re: eliminate an enemy squadron — no wave follows; add a stall witness
SYLPH_KEEPOUT makes the hunt keep-out a knob instead of a hard-coded 600. At 1400 the pilot both kills and survives: hull 1500 and escorted asset 100 % for the whole run, ENGAGE throughout, eight loss events against seven in the run where it died at 83 s. That let the elimination test actually run. An e007 Turret squadron was ground 18 -> 10 -> 8 -> 4 -> 2 -> 0, reaching zero at t=163 s with deployed falling 41 to 40 -- an enemy squadron destroyed outright for the first time in nine runs. No arrival followed. ARRIVALS=0 at every sample including all those after t=163. The hypothesis that a wave is released when a squadron is wiped out rather than merely damaged does not survive its first test. Two further losses occurred at t=176 and t=202, so the mission was demonstrably still live and still processing kills; it simply produced no arrival. This refutes elimination-of-one-squadron as the trigger. It does not refute event-gating generally -- a threshold across several squadrons, an objective completion, or a specific squadron could all still be the gate. The valid window is smaller than the log suggests, about 90 s after the elimination rather than 143 s, because the guest stalled around t=255 s. The pilot's telemetry gives it away: the last 400 log lines contain one distinct speed value against 236 in the first 400, with no timestamp gaps -- the process kept logging while the game stopped advancing. Nothing in the probe output distinguished a stall from a quiet mission, and the same ambiguity affects the trailing flat samples of earlier runs. wave6_probe now locates a counter advancing at frame rate, samples it each tick and prints GUEST STALLED when it fails to advance, so future runs validate themselves. Implemented but not yet exercised in a run.
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@@ -382,8 +382,17 @@ search cannot find a *schedule*.
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probe duration.** 🔴 Harness bug found+fixed: a `sed` had stripped the probe
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args, so every derived probe ran on defaults — the previous "cut by the turn
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timeout" claim was wrong (it hit its own 240 s default).
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**Next: a pilot that kills AND survives** (hunt turrets but keep evade/retire;
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keep-out between 600 and 2500) — tuning, not discovery.
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✅🔴 **DONE + REFUTED (2026-08-24)**: `SYLPH_KEEPOUT=1400` gives a pilot that
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kills and survives (hull 1500, asset 100 %, 8 losses). An enemy squadron was
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**eliminated** — `e007 Turret 2→0` at t=163 s, `deployed` 41→40, first ever —
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and **no arrival followed** in ~90 s of valid observation (two further losses in
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that window prove the mission was live). ⇒ *"a wave is released when a squadron
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is wiped out"* is **refuted**; event-gating generally is not (thresholds,
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objectives, specific squadrons untested). 🔴 **Guest stalled at ~t=255 s** —
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last 400 pilot lines have 1 distinct speed vs 236 in the first 400 — so trailing
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flat samples in ANY earlier run may be a frozen guest, not a quiet mission.
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Probe now carries a frame-rate tick witness printing `*** GUEST STALLED ***`
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(implemented, **not yet run**).
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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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