re: the autopilot now survives, and kills
Three measurements, then a pilot built on them. * Hull is position+0x154. Found by anchoring on a field the definition already had solved (HP = 1500) rather than scanning for a value that falls: an undamaged craft must contain its own definition's number. Confirmed by the trace across a death -- 30/60/90 per hit, negative at 0, GAME OVER on screen. * RT accelerates, LT brakes, and the throttle is a persistent setting (488 -> 1510 -> 174 units/s, measured as displacement per second of the craft's own position, so no speed field was needed). This overturns the earlier "RT is not the throttle", which came from assuming the control and hunting for a field. * Shield is probably position+0x430 (== definition MaxValue 400), not yet confirmed live -- nothing had damaged it. pilot.py is a state machine on damage (ENGAGE / EVADE / RETIRE) that treats turrets as keep-out zones instead of targets. It flew Stage 02 for 300 s with the hull untouched at 1500/1500 and took the first confirmed kill (WARPLANES 0001); every run the day before was dead inside 35 s. Two bugs the live run exposed and this fixes: gating the guns on the commanded direction keeps them cold whenever avoidance is steering (gate on the target instead), and an orbit-plus-brake rule made it circle one attacker for 40 s outside its own firing cone. Also: boot to in-flight is now ~100 s unattended, because wait_flight.sh waits for the HUD's own shield bar instead of a fixed 75 s sleep that lavapipe does not honour; entities2.py picks the attitude block by matching the measured flight path (taking the first orthonormal block gave a bone/camera frame); and the entity-heap scan is numpy instead of a per-word Python loop. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -1,12 +1,99 @@
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# Memory-driven autopilot — build log and current state
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**Status: 🟢 IT FLIES AND SHOOTS — it does not yet survive.**
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Updated 2026-07-29 (second pass). The autopilot reads the live world, picks
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hostile targets, pursues them and opens fire. What it cannot do is stay alive:
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there is no evasion or shield management, so it dies before a mission ends.
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This is the honest state, not a plan.
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**Status: 🟢 IT FLIES, KILLS AND SURVIVES — it has not yet finished a mission.**
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Updated 2026-07-30. `pilot.py` flew Stage 02 for **300 s with the hull untouched
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at 1500/1500** and scored the first confirmed autopilot kill (`YOU KILLED
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WARPLANES 0001` on the HUD, screenshots `shots/pilot1-*.png`); the scene's
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hostile count fell from 134 to 111 over the run. The day before, every run was
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dead inside 35 s. What is still missing is the *end* of a mission: the objective
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counter (`REMAINING OB`) rises as new waves spawn, and nothing yet tracks which
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targets actually close it out.
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## What the loop does now, observed
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## 2026-07-30 — the numbers survival needs
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Three things the loop was missing were measured this session, each by
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consequence rather than by reading a field and hoping.
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### Hull is `position + 0x154` ✅ CONFIRMED
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The unit definition already had `HP` solved at `+0x054`
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([unit-struct-runtime](structures/unit-struct-runtime.md)); the Delta Saber's is
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**1500**. A craft that has taken no damage must therefore *contain that number*,
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which turns "find the HP field" into a two-float lookup rather than a value scan
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(`own_state.py`). It appears once in the entity object, at `pos+0x154`, and the
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trace across a death settles it (`ctrl_probe.py` capture, `binq.py trace`):
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```
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t phase hull
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0.00 base 1500.00 <- == definition HP
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23.25 rest_A 1380.00 <- first hit, -120
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26.68 … 27.18 B 1320 … 930 <- seven hits in 0.5 s
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31.93 X 150.00
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35.21 Y -30.00 <- goes negative
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35.26 Y -180.00 -> GAME OVER on screen
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```
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Damage arrives in 30/60/90-point steps and the field goes *negative* at death,
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so it is the raw hull counter, not a clamped display value. **1500 hull lost in
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12 s** of sitting in a turret's line of fire is the whole reason every earlier
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run died.
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### Shield is `position + 0x430` 🟡 PROBABLE — not yet confirmed live
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Same anchor trick: the definition's shield `MaxValue` is **400** and
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`ChargeSpeed` **25**, and the entity object holds `400.0` at `+0x430`, `+0x434`
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and `+0x438`, with `25.0` at `+0x448`. Which of the three is the *current* value
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is unproven — the capture that spanned the death used a ±0x400 window and
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cropped them out. `ctrl_probe.py` now samples ±0x800.
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### `RT` accelerates, `LT` brakes, and the throttle is a *setting* ✅ CONFIRMED
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`ctrl_probe.py` holds each input in turn and measures the craft's own speed as
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displacement per second from the position triple, so no speed field is needed.
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Distance flown / phase duration, one 3 s hold each, sticks neutral:
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| phase | speed (units/s) | | phase | speed (units/s) |
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|---|---|---|---|---|
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| base (no input) | 488 | | A | 287 |
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| **RT** | **1510** | | B | 139 |
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| rest after RT | 1056 | | X | 125 |
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| **LT** | **174** | | Y | (dying) |
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| rest after LT | 428 | | LB / LS / RS / RY / RX / dpad | no effect |
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RT triples the speed, LT cuts it to a third, and **the braked state persists**:
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after the LT phase the craft sat at 125–140 units/s with the sticks and triggers
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neutral for the remaining 40 s, and nothing but RT brought it back. So these are
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a throttle setting, not a momentary boost — which also means a control loop must
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send only the *changes*.
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This **corrects** the earlier note in this file ("`RT` is *not* the throttle,
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and no button tested is"). That conclusion came from `findspeed.py`, which
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assumed the control and went looking for a *field* that rose; measuring the
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speed directly reverses it.
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### Two method corrections
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* **Pick the attitude block by the flight path, not by address order.** The
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player object contains **20** orthonormal 3×3 blocks (identity frames, bone
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or camera frames), and `pos-0x70` and `pos-0x30` hold the *same* matrix.
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Taking `found[0]` wrote a config with `rot_delta = -0x764` and a nonsense
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forward axis; `entities2.py self` now scores every block against the measured
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direction of travel and picks the best (`cos = +1.000`, row 2, sign +1).
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* **The entity-heap scan has to be numpy.** A per-word Python loop over the
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16 MB entity region costs seconds per scan, which is the whole budget of a
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10 Hz control loop; `np.isin` over a `>u4` view is milliseconds.
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### Stage 02 as an autopilot testbed (from the in-flight HUD)
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`OBJECTIVE: shoot down all invading enemy fighters while watching out for
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attacks on the ACROPOLIS` · `DEFEAT: your fighter is shot down, or the ACROPOLIS
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is sunk` · `HINT: you can resupply at the ACROPOLIS`. The HUD shows
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**`REMAINING OB 004`** — only four objective targets — so this mission is
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winnable by an autopilot that survives. It also shows separate **SHIELD** and
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**ARMOR** bars (matching a 400-point shield over 1500 hull), `A/B 7,635`
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afterburner, and `NOSE BM 06000` / `MAIN MPM 00300` ammo.
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## What the loop did before that, observed
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```
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[ 82.5] tgt=e007_ADAN_Turret d=3384 yaw= -7.3 pit=+14.6 stick=(-0.13,-0.34) fire=0
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@@ -33,8 +120,8 @@ rescan reports the scene as e.g. `136 entities {'TCAF': 16, 'ADAN': 120}`.
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direction of travel with **cos = +1.000**.
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3. **The fire button is RB** — established by consequence, not by guessing:
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of RB/LB/A/B/X/Y/RT/LT, pressing RB is the only one that makes the nose-ammo
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counter in RAM fall (5958 → 5940). `RT` is *not* the throttle, and no button
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tested is.
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counter in RAM fall (5958 → 5940). (This entry also claimed `RT` is *not* the
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throttle — **wrong**, see the 2026-07-30 measurement above.)
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4. **Control.** PD on the aiming error with the derivative taken from the
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craft's own body angular velocity (from two consecutive rotation matrices),
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and target selection weighted by off-boresight angle
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@@ -113,7 +200,36 @@ statements about `0x820af030`, which is *not* the live entity —
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(6 Hz) and re-check orthonormality on every read — blocks found by a scan get
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overwritten between the scan and the read.
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## The next step that unblocks the most
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## After survival, the blocker is lethality (2026-07-30)
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The 300 s run took **no damage at all** and killed **one** warplane, spending
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~800 rounds of nose ammo (`06000` → `05193`) to do it, while `REMAINING OB` rose
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from `004` to `011` as fresh waves spawned. So attrition at this rate never
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finishes the mission, and the ranking of open problems has changed:
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1. **Hit rate.** It opens fire at 2–5 km with a 9° cone and a crude lead
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(`p + v·d/speed`, no projectile speed). The `Shell` records in
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[weapon-struct-runtime](structures/weapon-struct-runtime.md) carry the real
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projectile speed and `MaximumRange` per weapon — the lead and the firing
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range should come from *those*, not from constants.
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2. **Which targets count.** `REMAINING OB` is the mission's own objective
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counter and it is on screen, so it is in RAM; finding it turns "shoot
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whatever is nearest" into "shoot what closes the mission". Objective-marked
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entities also draw an `OB` badge in the HUD, so the flag is likely a word in
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the entity object.
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3. **Confirming the shield word** — needs a run that actually takes damage; the
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pilot is now good enough at avoiding that to make it awkward, so drive
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straight at a turret on purpose with `--dry` steering disabled.
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4. **Does the ACROPOLIS repair?** RETIRE mode has never triggered (the hull
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never fell), so the resupply hint is still untested.
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## The next step that unblocks the most (superseded — kept for the reasoning)
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**Update 2026-07-30: this is no longer the blocker.** Entity typing via the
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definition pointer already solved target selection, so the game's own target
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pointer is now a convenience rather than a prerequisite. It would still be the
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cheapest route to problem 2 above (objective targets), because whatever the HUD
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locks on to is what the game itself considers a target.
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**Find the game's own target pointer instead of typing entities ourselves.**
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The HUD has a lock-on system (a `TARGET` marker and a target-cycle button), so
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@@ -143,6 +259,12 @@ with the pad and watch which pointer-shaped global changes in step.
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## Files
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`pilot.py` (**the survival loop**) · `ctrl_probe.py` (input → speed calibration,
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plus a per-tick window of the player object) · `binq.py` (query that capture) ·
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`own_state.py` (definition-anchored hull/shield lookup) · `fly_session.sh`
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(boot → mission → bind → fly, one task) · `wait_flight.sh` (wait for the real
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HUD instead of a fixed sleep) · `navigator.py` (drift-aware steering + CPA
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avoidance, reused by the pilot) ·
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`gworld.py` (live reader + entity list) · `flight_probe.py` (scripted inputs +
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sampling, and the `Pad` FIFO client) · `flight_analyze.py` · `whatchanges.py`
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(encoding-agnostic "which words are live") · `findplayer.py` · `findself.py` ·
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