# In-flight control mapping — measured, not assumed **Status:** ✅ for the weapon bindings (ammo counters move), 🟡 for the rest (HUD observation only). Probes: `tools/re-capture/fire_probe.sh` (hold each input, photograph the ammo counters) and `lock_probe.sh` (tap each, watch the reticle). Stage 02, in flight. Evidence: [`captures/fire-probe-ammo-counters.png`](captures/fire-probe-ammo-counters.png). | input | effect | confidence | |---|---|---| | **`RB`** | **Nose gun.** `NOSE BM` 06000 → 05956 in a 4 s hold ≈ **11 rounds/s**; `HEAT` bar rises | ✅ | | **`Y`** | **Main mount** (missiles). `MAIN MPM` 00300 → 00299 per tap | ✅ | | **`RT` / `LT`** | Throttle up / brake, a *persistent* setting (488 → 1510 → 174 u/s) | ✅ (earlier session) | | **d-pad** | **Tactical map** overlay (grid with contact blips) — not target cycling | 🟡 | | `LB`, `X`, `B`, `A`, `LS`, `RS` | No change to either ammo counter | ✅ (as "not a weapon") | ## Targeting appears to be automatic, and that is the lethality problem No input was found that cycles a target. The green `TARGET` marker is already present in idle frames with nothing pressed, so the game selects for us — most likely whatever sits nearest the reticle — and a guided missile's lock is then a **time-on-target** mechanic rather than a button. That fits the measurements end to end: - the guns fire fine (11 rounds/s) but the kill counters read `0000` after five gun-only runs → **we shoot and miss**; - guided missiles (`Missile_P`, Power 200, `GuidanceType` 5) got the first kills, `WARPLANES 0002`, but only **2 per 98 launches**; - the pilot's own log shows aim error wandering between ~10° and ~40° for most of a pass. So the remaining bottleneck is **not** the target choice (escort weighting), **not** the ballistics (now taken from the confirmed `Shell` records), and **not** the input mapping (measured above). It is that the steering loop never holds the nose on one contact long enough to complete a lock. The next thing worth doing is making aim *dwell* — and the cheapest oracle for whether a lock ever completes is the reticle itself, or finding the lock timer in the player object with the same anchoring trick used for hull. ## The game's own action list (from the OPTIONS key-config screen) Decoded from `dat/GP_OPTIONS.pak` (`po_keys_btn*` sprites) — this is the authoritative set of bindable in-flight actions, straight off the disc, no probing required: | # | Action | Our mapping | |---|---|---| | 1 | Aircraft Control | LX/LY ✅ | | 2 | View Point Control | RX/RY (unused by the pilot) | | 3 / 4 | Left / Right Yaw Control | — (separate from pitch/roll!) | | 5 / 6 | Accelerate / Decelerate | `RT` / `LT` ✅ | | 7 | **Use Main Weapon** | `Y` ✅ | | 8 | **Use Nose Weapon** | `RB` ✅ | | 9 | Special Move | ❔ | | 10 | Maneuver | ❔ | | 11 | Resupply | ❔ | | 12 | **Change Target** | ❔ — **this is the target-select the loop needs** | | 13 | Change Main Weapon | ❔ (would reach `ASMissile`, Power 5000) | | 14 | **Padlock Mode Toggle** | ❔ — **the aim-dwell mechanism** | | 15 | Radar Map Toggle | d-pad 🟡 (matches the observed map overlay) | Two entries change the plan outright: - **`Change Target` exists**, so target selection *is* an input after all. The earlier probe swept `LB/X/B/A/LS/RS` and found no ammo change — consistent with those being exactly these non-weapon actions. The probe simply watched the wrong indicator. - **`Padlock Mode Toggle`** is a view/aim lock onto the selected target. That is the aim-dwell problem solved *by a game mechanic* rather than by tuning a PD controller — and it is why a human player can hold a contact long enough to lock a missile. Also note `CONTROL SETTINGS` carries a **`Control Type`** preset plus **Yaw / Pitch / Roll Sensitivity** and a separate **`Throttle`** option: the mapping is not fixed, and the craft's response to a given stick deflection is configurable. Any calibration done against one profile (e.g. the `ctrl_probe.py` throttle numbers) is only valid for the save's current settings. **Next:** bind physical buttons to actions 9–14 by watching the *reticle and target panel* (not the ammo counters) — and once `Change Target` and `Padlock` are identified, re-run the missile test with a locked target. ## Notes for the reimplementation - Two independent weapons with separate ammo pools and separate HUD counters: `NOSE BM` (gun, 6000) and `MAIN MPM` (missiles, 300). - The gun has a **HEAT** bar that fills while firing — a sustained-fire limit the reimplementation needs; its cap and cool-down rate are not measured yet. - The tactical map is a full-screen overlay bound to the d-pad and does not pause flight (the craft kept taking fire with it open).