re: quantify why the OB kill test keeps failing -- attackers are damaged, not missed
Fourth Stage 02 run: 520s of pilot with SYLPH_PREFER=e010 (198 fire=1), per-class counts every 10s, OB+TIME throughout. ARRIVAL TIMING n=4: 008 first at 02:05.00 (step bracket contains 120), 012 first at 03:45.47 (bracket contains 210), then 012 held 3.5 more minutes with no fall and no 016. THE BLOCKER IS MEASURED, and it is not aim. Reading hull at pos+0x154 for every live e010 at the end: 14 of 16 are damaged, hulls 360..500, lowest 360/500 = 28% gone. The shots land; they just do not finish. A kill needs roughly 3-4x longer on one target than ~8 minutes of combat produced. The contrast with the control shows the mechanism is hit points: e007 turrets (HP 100) lost ~9 dead, 106 -> 97 live, while e010 attackers (HP 500) lost none and the floor never moved off 16. Decrement therefore still unproven after four runs, and "fly longer" is not a fix since ~half of runs end early. Options recorded for a redesign: point the pilot at the WEAKEST attacker (hull is readable per entity; one is at 360/500), use missiles (never deliberately fired), or wait on a scripted kill.
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@@ -400,3 +400,59 @@ effectiveness, not instrumentation — `pilot-never-fires.md` and the
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because turrets are nearer and far more numerous. ❔ Options not yet tried:
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because turrets are nearer and far more numerous. ❔ Options not yet tried:
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pick a lone attacker while the squadron is still inbound, or wait for the
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pick a lone attacker while the squadron is still inbound, or wait for the
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wingmen/ACROPOLIS guns to kill one (which counts just as well).
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wingmen/ACROPOLIS guns to kill one (which counts just as well).
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---
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# 2026-08-27 (fourth run) — why the kill test keeps failing, quantified
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520 s of `pilot.py` with `SYLPH_PREFER=e010` (198 `fire=1`), per-class counts
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every 10 s, OB+TIME sampled throughout
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([capture](captures/ob-fourth-run-timeline.png)).
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## ✅ Arrival timing, n=4
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`008` first at **02:05.00** (step ∈ (111.1 s, 125.0 s] ∋ **120**); `012` first at
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**03:45.47** (step ∈ (209.7 s, 225.5 s] ∋ **210**); `012` then held for a further
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**3.5 minutes** to 07:07.21 — no fall, no `016`.
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## ✅ The blocker is a DAMAGE RATE, and it is now measured
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The obvious reading of four failed runs is "the pilot cannot hit attackers". That
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is **wrong**. Reading `hull` at `pos+0x154` for every live `e010` at the end of
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the run:
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```
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live e010: 16
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hulls: 360 365 395 405 407 410 420 445 470 475 480 490 495 495 500 500
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damaged: 14 of 16 ; lowest 360/500 = 28 % gone
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```
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**Fourteen of sixteen marked attackers are damaged.** The shots land. What they
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do not do is finish: after ~8 minutes of combat the worst-hurt attacker has lost
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28 % of its hull, so a kill needs roughly **3–4× longer on a single target**.
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The contrast with the control makes the mechanism plain — it is simply hit points:
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| class | HP | deaths this run | live-count change |
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|---|---|---|---|
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| `UN_e007_ADAN_Turret` | **100** | ~9 | 106 → 97 |
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| `UN_e010_ADAN_Attacker_S` | **500** | **0** | 16 → 16 (floor never moved) |
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Turrets die because they have a fifth of the hull; attackers absorb everything
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the player, the wingmen and the ACROPOLIS's guns produce in a run and survive.
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## 🟡 So the decrement remains unproven after four runs — and the test needs redesigning
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The `e010` floor has never once dropped, so the counter has never had the chance
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to decrement, and its stillness continues to say nothing about the claim. But the
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reason is no longer mysterious, and "fly longer" is not a fix: ~half of Stage 02
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runs end early, so a 30-minute engagement on one target is not reachable.
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❔ Options for a next attempt, none tried:
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* **Concentrate on an already-damaged attacker** — one is at 360/500, and hull is
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readable per entity, so the pilot could be pointed at the weakest rather than
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the nearest.
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* **Missiles.** The pilot logs a missile counter (`msl=73` in an earlier run) and
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they were never deliberately used.
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* **Accept it as a long-run experiment** and check the counter after a scripted
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event kills an attacker, rather than trying to force one.
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