pilot: RB fires, Y is the main mount, and guided missiles produce the first kills

fire_probe.sh holds each pad input in flight and photographs the HUD ammo
counters. RB moves NOSE BM 06000 -> 05956 in 4 s (~11 rounds/s, HEAT rises);
Y moves MAIN MPM 00300 -> 00299; nothing else moves either counter. So the
control mapping is measured rather than assumed, and 'we never shoot' is dead:
we shoot and miss.

The disc data says to stop shooting: Shell_TCAF_DeltaSaber_Missile_P is Power
200, GuidanceType 5 (guided), MaximumRange 5000, versus the nose gun's Power 15
unguided — one missile is worth ~14 gun hits on a 500 HP fighter and it steers
itself. Launching them (press Y, release a tick later, >=2 s apart) produced
YOU KILLED: WARPLANES 0002 — the first non-zero kill counter of the series,
against 0000 in all five gun-only runs, with hostiles down 134 -> 104.

Still only 2 kills per 98 missiles (~2%). Likely cause: the game expects a lock
before launch and an unlocked missile is wasted. Reading the lock state out of
RAM is the next step.
This commit is contained in:
claude-re
2026-07-30 18:40:39 +00:00
parent 3f6efadf9e
commit 76f463b611
5 changed files with 107 additions and 5 deletions

View File

@@ -147,10 +147,35 @@ angular half-size **alone** (2.7° at 2584 units for a fighter) is far tighter t
steering loop can hold the nose, and firing collapsed to 1 frame in 2639. Angular size
belongs in the gate as a **floor** that opens it up close, never as a cap.
**Open (next):** find out why nothing dies. The cheap decisive test is whether the
`RB` command discharges the gun at all — the HUD carries a live ammo count
(`MAIN MPM 00300`, which the weapon RE matched to `LoadingCount`), so holding fire and
watching that number settles "we never shoot" vs "we shoot and miss" in one run.
### Why nothing died — settled by probe, then fixed
`fire_probe.sh` holds each pad input in turn in flight and photographs the HUD ammo
counters. Result:
| input | `NOSE BM` | `MAIN MPM` |
|---|---|---|
| idle | 06000 | 00300 |
| **RB** | **05956** (44 in 4 s, HEAT rises) | 00300 |
| **Y** | 05951 | **00299** (1) |
| LB / X / B / A / RT / LT | no change | no change |
So **`RB` is the nose gun (~11 rounds/s) and `Y` is the main mount** — measured, not
assumed — and the "we never shoot" hypothesis is dead: **we shoot and miss.**
Which is what the disc data says to stop doing. `Shell_TCAF_DeltaSaber_Missile_P` is
**Power 200, `GuidanceType` 5 (guided), `MaximumRange` 5000**, against the nose gun's
**Power 15, unguided**. One missile is worth ~14 gun hits on a 500 HP fighter *and it
steers itself* — the accuracy problem solved rather than tuned. (`ASMissile_P` is
Power **5000**, the anti-ship option.)
Adding missile launches to the pilot (press `Y`, release a tick later, ≥2 s apart)
produced **the first kills of the whole series: `YOU KILLED: WARPLANES 0002`**, versus
`0000` in all five gun-only runs, with hostiles down 134 → 104 (the largest fall yet).
**Still poor, and stated as such: 98 missiles for 2 kills (~2 %).** The likely cause is
that the game expects a *lock* — holding the target in the reticle before launch — and
an unlocked launch is wasted. Reading the lock state (or the lock timer) out of RAM is
the next step, and it is the same anchoring trick as everything else here.
## Reimplementation notes