# 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. ## 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).