docs/re: mark the 'targeting is automatic' section superseded

It concluded no target-select input exists because no single press cycled a
target; select is A pressed twice. Kept with a correction banner rather than
deleted — a probe that never performs the action will 'prove' the action does
not exist, which is the reusable warning.
This commit is contained in:
claude-re
2026-07-30 20:48:15 +00:00
parent 4821ba7fea
commit 695351dfc4

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@@ -13,12 +13,16 @@ Evidence: [`captures/fire-probe-ammo-counters.png`](captures/fire-probe-ammo-cou
| **d-pad** | **Tactical map** overlay (grid with contact blips) — not target cycling | 🟡 |
| `LB`, `X`, `B`, `A`, `LS`, `RS` | No change to either ammo counter | ✅ (as "not a weapon") |
## Targeting appears to be automatic, and that is the lethality problem
## ~~Targeting appears to be automatic~~ — WRONG, corrected below
No input was found that cycles a target. The green `TARGET` marker is already present in
idle frames with nothing pressed, so the game selects for us — most likely whatever sits
nearest the reticle — and a guided missile's lock is then a **time-on-target** mechanic
rather than a button.
> **Superseded.** This section concluded targeting was automatic because no input
> cycled a target. It is wrong: the HUD tutorial states target select is **Ⓐ pressed
> twice**, and every sweep here tapped once. Kept because the reasoning is a useful
> warning — a probe that never performs the action will "prove" the action does not
> exist. The rest of the section's measurements stand.
No *single* press cycled a target. The green `TARGET` marker is already present in
idle frames with nothing pressed, which I read as the game selecting for us.
That fits the measurements end to end:
@@ -29,12 +33,9 @@ That fits the measurements end to end:
- the pilot's own log shows aim error wandering between ~10° and ~40° for most of a
pass.
So the remaining bottleneck is **not** the target choice (escort weighting), **not** the
ballistics (now taken from the confirmed `Shell` records), and **not** the input mapping
(measured above). It is that the steering loop never holds the nose on one contact long
enough to complete a lock. The next thing worth doing is making aim *dwell* — and the
cheapest oracle for whether a lock ever completes is the reticle itself, or finding the
lock timer in the player object with the same anchoring trick used for hull.
At the time I concluded the bottleneck was aim dwell. Partly right — target
**commitment** did take kills 2 → 9 — but the larger cause was simply that no target was
ever selected, so the guided missiles had nothing to guide to.
## The game's own action list (from the OPTIONS key-config screen)