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