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
5.5 KiB
The throttle is a TARGET-SPEED selector — measured against the definition (2026-08-13)
Status: ✅ for the shape of the law, 🟡 for the unit scale.
The unit definition gives MinimumVelocity 100, CruisingVelocity 350,
MaximumVelocity 1200, Acceleration 600 and Deceleration 500 for
UN_f001_TCAF_DeltaSaber_T_Player (values),
but not how the game applies them. This measures it.
Method — tools/re-capture/speed_law.py:
lock onto the player entity once, then sample its own position triple in guest RAM
while holding each throttle input in turn (8 s per phase, 20 Hz). Speed is
differentiated over 1-second windows, never per sample.
Result
| phase | measured speed (1 s windows) | settles to | definition field |
|---|---|---|---|
| no throttle | 367 403 471 365 463 463 365 | ~420 | CruisingVelocity 350 |
RT held |
1041 1376 1551 1379 1596 1510 1620 | ~1 530 | MaximumVelocity 1200 |
| release | 1314 672 432 452 432 450 408 | back to ~440 | — |
LT held |
203 121 135 121 115 146 122 | ~125 | MinimumVelocity 100 |
| release | 369 451 427 425 445 390 465 | back to ~430 | — |
So the throttle selects a target speed — minimum / cruise / maximum — and the
craft converges to it; releasing either trigger returns it to cruise. It is not a
force model with the throttle adding thrust, which is what a reimplementation would
most likely have assumed from Acceleration/Deceleration alone. Those two fields
govern the convergence rate: the release phase falls ~1 314 → ~432 in about two
seconds (~440 units/s², against Deceleration 500) and the RT phase climbs ~420 →
~1 550 in two to three seconds (~470–560 units/s², against Acceleration 600).
🟡 The unit scale
Measured world-space speeds run ≈1.2–1.3× the definition numbers in all three regimes (cruise 1.21, maximum 1.28, minimum 1.32). The HUD, meanwhile, reads 350 at cruise — the definition value exactly. So the definition's velocity unit is the HUD's, and entity world coordinates are a constant multiple of it, close to 1.25. The spread across regimes is larger than the constant itself is precise, because the craft is manoeuvring under fire while sampled (straight-line displacement per window under-reads a curving path), so this is recorded as a measured range rather than a pinned constant.
Traps
RT/LTare analogue triggers, sovgamepad trig RT 1.0holds the throttle; the button verbhold RTis a silent no-op. The first run of this probe measured the drift of a craft nobody was flying.- Do not differentiate per sample. The guest updates the position slower than
20 Hz, so per-sample differences alternate between 0 and a double step —
0, 1519, 1985, 0, 2681…for a craft flying smoothly. - Bind late, measure fast. The player entity is not in the typed-entity scan
for the first ~15 s of a mission, and the craft dies within a few minutes if
nobody is flying it — one earlier attempt ended at
GAME OVERmid-probe.
Raw samples: captures/speed-law-throttle-phases.csv.
Turn rates: AV_* are rate caps, and _Min/_Max mean at minimum/maximum speed
tools/re-capture/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.
Control mapping, measured — LX is roll (the forward vector barely moves
under it: 3–5 °/s residual), LY is pitch (vgamepad documents LY: -1 = up,
so +1 is nose down = the PitchMinus family), and the right stick does not
steer at all (0 °/s).
| phase | measured (1 s windows) | definition |
|---|---|---|
| slow + nose down | 85 · 96 · 82 → ~87 | AV_PitchMinus_Min 75 |
| fast + nose down | 55 · 45 · 63 → ~54 | AV_PitchMinus_Max 40 |
| slow + nose up | 181 · 164 · 181 → ~175 | AV_PitchPlus_Min 150 |
| fast + nose up | 103 · 130 · 175 → ~136 | AV_PitchPlus_Max 70 |
Two claims of the field names are confirmed:
- Agility falls with speed — every rate drops when the throttle goes from
LTtoRT, so_Min/_Maxare at minimum / maximum speed, not floor/ceiling of the rate. - Pitching up is about twice as fast as pitching down, exactly as the pair 150/75 (slow) and 70/40 (fast) says.
The ~1.2× factor is a TIME BASE, not a unit scale
The speed law measured 1.21 / 1.28 / 1.32 × its definition values; the pitch rates measure 1.16 / 1.35 / 1.17 / 1.94 × theirs. A unit scale would have to differ between metres-per-second and degrees-per-second — it cannot explain both. A time base does: if the guest's simulated second is shorter than the wall-clock second this probe measures against, every rate reads high by the same factor. So the definition numbers are self-consistent and a reimplementation should take them at face value; these measurements confirm the shape of the law (which field governs what, and how the regimes switch), not a scale correction.
🟡 No yaw input was found. AV_Yaw_{Min,Max} (45 / 25 °/s) exists, but neither
stick yaws the craft. With MaximumBank_Normal (60) and roll on LX, a
bank-to-turn model is the obvious reading — sustained turns come from rolling and
pitching — but the yaw fields may equally belong to the AI or to an input this probe
has not driven.
Raw samples: captures/turn-law-pitch-phases.csv.