re: long run — a squadron ground 18 to 2, still no arrival
The per-record instrument works and resolves individual squadrons. Over 240 s with the hunting pilot, seven loss events all landed on the same record, tracking one e007 Turret squadron from 18 craft down to 2 while deployed held at 41 and the global count fell 300 to 284. Losses come in steps of 2 after an opening drop of 4, which is unexplained and recorded rather than smoothed over. This weakens the frame-rate explanation from the previous iteration. At ~16.5 fps against a 30 Hz tick, game time runs at about 55 % of wall-clock, so route entries t = 90 and t = 120 land near 163 s and 218 s wall. The run reached 234 s wall, roughly 129 game-seconds, passing both, and no arrival occurred at either. "The runs were too short" no longer covers t = 90 and t = 120, though it still covers 170, 210 and 240 -- the run was cut at 240 s by the turn timeout rather than the planned 330 s, so t = 170 was never reached. It also sharpens the event-gated model into something testable. The squadron ended at 2, not 0, and no squadron has been eliminated in any run so far. If the trigger is a squadron being wiped out rather than merely damaged, every observation to date is explained: seven kills produced no arrival because they never finished anything off. Next is the cheapest decisive experiment yet available: run 60-90 s longer so that squadron reaches zero and watch for a 0 -> n in the following samples. The ~210 s title movie at boot remains the binding constraint, leaving about 350 s of observation per turn.
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@@ -366,9 +366,16 @@ search cannot find a *schedule*.
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**16.5/s**, which is the emulator's known ~14–19 fps. 🟡 New leading
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explanation: **the runs were far too short in GAME time** — at ~55% of
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wall-clock, the longest 240 s run reached only t≈132, past the t=90/120 route
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entries but nowhere near t=170/210/240. **Next: one long run** (~350 s probe)
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watching for `0→n` near t≈163 s and 218 s wall. If still nothing, the
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frame-rate explanation is refuted and event-gating returns as front-runner.
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entries but nowhere near t=170/210/240. ✅🔴 **Long run done (2026-08-24)**: per-record tracking
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works — watched ONE turret squadron fall **18→14→12→10→8→6→4→2** over seven
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loss events while `deployed` held at 41. 🔴 **Still no arrival at 234 s wall
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(≈129 game-s), past both t=90 and t=120**, so the "too short" explanation no
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longer covers those (it still covers t=170/210/240; the run was cut at 240 s by
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the turn timeout, not the planned 330 s). 🟡 **Sharper hypothesis:** the
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squadron ended at **2, never 0** — no squadron has ever been eliminated in any
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run, so the trigger may be *elimination*, not damage. **Next: run ~60–90 s
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longer so that squadron reaches 0, and watch for `0→n`** — a direct test of the
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event-gated model.
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⚠️ The ~210 s title movie at boot is the binding constraint on observable game
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time per turn.
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Earlier framing:
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@@ -68,3 +68,64 @@ cheapest thing to eliminate next.
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digit-recognition read of the clock region, or a memory scan for a counter that
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advances at a fixed rate, would settle whether phase time moves. If it does not,
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every arrival conclusion so far is measuring a stopped clock.
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---
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# Long run: a squadron ground 18 → 2, still no arrival (2026-08-24)
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Status: ✅ per-record tracking works and resolves individual squadrons; 🔴 the
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frame-rate "runs were too short" explanation is **weakened**; 🟡 a sharper
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event-gating hypothesis now has a specific test.
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## ✅ The instrument works — one squadron watched down to 2
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240 s with the hunting pilot, sampling every ~15 s:
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```
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t= 54s loss UN_e007_ADAN_Turret 18 -> 14
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t= 89s loss UN_e007_ADAN_Turret 14 -> 12
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t=106s loss UN_e007_ADAN_Turret 12 -> 10
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t=124s loss UN_e007_ADAN_Turret 10 -> 8
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t=139s loss UN_e007_ADAN_Turret 8 -> 6
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t=172s loss UN_e007_ADAN_Turret 6 -> 4
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t=209s loss UN_e007_ADAN_Turret 4 -> 2
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```
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Seven loss events, **all on the same record**, tracking one squadron's strength
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from 18 down to 2 while `deployed` held at 41 and the global craft count fell
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300 → 284. This is the squadron-resolved signal the last several iterations were
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building toward, and it behaves exactly as the link predicts.
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Losses come in steps of 2 (after an opening −4), which is unexplained and worth
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noting rather than smoothing over.
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## 🔴 The frame-rate explanation is weakened
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[mission-clock-advances.md](mission-clock-advances.md) proposed that six empty
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runs were simply too short: at ~16.5 fps against a 30 Hz tick, game time runs at
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about 55 % of wall-clock, so t = 90 and t = 120 of the route timetable would land
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at roughly **163 s and 218 s wall**.
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This run reached **234 s wall ≈ 129 game-seconds**, passing both. **No arrival
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occurred at either point.** So "the runs were too short" no longer covers t = 90
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and t = 120, though it still covers t = 170, 210 and 240.
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The run was cut at 240 s rather than the planned 330 s — the turn's timeout fired
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first. Stated plainly because it means t = 170 was never reached.
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## 🟡 A sharper hypothesis, with a clean test
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The squadron ended the run at **2 craft, not 0**. If arrivals are event-gated as
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the user proposed, the trigger may be a squadron being *eliminated* rather than
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merely damaged — and no squadron has ever reached zero in any run. That fits
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every observation so far: seven kills produced no arrival because they never
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finished anything off.
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**Test:** run long enough for that turret squadron to reach 0 and watch whether a
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`0 → n` follows within the next samples. It fell 18 → 2 in 240 s, so roughly
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another 60–90 s of the same pilot behaviour should finish it. This is now the
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cheapest decisive experiment available, and it is a direct test of the
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event-gated model rather than another null result.
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The binding constraint remains the ~210 s title movie at boot, which leaves only
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about 350 s of observation per turn.
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