diff --git a/docs/re/flight-controls-runtime.md b/docs/re/flight-controls-runtime.md index 8a3a596..91c25d4 100644 --- a/docs/re/flight-controls-runtime.md +++ b/docs/re/flight-controls-runtime.md @@ -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 **Superseded.** This section concluded targeting was automatic because no input +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)