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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@@ -5,6 +5,10 @@
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# Static logo screens are left alone, so a stray tap can never land on NEW GAME.
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set -u
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export HOME=/sylph-home/re
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# The X root keeps the DEAD session's last frame, so a fresh launch would be
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# detected as "already at the title". Blank it, and wait for the new window.
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xsetroot -solid black 2>/dev/null || true
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until xdotool search --name "Xenia-canary" >/dev/null 2>&1; do sleep 1; done
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deadline=$(( SECONDS + ${1:-900} ))
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while [ $SECONDS -lt $deadline ]; do
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screenshot /tmp/f1.png >/dev/null 2>&1; sleep 0.6
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