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.
540 KiB
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540 KiB
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