The loop re-scored every contact every tick, so the nose chased whichever fighter scored best that instant and aim error wandered 10-40 deg through a pass. A missile lock is time-on-target, so constant switching is the one thing guaranteed to prevent a kill. Commit to a contact until it dies, passes 6000, sits >90 deg off the nose for 2.5 s, or 14 s elapse. Same guns, same ballistics, same escort weighting, same missile cadence: kills 0000 (five gun-only runs) -> 0002 (missiles) -> 0009 (commitment), with 101 missiles vs 98, and the largest hostile-population fall of any run (134->97). Own hull untouched. The ACROPOLIS still ended at 76.6%, so this is lethality, not the mission outcome. Also records a negative result so it is not re-attempted: the selected target is NOT a raw entity pointer. Three searches came up empty — a +-0x1400 window of the player object, a full-RAM sweep of every entity-pointer word tapped through each button (only thread-stack slots churn, which is frame noise), and a delta tally over all 150 entities of the kind that found the definition pointer at +0x130. The selection must be a handle, an index, or in a subsystem outside the entity object.
156 KiB
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156 KiB
660x300px