fire_probe.sh holds each pad input in flight and photographs the HUD ammo counters. RB moves NOSE BM 06000 -> 05956 in 4 s (~11 rounds/s, HEAT rises); Y moves MAIN MPM 00300 -> 00299; nothing else moves either counter. So the control mapping is measured rather than assumed, and 'we never shoot' is dead: we shoot and miss. The disc data says to stop shooting: Shell_TCAF_DeltaSaber_Missile_P is Power 200, GuidanceType 5 (guided), MaximumRange 5000, versus the nose gun's Power 15 unguided — one missile is worth ~14 gun hits on a 500 HP fighter and it steers itself. Launching them (press Y, release a tick later, >=2 s apart) produced YOU KILLED: WARPLANES 0002 — the first non-zero kill counter of the series, against 0000 in all five gun-only runs, with hostiles down 134 -> 104. Still only 2 kills per 98 missiles (~2%). Likely cause: the game expects a lock before launch and an unlocked missile is wasted. Reading the lock state out of RAM is the next step.
215 KiB
660x300px
215 KiB
660x300px