The tutorials need no save and are ~1 min from a cold boot, so they are the cheapest route into a live flight scene. The HUD prints the equipped weapons as NOSE BM 06000 / MAIN MPM 00300 — matching wep_01's LoadingCount 6000 and wep_02's 300, with the weapons identified from the HANGAR loadout rather than from the ammo number. That makes it a genuinely independent confirmation of Ammo Capacity == LoadingCount, from a different renderer in a different mode. Also inventories the HUD elements (heat gauges, shield/armor pools, target armor gauge, per-weapon RANGE markers) and notes that the RANGE gauge draws each weapon's MaximumRange on a scale — a route to a real number where the Arsenal panel only gives a letter class. Adds autopilot.py (waypoint-arrow chaser). It detects reliably but oscillates; recorded as such rather than as a working tool. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
233 lines
14 KiB
Markdown
233 lines
14 KiB
Markdown
# Weapon DATA SHEET — runtime capture (Route B)
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**Status:** 🟡 first dynamic capture, 2026-07-28. The Arsenal's *Gallery Mode* panel is a
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direct runtime readout of the IDXD weapon record, which makes it an oracle for the fields
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the disc leaves **defaulted**. Two field mappings are ✅ `CONFIRMED`; two defaulted values
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are recovered at 🟡 `PROBABLE`. Captured from the retail game under Xenia Canary
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(software Vulkan, headless) — see [the container recipe](#how-this-was-captured).
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## Problem
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`sylpheed-formats::game_data` reads the combat tables out of `dat/GP_MAIN_GAME_E.pak`, but
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**a field left at its default value carries no value on disc** — the key is present in the
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IDXD string pool with no value token in front of it. Those defaults live in title code, so
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a static read can only ever say "not set", never *what* the game uses. That is a real hole
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for the reimplementation: e.g. `Weapon_DSaber_P_wep_01_Beam` — the Delta Saber's starting
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beam gun — has no `TriggerShotCount` and no `Power` on disc.
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Ruled out first: the defaults are **not** hiding in another pak. `hidden/DefTables.pak`
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contains no `WEAPON`-schema (`0x6ab4825a`) objects at all, and the other `GP_MAIN_GAME_*`
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paks are localized duplicates of the English one.
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The two scratch analyses that produced the shopping list live next to the crate:
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`crates/sylpheed-formats/examples/defaulted_fields.rs` (per-schema: which keys are declared
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but defaulted, and by whom) and `examples/default_owners.rs` (per-key: every owner, valued
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or `<DEFAULT>`).
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> Caveat on those tools: they classify a token as a *value* only if it is numeric or
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> non-identifier-shaped. **Boolean/enum-valued fields therefore read as `<DEFAULT>`
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> spuriously** (`Yes`, `Homing`, `Single`, `Burst` are identifier-shaped). Every finding
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> below concerns numeric fields, where the classification is sound.
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## Finding — the DATA SHEET reads the record
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In **ARSENAL → (weapon type) → Y (Gallery Mode)** each entry shows a `DATA SHEET`, and it
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is shown for weapons that have **not** been developed yet — only fully hidden (dashed)
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entries are withheld. The same panel appears in **HANGAR → (hard point)**, with an extra
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`Weapon Type` row.
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| DATA SHEET row | IDXD field | Confidence | Evidence |
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|---|---|---|---|
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| `Ammo Capacity` | `LoadingCount` | ✅ CONFIRMED | every one of the 10 identified entries lands on a `LoadingCount` that exists in its own weapon-type tab — and see the circularity note below |
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| `Max. Lock Ons` | `TriggerShotCount` | ✅ CONFIRMED | FALCON 9AM = 12 vs `wep_02`'s 12; BUZZARD 10AM = 22 vs `wep_04`'s 22 (two distinctive values, two independent records) |
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| `Hard Point` | mount slot | ✅ CONFIRMED | matches the HANGAR slot the weapon is mountable/equipped on (`STILETTO BG I` → NOSE, `FALCON 9AM` → MAIN WEAPON1) |
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| `Range Class` | bucket of `MaximumRange` | 🟡 PROBABLE | monotone in the on-disc metres, see the bracket table below |
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| `Damage Class` | bucket of `Power` | 🟡 PROBABLE | monotone in the on-disc power, see below |
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| `Weight Class` | bucket of the hangar-table `Weight` | ❔ HYPOTHESIS | only one clean pair so far (`wep_33`, Weight 0.3 → "Light") |
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| `Speed Class` | ❔ | ❔ | present only on missiles (MPM = A, ASM = B); no on-disc pairing established |
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| `Sight Homing`, `Lock on Overlap` | ❔ (`Available` / `–`) | ❔ | the plausible on-disc partners (`Homing`, `OverlapLockon`) are identifier-valued and not yet decoded; **NEEDS-HUMAN** |
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### Why the `Ammo Capacity` evidence is not circular
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Each UI entry was **identified** by matching its `Ammo Capacity` against the records in
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that weapon-type tab, so "the ammo matches" cannot on its own prove the mapping. What does:
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1. **The match is forced and unique.** For 10 of the 11 entries, exactly one record in that
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tab carries that number (`600` occurs three times overall — `wep_04`, `wep_24`, `wep_55`
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— but in three different tabs: MPM, BEAM, B/R). An unrelated quantity would not land on
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a valid, tab-unique `LoadingCount` eleven times running.
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2. **A second, independent field then agrees.** FALCON 9AM and BUZZARD 10AM were pinned by
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ammo alone, and their `Max. Lock Ons` (12, 22) then matched those same records'
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`TriggerShotCount` (12, 22) — values that play no part in the identification. A wrong
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identification would have to be wrong twice, consistently.
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3. **One entry is identified without ammo at all.** STILETTO BG I is described in-game as
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"the initially mounted Delta Saber beam gun" and is the weapon the HANGAR shows equipped
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on the nose; `wep_01_Beam` is the corresponding record, and its `LoadingCount` 6000 is
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what the panel shows.
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The weakest identification is LIGHT MACHINE GUN MG I: three guns share `LoadingCount = 3000`
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(`wep_09`, `wep_33`, `wep_83`). `wep_33` is picked on `Weight Class = Light` (it has by far
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the smallest `Mass`, 1.5 vs 3.6 / 33.0) — 🟡 PROBABLE, not certain.
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## Finding — recovered defaults
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| Weapon | UI name | Field | On disc | **Runtime** | Conf. |
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|---|---|---|---|---|---|
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| `Weapon_DSaber_P_wep_05_ASMissile` | TERRIER SMH | `TriggerShotCount` | *(defaulted)* | **4** | 🟡 |
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| `Weapon_DSaber_P_wep_60_ASMissile` | HOUND SMH | `TriggerShotCount` | *(defaulted)* | **4** | 🟡 |
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Both defaulted weapons read **4**, which is consistent with a single title-code default of
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`TriggerShotCount = 4` rather than two per-weapon constants — but two samples cannot tell
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those apart. ❔ HYPOTHESIS: *the title-code default for `TriggerShotCount` is 4.* It would
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be confirmed by a third weapon that defaults the field and also reads 4 (candidates that
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were still locked in this save: `wep_27`, `wep_30`, and the seven Beams), or refuted by one
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that reads anything else.
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`Power` and `MaximumRange` defaults are **not** exactly recoverable from this panel — it
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shows only the letter bucket. They are bracketed instead (below).
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## Captured rows
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All values are from one session on save slot 01 (Stage 02, "At Standby", 5 % clear, 4101 P);
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`✓` marks a value that matches the on-disc record exactly.
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| UI name | Record | Rng | Dmg | Spd | Weight | Ammo | Lock | Homing | Overlap | Hard point |
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|---|---|---|---|---|---|---|---|---|---|---|
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| LIGHT MACHINE GUN MG I | `wep_33_Gun` 🟡 | D | E | – | Light | 3000 ✓ | – | – | – | NOSE WEAPON (Nose) |
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| BROAD SWORD SG I | *see below* | E | D | – | Light | 200 | – | – | – | NOSE WEAPON (Nose) |
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| STILETTO BG I | `wep_01_Beam` | E | E | – | Light | 6000 ✓ | – | – | – | NOSE WEAPON (Nose) |
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| DAGGER BG2 | `wep_37_Beam` | D | E | – | Light | 4000 ✓ | – | – | – | NOSE WEAPON (Nose) |
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| PILUM BP | `wep_24_Beam` | B | D | – | Light | 600 ✓ | – | – | – | MAIN WEAPON1 (Fore) |
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| FALCON 9AM | `wep_02_Missile` | D | D | A | Heavy | 300 ✓ | 12 ✓ | Available | – | MAIN WEAPON1 (Fore) |
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| BUZZARD 10AM | `wep_04_Missile` | C | D | A | Heavy | 600 ✓ | 22 ✓ | – | Available | MAIN WEAPON1 (Fore) |
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| DART 23 ROCKET | `wep_55_Rocket` | C | D | – | Heavy | 600 ✓ | – | – | – | MAIN WEAPON1 (Fore) |
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| TERRIER SMH | `wep_05_ASMissile` | D | C | B | Heavy | 45 ✓ | **4** | Available | Available | MAIN WEAPON2 (Rear) |
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| HOUND SMH | `wep_60_ASMissile` | B | C | B | Medium | 18 ✓ | **4** | Available | Available | MAIN WEAPON2 (Rear) |
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| TOMAHAWK ALPHA RAIL GUN | `wep_03_Cannon` | C | C | – | Medium | 75 ✓ | – | – | – | MAIN WEAPON3 (Lower) |
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**BROAD SWORD SG I is unidentified — NEEDS-HUMAN.** `Ammo Capacity 200` narrows it to
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`wep_38` / `wep_41` / `wep_42_Shotgun` (all `LoadingCount = 200`); "SG" and the GUN tab fit
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a shotgun. `wep_42` is excluded by range (2500 m would not share class E with `wep_38`/
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`wep_41`'s 3000 m *if* the class is a pure range bucket), leaving `wep_38` vs `wep_41`,
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which the panel cannot separate. Its `Damage Class D` also does not fit the `Power` bracket
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below (all three shotguns are `Power ≤ 16`, i.e. bucket E), so either the identification or
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the "Damage Class = bucket of `Power`" model is wrong for shotguns.
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### Letter-class brackets
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Sorting the identified rows by their on-disc numbers gives monotone, non-overlapping bands:
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```
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Range Class E: 3000 (wep_01)
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D: 3500 · 4000 · 4000 · 4000 (wep_33, wep_37, wep_02, wep_05)
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C: 4500 · 5000 · 5000 (wep_55, wep_04, wep_03)
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B: 6500 · 6500 (wep_24, wep_60)
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Damage Class E: 10 · 14 · 16 (wep_33, wep_01, wep_37)
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D: 70 · 75 · 100 (wep_24, wep_04, wep_55)
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C: 200 · 400 (wep_03, wep_05)
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```
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Two consequences for the reimplementation:
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- The **thresholds are not pinned** — only bracketed (e.g. the D/C range boundary lies in
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(4000, 4500]). More weapons, or a static read of the title-code table, would pin them.
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- They **bracket the defaulted numbers**: `wep_02_Missile`'s defaulted `Power` sits in the
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D band (≈ 17…150 by the observed edges) and `wep_60_ASMissile`'s in the C band
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(≈ 150…500). 🟡 PROBABLE, and only as good as the bucket model.
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## How this was captured
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Container recipe (`sylph-container/mission.md`), with two corrections worth keeping:
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- **Skip the intro movie with A.** The brief warns it crashes; it does not. Skipping cuts
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boot-to-main-menu from ~13 min to **~1 min** under lavapipe. (Thanks: user tip.)
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- **The title screen falls back to the attract loop within a few seconds**, so a
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screenshot→look→tap cycle always misses it. Poll the framebuffer and tap in the same
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process. Both are automated in `scratchpad/skip_intro.sh` (movie detected by frame-to-
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frame RMSE; title by the green Ⓐ glyph at pixel 625,618).
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- Under lavapipe the game polls input at its own low frame rate: **a 60 ms d-pad tap is
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dropped roughly half the time**; 200 ms is reliable and 300 ms starts to auto-repeat.
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- The Hangar hard-point weapon carousel is cycled with d-pad **down**, not left/right.
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Path: title → A → LOAD GAME → slot 01 → *Load game?* **YES** → READY ROOM → ARSENAL →
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type tab (LB/RB) → **Y** for the DATA SHEET → d-pad down through the list.
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## Open / next
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- Only **9 weapons of ~61** are revealed at 5 % completion, and none of the four whose
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`LoadingCount` is defaulted (`wep_11`, `wep_28`, `wep_36`, `wep_70`) is among them.
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Progressing the save (or a later save) is what unlocks the rest — the panel itself
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already shows undeveloped weapons, so no points need to be spent.
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- **Craft (`UNIT`-schema) defaults are not reachable this way.** The Hangar exposes exactly
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one craft-level runtime number, `Gross Weight` (a class, "Light"). The defaulted craft
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fields (`ShieldRatio`, `BarrelRoll_Count*`, `HoldPosition_*Ratio`, `Slalom_TurnCount_Max`,
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`UsingChaffRatio`, …) are AI/flight-model constants with no UI surface; they would need
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in-flight behavioural measurement or a guest-memory read, not a menu screenshot.
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- The `Sight Homing` / `Lock on Overlap` on-disc partners are still unidentified.
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Screenshots for every row above: `/sylph-home/re/caps/` in the container.
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Evidence PNGs are committed under [`captures/weapon-datasheet/`](captures/weapon-datasheet/)
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(64-colour quantized for size; the numbers stay legible).
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---
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# Addendum — the in-flight HUD (2026-07-28)
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Reached via **TUTORIAL → BASIC CONTROLS / HEADS-UP DISPLAY** from the title menu (no
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save needed). Evidence: [`captures/hud-runtime/`](captures/hud-runtime/).
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## The HUD corroborates the ammo mapping, independently
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The Delta Saber's HUD prints its two equipped weapons as `NOSE <TYPE> <AMMO>` and
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`MAIN <TYPE> <AMMO>`. With the loadout known from the HANGAR (nose = STILETTO BG I, main =
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FALCON 9AM) the HUD reads **`NOSE BM 06000`** and **`MAIN MPM 00300`** — exactly
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`wep_01_Beam`'s `LoadingCount = 6000` and `wep_02_Missile`'s `300`.
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This matters because it is **not** the Arsenal panel: the weapons were identified from the
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HANGAR loadout, and the numbers come from a different renderer in a different game mode. It
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is a genuinely independent confirmation of `Ammo Capacity == LoadingCount`.
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The type tags (`BM`, `MPM`) are the same short codes as the Arsenal type tabs.
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## HUD element inventory
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| HUD element | Backing data | Conf. |
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|---|---|---|
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| `NOSE` / `MAIN` + type tag + 5-digit ammo | equipped weapon, `LoadingCount` | ✅ |
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| `HEAT` / `L.HEAT` bar under each weapon | the `Heating` / `Cooling` pair | 🟡 |
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| Speed readout + throttle scale (`0`, `100`, `A/B`) | craft velocity | ✅ |
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| `SHIELD` and `ARMOR` bars (two separate pools) | craft `HP` + a shield pool | 🟡 |
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| Target reticle: name / type / distance + ring **Armor Gauge** | target unit record | 🟡 |
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| `RANGE` gauge with `MAIN` and `NOSE` tick markers | each equipped weapon's `MaximumRange`, plotted against target distance | 🟡 |
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| `YOU KILLED: WARSHIPS nnnn` + a second counter | score / `ScorePoint` | ❔ |
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The `RANGE` gauge is the interesting one for future work: it draws a **per-weapon marker on
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a distance scale**, so a weapon whose `MaximumRange` is defaulted on disc (`wep_25`,
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`wep_58`, `wep_82`) would have its value *drawn* rather than bucketed into a letter — if the
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scale can be calibrated against two weapons with known ranges, that recovers a real number
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where the Arsenal panel only gives a class.
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## Craft velocity
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Full afterburner (RT) peaked at **1193** against `UN_f001_TCAF_DeltaSaber_T`'s on-disc
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`MaximumVelocity = 1200`. 🟡 PROBABLE — one observation, and the readout may have been
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still climbing. Cruise sat at 350, which is *not* the record's `CruisingVelocity` (700), so
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the number is the current throttle setting, not a named constant; don't read more into it.
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## Notes for the next session
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- The tutorials need **no save game** and are reachable in ~1 min from a cold boot, which
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makes them the cheapest way back into a live flight scene.
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- `tools/re-capture/autopilot.py` chases the yellow off-screen waypoint arrow (colour +
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shape, `-sample` not `-resize`, ~0.65 s per detection). It **finds the arrow reliably but
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oscillates** — the proportional gain is too high for the craft's turn rate. It needs a
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damping/derivative term before it can actually fly a waypoint.
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- The HEADS-UP DISPLAY tutorial reaches a scripted targeting segment where the ship stops
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moving (target distance pinned) and the on-screen controller highlights **A**; tapping and
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holding A did not advance it. **NEEDS-HUMAN**: what input that segment wants.
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- Canary is unstable here: it died twice mid-session (once loading BEAM `Resource3D`, once
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hanging on tutorial teardown) with no crash dump. Re-launch is cheap; just don't assume a
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long session survives.
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