Cleanest linear measurement: neutral throttle (HUD = CruisingVelocity 350), sticks centred, 20 s of perfectly straight flight (displacement/path = 1.000): 8 900 world units in 20.1 s -> 443.6 /s -> 1.267x the HUD's 350 And the game's own mission timer across a wall-clock interval: TIME 00:08.79 -> 00:46.97 = 38.18 s of game time in 30.29 s wall = 1.260 Same number. So the linear discrepancy is not a unit difference: the mission clock runs ~1.26x faster than wall time under this emulator, and dividing world displacement by WALL seconds inflates speed by exactly that. World units and displayed speed share one unit; the definition velocities are per GAME second. This supersedes the previous "world-unit vs displayed-speed" reading. Left open (❔): settled turn rates measured 74.9/41.1 deg/s in wall time against AV_PitchMinus_Min/Max 75/40, but the clock argument predicts ~94 for the first. Either that agreement was luck inside a noisy sample (per-window rates spanned 61-96) or angular integration is frame-based where linear is time-based. The check is to re-measure pitch and convert wall->game seconds with the clock ratio. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
345 lines
17 KiB
Markdown
345 lines
17 KiB
Markdown
# The throttle is a TARGET-SPEED selector — measured against the definition (2026-08-13)
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**Status: ✅ for the shape of the law, 🟡 for the unit scale.**
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The unit definition gives `MinimumVelocity 100`, `CruisingVelocity 350`,
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`MaximumVelocity 1200`, `Acceleration 600` and `Deceleration 500` for
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`UN_f001_TCAF_DeltaSaber_T_Player` ([values](captures/unit-runtime-fields.csv)),
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but not **how** the game applies them. This measures it.
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Method — [`tools/re-capture/speed_law.py`](../../tools/re-capture/speed_law.py):
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lock onto the player entity once, then sample its own position triple in guest RAM
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while holding each throttle input in turn (8 s per phase, 20 Hz). Speed is
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differentiated over **1-second windows**, never per sample.
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## Result
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| phase | measured speed (1 s windows) | settles to | definition field |
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|---|---|---|---|
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| no throttle | 367 403 471 365 463 463 365 | **~420** | `CruisingVelocity` 350 |
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| `RT` held | 1041 1376 1551 1379 1596 1510 1620 | **~1 530** | `MaximumVelocity` 1200 |
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| release | 1314 672 432 452 432 450 408 | back to **~440** | — |
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| `LT` held | 203 121 135 121 115 146 122 | **~125** | `MinimumVelocity` 100 |
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| release | 369 451 427 425 445 390 465 | back to **~430** | — |
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So the throttle **selects a target speed** and the craft converges to it; releasing
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either trigger returns it to cruise. (**Refined below**: the trigger is analogue, so
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the target is a continuous interpolation and these three are its endpoints.) It is not a
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force model with the throttle adding thrust, which is what a reimplementation would
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most likely have assumed from `Acceleration`/`Deceleration` alone. Those two fields
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govern the **convergence rate**: the release phase falls ~1 314 → ~432 in about two
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seconds (~440 units/s², against `Deceleration` 500) and the `RT` phase climbs ~420 →
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~1 550 in two to three seconds (~470–560 units/s², against `Acceleration` 600).
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## 🟡 The unit scale
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Measured world-space speeds run **≈1.2–1.3× the definition numbers** in all three
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regimes (cruise 1.21, maximum 1.28, minimum 1.32). The HUD, meanwhile, reads
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**350** at cruise — the definition value exactly. So the definition's velocity unit
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is the HUD's, and entity world coordinates are a constant multiple of it, close to
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**1.25**. The spread across regimes is larger than the constant itself is precise,
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because the craft is manoeuvring under fire while sampled (straight-line
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displacement per window under-reads a curving path), so this is recorded as a
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measured range rather than a pinned constant.
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## Traps
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* **`RT`/`LT` are analogue triggers**, so `vgamepad trig RT 1.0` holds the throttle;
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the button verb `hold RT` is a **silent no-op**. The first run of this probe
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measured the drift of a craft nobody was flying.
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* **Do not differentiate per sample.** The guest updates the position slower than
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20 Hz, so per-sample differences alternate between 0 and a double step —
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`0, 1519, 1985, 0, 2681…` for a craft flying smoothly.
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* **Bind late, measure fast.** The player entity is not in the typed-entity scan
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for the first ~15 s of a mission, and the craft dies within a few minutes if
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nobody is flying it — one earlier attempt ended at `GAME OVER` mid-probe.
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Raw samples: [`captures/speed-law-throttle-phases.csv`](captures/speed-law-throttle-phases.csv).
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---
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# Turn rates: `AV_*` are rate caps, and `_Min`/`_Max` mean *at minimum/maximum speed*
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`tools/re-capture/turn_law.py` pins the speed regime with a throttle, holds a stick
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axis, and differentiates the craft's **own forward vector** over 1-second windows.
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**Control mapping, measured** — `LX` is **roll** (the forward vector barely moves
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under it: 3–5 °/s residual), `LY` is **pitch** (`vgamepad` documents `LY: -1 = up`,
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so `+1` is nose down = the `PitchMinus` family), and the **right stick does not
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steer at all** (0 °/s).
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| phase | measured (1 s windows) | definition |
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|---|---|---|
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| slow + nose down | 85 · 96 · 82 → **~87** | `AV_PitchMinus_Min` **75** |
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| fast + nose down | 55 · 45 · 63 → **~54** | `AV_PitchMinus_Max` **40** |
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| slow + nose up | 181 · 164 · 181 → **~175** | `AV_PitchPlus_Min` **150** |
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| fast + nose up | 103 · 130 · 175 → **~136** | `AV_PitchPlus_Max` **70** |
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Two claims of the field names are confirmed:
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* **Agility falls with speed** — every rate drops when the throttle goes from `LT`
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to `RT`, so `_Min`/`_Max` are *at minimum / maximum speed*, not floor/ceiling of
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the rate.
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* **Pitching up is about twice as fast as pitching down**, exactly as the pair
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150/75 (slow) and 70/40 (fast) says.
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## The ~1.2× factor — ⚠️ WITHDRAWN, see "Settled rates match exactly" below
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The speed law measured 1.21 / 1.28 / 1.32 × its definition values; the pitch rates
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measure 1.16 / 1.35 / 1.17 / 1.94 × theirs. A **unit scale** would have to differ
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between metres-per-second and degrees-per-second — it cannot explain both. A **time
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base** does: if the guest's simulated second is shorter than the wall-clock second
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this probe measures against, every rate reads high by the same factor. So the
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definition numbers are self-consistent and a reimplementation should take them at
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face value; these measurements confirm the **shape** of the law (which field governs
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what, and how the regimes switch), not a scale correction.
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🟡 **No yaw input was found.** `AV_Yaw_{Min,Max}` (45 / 25 °/s) exists, but neither
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stick yaws the craft. With `MaximumBank_Normal` (60) and roll on `LX`, a
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**bank-to-turn** model is the obvious reading — sustained turns come from rolling and
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pitching — but the yaw fields may equally belong to the AI or to an input this probe
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has not driven.
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Raw samples: [`captures/turn-law-pitch-phases.csv`](captures/turn-law-pitch-phases.csv).
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---
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# The afterburner is not on the obvious buttons — a bounded negative
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The definition describes the burner without naming its input: `AB_ConsumeShield_Begin`
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**50**, `AB_ConsumeShield` **10**, and a set of `AB_AV_*` turn caps far below the
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normal ones (roll 40 vs 125–200 °/s, pitch-up 30 vs 70–150). Notably there is **no
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`AB_*Velocity`**, so the burner may not raise the speed target at all.
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Two independent probes, both negative for `A`, `B`, `X`, `LB` (and `LS`/`RS` on the
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first):
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* [`tools/re-capture/ab_probe.py`](../../tools/re-capture/ab_probe.py) — hold `RT`
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for a max-speed baseline, then hold each candidate: speed stayed inside the
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baseline's own noise band (1 200–1 580 units/s) for every one.
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* [`tools/re-capture/ab_state_probe.py`](../../tools/re-capture/ab_state_probe.py) —
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sample a window of the player object while each candidate is held and report any
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float that falls during the hold: **nothing fell**.
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* And the cheapest oracle of the three, needing no offsets at all: **count the green
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pixels of the HUD's SHIELD bar** before and after each hold, on a freshly spawned
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craft with a full shield. `AB_ConsumeShield_Begin 50` should take a visible bite;
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the bar read **156, 156, 156, 157, 157** across baseline and all four buttons.
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So the burner is **not a simple hold on `A`/`B`/`X`/`LB`/`LS`/`RS`**. What remains:
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a chord (something plus `RT`), an input this pad cannot reach, a craft variant that
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has it, or fields that belong to the AI rather than the player. Worth knowing before
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anyone re-probes the obvious buttons.
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(`RB` is the nose gun, `Y` the missile mount and the d-pad the tactical map — see
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[flight controls](flight-controls-runtime.md) — so those were not held here.)
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---
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# The throttle is ANALOGUE: the target speed interpolates cruise → maximum
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`RT` is an analogue trigger, so "held" was only ever one point on a curve. Walking
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it in five steps ([`tools/re-capture/throttle_curve.py`](../../tools/re-capture/throttle_curve.py),
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2.5 s to converge then 5 s of sampling per step):
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| `RT` | settled speed (1 s windows) | mean |
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|---|---|---|
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| 0.00 | 465 · 411 · 373 · 504 | **438** |
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| 0.25 | 648 · 554 · 678 · 622 | **626** |
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| 0.50 | 739 · 961 · 897 · 919 | **879** |
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| 0.75 | 1028 · 1086 · 977 · 1283 | **1094** |
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| 1.00 | 1359 · 1306 · 1517 · 1186 | **1342** |
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A straight ramp. Dividing by the ~1.2 time-base factor established above, the
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endpoints land on the definition's own numbers — 438/1.2 ≈ **365** against
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`CruisingVelocity` **350**, and 1342/1.2 ≈ **1118** against `MaximumVelocity`
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**1200** — and the midpoint follows: 879/1.2 ≈ 733 against the predicted
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350 + 0.5·(1200−350) = 775. So
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```
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target speed = CruisingVelocity + RT · (MaximumVelocity − CruisingVelocity)
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```
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and `LT` mirrors it down to `MinimumVelocity` — **measured**, see below.
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**This also refutes a live hypothesis about the afterburner.** Full `RT` producing
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more than `MaximumVelocity` looked like it might *be* the burner; it is not — the
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curve is smooth through full deflection, with no step, and the shield does not move.
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Full throttle is simply full throttle.
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Raw samples: [`captures/throttle-curve-rt.csv`](captures/throttle-curve-rt.csv).
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(The entity scan that locks onto the player searches *changing* position triples, so
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it only sees the craft while it still has speed — bind early, or a mission left
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idling drops out of the scan entirely and every tool reports "player entity not
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found" while the game is visibly flying.)
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---
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# `LT` mirrors `RT`, and roll does NOT depend on speed
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One flight, both measurements
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([`tools/re-capture/flight_law2.py`](../../tools/re-capture/flight_law2.py)).
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## The braking half of the curve
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| `LT` | 0.00 | 0.25 | 0.50 | 0.75 | 1.00 |
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|---|---|---|---|---|---|
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| speed | 436 | 379 | 289 | 209 | **126** |
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A straight ramp down from cruise to ~126, and dividing by the ~1.2 time-base factor
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the endpoints are the definition's own numbers again — 363 against
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`CruisingVelocity` **350** and 105 against `MinimumVelocity` **100**. So the throttle
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law is symmetric:
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```
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RT held: target = Cruising + RT · (Maximum − Cruising)
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LT held: target = Cruising − LT · (Cruising − Minimum)
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```
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## Roll
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Roll turns the craft about its own forward axis, so it has to be measured on a
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different row of the rotation matrix than pitch was:
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| phase | rate per 1 s window | mean |
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|---|---|---|
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| minimum speed + full roll | 171 · 103 · 157 | **~144 °/s** |
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| maximum speed + full roll | 140 · 145 · 164 | **~150 °/s** |
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**Roll shows no speed dependence** — the two regimes agree inside the noise, where
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pitch dropped by a third to a half between them. Against the definition
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(`AV_Roll_Min` 200, `AV_Roll_Max` 125) the measured ~145 °/s is ~121 after the
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time-base factor, i.e. **the `Max` value in both regimes**.
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So the `_Min`/`_Max` pair does *not* mean the same thing for every axis: pitch
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interpolates between them with speed, roll appears pinned at `Max`. A
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reimplementation that applies one rule to all axes would get roll wrong at low
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speed by ~60 %.
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🟡 Caveat kept: the roll phases were 2 s of settling apart, which is marginal for a
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full 126 → 1 342 speed change, so "no dependence" is a measurement over a real but
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not perfectly separated pair of regimes.
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Raw samples: [`captures/throttle-curve-lt.csv`](captures/throttle-curve-lt.csv) ·
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[`captures/turn-law-roll.csv`](captures/turn-law-roll.csv).
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---
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# ⚠️ Settled rates match the definition EXACTLY — the "time base" reading is withdrawn
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The earlier turn measurements settled each phase for 1.5 s and then differentiated
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from the first second. Re-running with **5 s of settle** and the craft's speed
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recorded *at the moment the turn starts*
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([`tools/re-capture/flight_law3.py`](../../tools/re-capture/flight_law3.py)):
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| phase | speed at turn | measured rate | definition |
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|---|---|---|---|
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| pitch, minimum speed | 130 /s | **74.9 °/s** | `AV_PitchMinus_Min` **75** |
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| pitch, half throttle | 388 /s | 73.7 °/s | (between, see below) |
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| pitch, maximum speed | 1 821 /s | **41.1 °/s** | `AV_PitchMinus_Max` **40** |
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| roll, minimum speed | 110 /s | 129.5 °/s | `AV_Roll_Min` 200 |
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| roll, maximum speed | 1 722 /s | 149.3 °/s | `AV_Roll_Max` 125 |
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**Pitch lands on 75 and 40 — the definition's own numbers, with no scale factor.**
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So the ~1.2× I attributed to the emulated time base was an artefact of measuring
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during the `AA_*` acceleration ramp with too little settle, and that explanation is
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**withdrawn**: angular rates need no correction, and a reimplementation should use
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`AV_*` verbatim.
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What remains unexplained is only on the **linear** side: settled speeds still read
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high and vary between runs (`RT` full measured 1 342 in one flight and 1 821 in
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another, against `MaximumVelocity` 1 200), which is what a craft being shoved around
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in a firefight looks like. The HUD, meanwhile, reads exactly `CruisingVelocity` at
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neutral throttle. A clean linear measurement wants a quiet corner of a map, not this
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one — until then, no cause is claimed.
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**Roll, re-measured with proper settles, confirms the axis difference**: 129.5 at
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110 /s and 149.3 at 1 722 /s — no speed dependence, both near `AV_Roll_Max` **125**,
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where pitch moved 75 → 40 across the same range. The mid-throttle pitch point does
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not discriminate lerp-versus-switch, because at half throttle the craft only reached
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388 /s, where an interpolation would predict ~66 °/s against a measured 73.7 — inside
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this probe's noise.
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Raw samples: [`captures/turn-law-settled.csv`](captures/turn-law-settled.csv).
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---
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# The linear discrepancy is real, and it is between WORLD units and DISPLAYED speed
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Last section removed the "time base" explanation by showing settled *angular* rates
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match the definition exactly. That leaves the linear side, and the HUD settles it:
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screenshotting the speed readout at each throttle step, next to the position-derived
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measurement of the same moment
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([`captures/throttle-curve-hud.csv`](captures/throttle-curve-hud.csv)):
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| `RT` | HUD readout | position-derived | ratio |
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|---|---|---|---|
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| 0.00 | **350** (= `CruisingVelocity`) | ~447 | 1.28 |
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| 0.25 | **507** | ~652 | 1.29 |
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| 0.75 | **963** | ~1 141 | 1.19 |
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Two things follow.
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* **The HUD speaks the definition's language.** It reads exactly `CruisingVelocity`
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at neutral and climbs toward `MaximumVelocity` as the trigger is pressed — 963 at
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three-quarters, against the 987 the interpolation predicts. So the throttle law
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stated above is confirmed in the game's *own* units, independent of any position
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sampling.
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* **World displacement runs ~1.2× the displayed speed.** Since the angular rates
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need no such factor, this is not a clock effect: it is a **unit difference between
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the position triple and the velocity fields**. A reimplementation that places
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entities in world coordinates and moves them at `MaximumVelocity` will be ~20 %
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slow.
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🟡 The ratio is 1.19–1.29 across the three points rather than a clean constant, and
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every sample was taken in a firefight where the craft is also being pushed. Pinning
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it exactly wants a quiet map or a scripted straight run; the *existence and rough
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size* of the factor is what these measurements support.
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**A methodological note worth keeping.** This line of work went: hold a trigger →
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"three target speeds" → analogue interpolation → an unexplained 1.2× → "time base"
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→ withdrawn → a *unit* difference confined to the linear side. Every step came from
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one of two moves: **let a held input vary** (the trigger's analogue range), or
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**bring in an independent oracle** (the HUD, the definitions, a longer settle). The
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wrong turn — the time base — came from explaining a number instead of first
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measuring the same quantity a second, cleaner way.
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---
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# ✅ The linear factor IS the clock — measured against the game's own mission timer
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The cleanest possible version of the linear measurement: neutral throttle (HUD reads
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exactly `CruisingVelocity` 350), sticks centred, **20 s of perfectly straight flight**
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(`straightness = displacement/path = 1.000`, so no manoeuvring contaminates it) —
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[`tools/re-capture/cruise_ratio.py`](../../tools/re-capture/cruise_ratio.py):
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```
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displacement 8 900 world units in 20.1 s -> 443.6 /s
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ratio vs the HUD's 350 -> 1.267
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```
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And the game's **own clock**, read off the HUD across a wall-clock interval:
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```
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mission TIME 00:08.79 -> 00:46.97 = 38.18 s of game time
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wall clock = 30.29 s
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ratio = 1.260
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```
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**1.260 against 1.267 — the same number.** So the linear "discrepancy" was never a
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unit difference: **the mission clock runs ~1.26× faster than wall time under this
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emulator**, and a speed derived by dividing world displacement by *wall* seconds is
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inflated by exactly that. World units and the displayed speed share one unit, and a
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reimplementation should take `CruisingVelocity`/`MaximumVelocity` at face value —
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per **game** second.
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This supersedes the previous section's "world-unit vs displayed-speed difference".
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❔ **One thing does not fit, and is left open.** The settled turn rates measured
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74.9 and 41.1 °/s *in wall time* against `AV_PitchMinus_{Min,Max}` 75/40 — but if
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game time runs 1.26× fast, a 75 °/game-second cap should have read ~94 °/wall-second.
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Either that agreement was luck inside a noisy sample (the per-window rates spanned
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61–96), or angular integration is frame-based where linear is time-based. The check:
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re-measure pitch and convert wall→game seconds with the clock ratio, expecting ~94
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if the clock explanation is universal.
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