.6) / COOLDOWN (radial sweep time-based) /
  OVERHEAT (merah + lock sampai dingin).
* Tiap fire menaikkan heat rack +12; dingin -6/detik; 100 = OVERHEAT 5 detik.
* Cooldown sweep = waktu server (`cooldowns` snapshot), bukan GIF.
* Charge animation saat aktivasi + delay feedback 100ms (samakan tick).

## 5. Defense 3-ring (FINAL — mapping ke `combat.ts`, bukan model baru)

* Outer = shield ← `defense.health`; middle = armor ← `integrity` vessel;
  inner = hull ← `hullOf` (mean systems). Damage layer-by-layer luar→dalam.
* Ring pecah = threshold lewat: shield 0 → armor kena; armor 0 → hull kena.
* Visual: ring utuh glow, retak \<50%, hilang 0 + spark di titik hit.

## 6. Speed/nav (FINAL)

* Throttle % + velocity m/s + boost indicator 2.2x. Warp = align bar 75% (06 §2.7).

## 7. Animasi (FINAL)

* `display = lerp(prev, current, dt*speed)` speed 8 (eat: capacitor/HP, bukan snap).
* Pulse low HP/cap: emissive `0.5 + 0.5*sin(t*6)`. Transisi mode 0.3s fade/scan.

## 8. UX principles (FINAL)

* Clarity: angka kritis (cap/hull) ≥24px, selalu di medallion — tidak di panel jauh.
* Telegraphing: OVERHEAT/wanted/threat = merah + gerak (pulse), info biasa statis.
* Grouping: mirip→dekat (slot+cooldown, ring+cap, speed+throttle).

## 9. Kontrak C++ (mirror, tambah — bukan ubah existing)

* `FUE5Capacitor { Cap, Max, Recharge }`, `FUE5Module { Id, State, CooldownEnd, Heat }`,
  `FUE5Rings { Shield, Armor, Hull }` ← snapshot field 1:1.
* Intent: `use_module { moduleId }`, `overheat_vent {}` (key SAMA dua klien).
* Acceptance: cap 0 = modul mati; overheat lock 5s; ring pecah berurutan;
  glass lulus banded (browser vs UE); HUD ≤0.5ms HIGH.


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