re: in-flight HUD — independent confirmation of the ammo mapping
The tutorials need no save and are ~1 min from a cold boot, so they are the cheapest route into a live flight scene. The HUD prints the equipped weapons as NOSE BM 06000 / MAIN MPM 00300 — matching wep_01's LoadingCount 6000 and wep_02's 300, with the weapons identified from the HANGAR loadout rather than from the ammo number. That makes it a genuinely independent confirmation of Ammo Capacity == LoadingCount, from a different renderer in a different mode. Also inventories the HUD elements (heat gauges, shield/armor pools, target armor gauge, per-weapon RANGE markers) and notes that the RANGE gauge draws each weapon's MaximumRange on a scale — a route to a real number where the Arsenal panel only gives a letter class. Adds autopilot.py (waypoint-arrow chaser). It detects reliably but oscillates; recorded as such rather than as a working tool. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -170,3 +170,63 @@ Screenshots for every row above: `/sylph-home/re/caps/` in the container.
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Evidence PNGs are committed under [`captures/weapon-datasheet/`](captures/weapon-datasheet/)
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(64-colour quantized for size; the numbers stay legible).
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---
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# Addendum — the in-flight HUD (2026-07-28)
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Reached via **TUTORIAL → BASIC CONTROLS / HEADS-UP DISPLAY** from the title menu (no
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save needed). Evidence: [`captures/hud-runtime/`](captures/hud-runtime/).
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## The HUD corroborates the ammo mapping, independently
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The Delta Saber's HUD prints its two equipped weapons as `NOSE <TYPE> <AMMO>` and
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`MAIN <TYPE> <AMMO>`. With the loadout known from the HANGAR (nose = STILETTO BG I, main =
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FALCON 9AM) the HUD reads **`NOSE BM 06000`** and **`MAIN MPM 00300`** — exactly
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`wep_01_Beam`'s `LoadingCount = 6000` and `wep_02_Missile`'s `300`.
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This matters because it is **not** the Arsenal panel: the weapons were identified from the
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HANGAR loadout, and the numbers come from a different renderer in a different game mode. It
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is a genuinely independent confirmation of `Ammo Capacity == LoadingCount`.
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The type tags (`BM`, `MPM`) are the same short codes as the Arsenal type tabs.
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## HUD element inventory
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| HUD element | Backing data | Conf. |
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|---|---|---|
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| `NOSE` / `MAIN` + type tag + 5-digit ammo | equipped weapon, `LoadingCount` | ✅ |
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| `HEAT` / `L.HEAT` bar under each weapon | the `Heating` / `Cooling` pair | 🟡 |
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| Speed readout + throttle scale (`0`, `100`, `A/B`) | craft velocity | ✅ |
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| `SHIELD` and `ARMOR` bars (two separate pools) | craft `HP` + a shield pool | 🟡 |
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| Target reticle: name / type / distance + ring **Armor Gauge** | target unit record | 🟡 |
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| `RANGE` gauge with `MAIN` and `NOSE` tick markers | each equipped weapon's `MaximumRange`, plotted against target distance | 🟡 |
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| `YOU KILLED: WARSHIPS nnnn` + a second counter | score / `ScorePoint` | ❔ |
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The `RANGE` gauge is the interesting one for future work: it draws a **per-weapon marker on
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a distance scale**, so a weapon whose `MaximumRange` is defaulted on disc (`wep_25`,
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`wep_58`, `wep_82`) would have its value *drawn* rather than bucketed into a letter — if the
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scale can be calibrated against two weapons with known ranges, that recovers a real number
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where the Arsenal panel only gives a class.
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## Craft velocity
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Full afterburner (RT) peaked at **1193** against `UN_f001_TCAF_DeltaSaber_T`'s on-disc
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`MaximumVelocity = 1200`. 🟡 PROBABLE — one observation, and the readout may have been
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still climbing. Cruise sat at 350, which is *not* the record's `CruisingVelocity` (700), so
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the number is the current throttle setting, not a named constant; don't read more into it.
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## Notes for the next session
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- The tutorials need **no save game** and are reachable in ~1 min from a cold boot, which
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makes them the cheapest way back into a live flight scene.
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- `tools/re-capture/autopilot.py` chases the yellow off-screen waypoint arrow (colour +
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shape, `-sample` not `-resize`, ~0.65 s per detection). It **finds the arrow reliably but
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oscillates** — the proportional gain is too high for the craft's turn rate. It needs a
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damping/derivative term before it can actually fly a waypoint.
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- The HEADS-UP DISPLAY tutorial reaches a scripted targeting segment where the ship stops
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moving (target distance pinned) and the on-screen controller highlights **A**; tapping and
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holding A did not advance it. **NEEDS-HUMAN**: what input that segment wants.
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- Canary is unstable here: it died twice mid-session (once loading BEAM `Resource3D`, once
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hanging on tutorial teardown) with no crash dump. Re-launch is cheap; just don't assume a
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long session survives.
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