re(flight): the linear factor is the CLOCK — 1.260 measured against 1.267
Cleanest linear measurement: neutral throttle (HUD = CruisingVelocity 350), sticks centred, 20 s of perfectly straight flight (displacement/path = 1.000): 8 900 world units in 20.1 s -> 443.6 /s -> 1.267x the HUD's 350 And the game's own mission timer across a wall-clock interval: TIME 00:08.79 -> 00:46.97 = 38.18 s of game time in 30.29 s wall = 1.260 Same number. So the linear discrepancy is not a unit difference: the mission clock runs ~1.26x faster than wall time under this emulator, and dividing world displacement by WALL seconds inflates speed by exactly that. World units and displayed speed share one unit; the definition velocities are per GAME second. This supersedes the previous "world-unit vs displayed-speed" reading. Left open (❔): settled turn rates measured 74.9/41.1 deg/s in wall time against AV_PitchMinus_Min/Max 75/40, but the clock argument predicts ~94 for the first. Either that agreement was luck inside a noisy sample (per-window rates spanned 61-96) or angular integration is frame-based where linear is time-based. The check is to re-measure pitch and convert wall->game seconds with the clock ratio. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
This commit is contained in:
@@ -303,3 +303,42 @@ one of two moves: **let a held input vary** (the trigger's analogue range), or
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**bring in an independent oracle** (the HUD, the definitions, a longer settle). The
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wrong turn — the time base — came from explaining a number instead of first
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measuring the same quantity a second, cleaner way.
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---
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# ✅ The linear factor IS the clock — measured against the game's own mission timer
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The cleanest possible version of the linear measurement: neutral throttle (HUD reads
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exactly `CruisingVelocity` 350), sticks centred, **20 s of perfectly straight flight**
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(`straightness = displacement/path = 1.000`, so no manoeuvring contaminates it) —
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[`tools/re-capture/cruise_ratio.py`](../../tools/re-capture/cruise_ratio.py):
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```
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displacement 8 900 world units in 20.1 s -> 443.6 /s
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ratio vs the HUD's 350 -> 1.267
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```
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And the game's **own clock**, read off the HUD across a wall-clock interval:
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```
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mission TIME 00:08.79 -> 00:46.97 = 38.18 s of game time
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wall clock = 30.29 s
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ratio = 1.260
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```
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**1.260 against 1.267 — the same number.** So the linear "discrepancy" was never a
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unit difference: **the mission clock runs ~1.26× faster than wall time under this
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emulator**, and a speed derived by dividing world displacement by *wall* seconds is
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inflated by exactly that. World units and the displayed speed share one unit, and a
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reimplementation should take `CruisingVelocity`/`MaximumVelocity` at face value —
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per **game** second.
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This supersedes the previous section's "world-unit vs displayed-speed difference".
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❔ **One thing does not fit, and is left open.** The settled turn rates measured
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74.9 and 41.1 °/s *in wall time* against `AV_PitchMinus_{Min,Max}` 75/40 — but if
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game time runs 1.26× fast, a 75 °/game-second cap should have read ~94 °/wall-second.
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Either that agreement was luck inside a noisy sample (the per-window rates spanned
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61–96), or angular integration is frame-based where linear is time-based. The check:
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re-measure pitch and convert wall→game seconds with the clock ratio, expecting ~94
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if the clock explanation is universal.
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53
tools/re-capture/cruise_ratio.py
Normal file
53
tools/re-capture/cruise_ratio.py
Normal file
@@ -0,0 +1,53 @@
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#!/usr/bin/env python3
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"""Pin the world-unit / displayed-speed ratio at the one unambiguous point.
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At neutral throttle the HUD reads exactly `CruisingVelocity` (350 for the player),
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so no digit-reading is needed to know the game's own number — only a clean
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measurement of how far the craft actually travels in world units.
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Cleanliness matters more than length here: earlier ratios (1.19–1.29) were sampled
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in a firefight where the craft is shoved around, and with a stick input the path is
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longer than the displacement. So this flies straight, holds neutral throttle, and
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takes ONE long displacement over a 20 s window, plus screenshots at both ends to
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confirm the HUD never moved off 350.
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Usage: cruise_ratio.py [window_s]
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"""
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import math, os, subprocess, sys, time
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import speed_law
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CRUISE = 350.0 # UN_f001_TCAF_DeltaSaber_T_Player CruisingVelocity
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def pad(*a):
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subprocess.run(["vgamepad", *a], capture_output=True)
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def shot(name):
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subprocess.run(["screenshot", f"/sylph-home/re/shots/{name}.png"], capture_output=True)
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def main():
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win = float(sys.argv[1]) if len(sys.argv) > 1 else 20.0
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w, off, nm = speed_law.find_player()
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if not w:
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sys.exit("player entity not found after retries")
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print(f"# locked on {nm}")
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pad("reset")
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pad("trig", "RT", "0.0"); pad("trig", "LT", "0.0")
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time.sleep(6.0) # settle at cruise, sticks centred
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shot("cruise_start")
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p0, t0 = speed_law.pos_at(w.fd, off), time.time()
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samples = [(0.0, *p0)]
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while time.time() - t0 < win:
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time.sleep(0.25)
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samples.append((round(time.time() - t0, 3), *speed_law.pos_at(w.fd, off)))
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shot("cruise_end")
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p1, t1 = samples[-1][1:], samples[-1][0]
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disp = math.dist(p0, p1)
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path = sum(math.dist(samples[i][1:], samples[i + 1][1:]) for i in range(len(samples) - 1))
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print(f"# window {t1:.1f}s displacement {disp:8.0f} path {path:8.0f} "
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f"straightness {disp / path:.3f}")
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print(f"# speed by displacement {disp / t1:7.1f}/s by path {path / t1:7.1f}/s")
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print(f"# ratio vs HUD {CRUISE:.0f}: displacement {disp / t1 / CRUISE:.3f} path {path / t1 / CRUISE:.3f}")
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if __name__ == "__main__":
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main()
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