turn_law.py pins the speed regime with a throttle, holds a stick axis and differentiates the craft's own forward vector over 1-second windows. slow + nose down ~87 deg/s (AV_PitchMinus_Min 75) fast + nose down ~54 (AV_PitchMinus_Max 40) slow + nose up ~175 (AV_PitchPlus_Min 150) fast + nose up ~136 (AV_PitchPlus_Max 70) So agility falls with speed (_Min/_Max are at minimum/maximum speed, not rate bounds) and pitching up is ~2x pitching down, exactly as the field pairs say. Control mapping measured: LX is roll (forward vector barely moves, 3-5 deg/s), LY is pitch (+1 = nose down per vgamepad's LY: -1 = up), and the right stick does not steer at all. The ~1.2x overshoot seen in the speed law appears again here (1.16-1.35x), and a unit scale cannot explain both m/s and deg/s — a TIME BASE can: if the guest's simulated second is shorter than the wall-clock second the probe measures against, every rate reads high by the same factor. So the definition numbers are self-consistent and these measurements confirm the shape of the law, not a scale. Recorded 🟡: no yaw input found (AV_Yaw_* exists but neither stick yaws), which with roll on LX and MaximumBank_Normal points at a bank-to-turn model. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
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3.9 KiB