🛡️ TA Archive

tsffav (TSFFAV) Render Control

Live preview (JavaScript)

The loop is played live in your browser from the validated loop table (the same data the reference render below was made from); the badge on the player is its self-test (seam + motion probes). The pre-rendered reference follows.

Fast Attack Vehicle — from the unit’s FBI.

COB-exact: timeline 1:1 from tsffav.cob (aim/fire (COB VM), disassembled with _cob_dis.py). StateChg staged-deploy family: 1 open stages, then the compiled close order — not a reversed activate. Fire/hit/death/smoke scripts are engine-driven or firing-only and not part of this loop.

Animation

tsffav animation

PNG frames

tsffav frame
Frame 0 / 670.00 s

COB timeline (TSFFAV.COB)

  • 0.00–0.40 s — Rest pose (3DO zero point)
  • 0.40–0.90 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
  • 0.90–4.30 s — 4 shots at the TSFCOMLASER reloadtime (850 ms) — barrels/flares per the compiled script (flashes only)
  • 4.80–4.80 s — AimPrimary(0, 0): back to the rest aim (the aim calls the engine sends next; RestoreAfterDelay pacing is engine-driven)
  • 4.80–5.40 s — rest again — loop restarts seam-clean (frame N = frame 0, pixel-verified)

Every stage duration equals its COB sleep exactly; values are raw COB units (turns: BAM 65536 = 360°, moves: elmo × 163840). Renderer conversions follow the proven family conventions (_cob_anim.py).