re(flight): the afterburner is not on A/B/X/LB/LS/RS — bounded negative, with a cheap HUD oracle
The definition describes the burner (AB_ConsumeShield_Begin 50, AB_ConsumeShield 10, AB_AV_* turn caps well below normal) but names no input, and carries no AB velocity field. Three probes, all negative for A, B, X, LB (plus LS/RS on the first): - ab_probe.py: hold RT for a max-speed baseline, then each candidate — speed stayed inside the baseline's own noise band every time. - ab_state_probe.py: sample a window of the player object during each hold and report any float that falls — nothing fell. - HUD oracle needing no offsets: count green pixels of the SHIELD bar on a freshly spawned craft. AB_ConsumeShield_Begin 50 should take a visible bite; the bar read 156/156/156/157/157 across baseline and all four buttons. So the burner needs a chord, an input this pad cannot reach, or belongs to another craft/the AI. Recorded so the obvious buttons are not re-probed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
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@@ -100,3 +100,34 @@ pitching — but the yaw fields may equally belong to the AI or to an input this
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has not driven.
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Raw samples: [`captures/turn-law-pitch-phases.csv`](captures/turn-law-pitch-phases.csv).
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---
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# The afterburner is not on the obvious buttons — a bounded negative
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The definition describes the burner without naming its input: `AB_ConsumeShield_Begin`
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**50**, `AB_ConsumeShield` **10**, and a set of `AB_AV_*` turn caps far below the
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normal ones (roll 40 vs 125–200 °/s, pitch-up 30 vs 70–150). Notably there is **no
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`AB_*Velocity`**, so the burner may not raise the speed target at all.
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Two independent probes, both negative for `A`, `B`, `X`, `LB` (and `LS`/`RS` on the
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first):
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* [`tools/re-capture/ab_probe.py`](../../tools/re-capture/ab_probe.py) — hold `RT`
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for a max-speed baseline, then hold each candidate: speed stayed inside the
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baseline's own noise band (1 200–1 580 units/s) for every one.
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* [`tools/re-capture/ab_state_probe.py`](../../tools/re-capture/ab_state_probe.py) —
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sample a window of the player object while each candidate is held and report any
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float that falls during the hold: **nothing fell**.
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* And the cheapest oracle of the three, needing no offsets at all: **count the green
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pixels of the HUD's SHIELD bar** before and after each hold, on a freshly spawned
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craft with a full shield. `AB_ConsumeShield_Begin 50` should take a visible bite;
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the bar read **156, 156, 156, 157, 157** across baseline and all four buttons.
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So the burner is **not a simple hold on `A`/`B`/`X`/`LB`/`LS`/`RS`**. What remains:
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a chord (something plus `RT`), an input this pad cannot reach, a craft variant that
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has it, or fields that belong to the AI rather than the player. Worth knowing before
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anyone re-probes the obvious buttons.
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(`RB` is the nose gun, `Y` the missile mount and the d-pad the tactical map — see
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[flight controls](flight-controls-runtime.md) — so those were not held here.)
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