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>
This commit is contained in:
2026-07-28 18:50:46 +00:00
parent c3b5f3f401
commit 07eff85819
6 changed files with 159 additions and 0 deletions

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