pitch_gametime.py brackets each turn phase with HUD screenshots, so the mission
clock's own advance converts wall seconds to game seconds within the same run:
this run's clock: TIME 00:33.68 -> 00:44.12 = 10.44 s game in 7.96 s wall = 1.311
pitch @ min speed 88.9 deg/wall-s /1.311 -> 67.8 deg/game-s vs AV_PitchMinus_Min 75
pitch @ max speed 53.6 /1.311 -> 40.9 vs AV_PitchMinus_Max 40
Both land on the definition (the slow phase 10% low, consistent with including the
AA_* ramp in an 8 s window), so the clock explanation covers angular motion as well:
every stated rate is per GAME second.
The ratio is not a machine constant — 1.260 in the earlier flight, 1.311 here — so it
must be measured in the same run as whatever it corrects. Bonus: the same shots show
the HUD reading 102 at full LT against MinimumVelocity 100.
Also documents the trap that cost three runs: a killed Canary leaves both its shm
image and its last frame on screen, so a dead emulator looks alive and the scans
report "0 moving triples" like a tooling bug. pgrep -x matches zombies, so
speed_law.require_live_emulator() checks the process state letter and refuses to
measure a corpse.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9