The HaP was 'only' -4500 or so.
I'll make the arithmetic-logic-unit protection mechanisms kick in earlier, but fwiw how is it in a remotely-sane scenario. Y'know, something above maybe -200 HaP?
If you are willing to put the effort into it, it's possible, especially on a prepared SuperTerminal ride. -4900 HaP is a net 240 AIP reduction. And once HaP goes negative, the ST will trigger about every second. Don't forget that due to the exponential nature of the cost increase, every tick was consting 50, 100, 200 HaP - you can build up debt FAST that way.
I started with +285 HaP, so it went negative at about 120 AIP reduction. The next 2 minutes (120 ticks) were getting messy, though, to get to -4500 HaP. I was actually able to keep it going until -9000 HaP, when I died, of course.
Take a look at the game I've attached, where I was about to build the Command Station to start the ST hack. Try it out for yourself; on +10 moving the mouse it only takes 10 minutes or so.
I don't know why the ST hack is possible to get so low, but a single K-raid at -1000 HaP or so is enough to basically crash the game. Are the two hacking response methods so very different?
Finally, a question about the change to AIP - HaP. This is Total AIP - current HaP = HaP used, right? And it is merely replacing where the equations used to use Effective AIP? So, as you go negative it will still use this value for a little while, until the HaP^2/10 takes over?
It's effective AIP - HaP. So AIP reduction helps.
What's the minimum? Or how does it handle (AIP - HaP) being zero or negative (as it will always be for the first hack)?