Screenshotting the HUD speed readout at each throttle step, beside the position-derived measurement of the same moment: RT 0.00 HUD 350 (= CruisingVelocity) position ~447 ratio 1.28 RT 0.25 HUD 507 position ~652 ratio 1.29 RT 0.75 HUD 963 position ~1141 ratio 1.19 So (a) the HUD speaks the definition's units — exactly CruisingVelocity at neutral, 963 at three-quarters against the 987 the interpolation predicts — confirming the throttle law in the game's own numbers without any position sampling; and (b) world displacement runs ~1.2x the displayed speed. Since settled angular rates need no such factor, this is a unit difference between the position triple and the velocity fields, not a clock effect: a reimplementation moving entities at MaximumVelocity in world coordinates will be ~20% slow. Also fixes speed_law.find_player: a mission holds more than one *_Player object and at least one never moves, so the finder now samples each candidate twice and keeps the one that displaces. Locking onto the static one is what produced a run of exact zeros while the game was visibly flying. 🟡 The ratio is 1.19-1.29 rather than a clean constant and every sample was taken in a firefight; pinning it wants a quiet map. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
103 lines
4.3 KiB
Python
103 lines
4.3 KiB
Python
#!/usr/bin/env python3
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"""Measure the craft's speed law and check it against its definition.
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The unit definition gives `Acceleration`, `Deceleration`, `MinimumVelocity`,
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`CruisingVelocity` and `MaximumVelocity` (harvested 2026-08-13), but not how the
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game applies them. This holds each throttle input and samples the player's own
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position at ~10 Hz, so speed and its rate of change are measured rather than
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assumed.
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Why not `ctrl_probe.py`: it re-scans for the player when it starts, and that scan
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misses in roughly half the samples on a busy stage (entities move while it walks
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memory). This locks onto the player object ONCE and then only re-reads its
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position triple, which is why it survives a firefight.
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Usage: speed_law.py <out.csv> [hold_s]
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"""
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import os, struct, subprocess, sys, time
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import gworld, entities2
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def find_player(retries=8):
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"""Lock onto the player object that is actually FLYING.
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A mission holds more than one `*_Player` object — `entities2 list` shows two —
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and at least one of them never moves. Taking the first match locks onto that
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one, and then every probe reads a speed of exactly 0 while the game is visibly
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flying (and the HUD keeps reading 350). So sample each candidate twice and keep
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the one that displaces."""
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for _ in range(retries):
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w = gworld.World()
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defs = entities2.definitions(w)
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movers = entities2.moving(w.fd, w.size)
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cands = [(off, nm) for off, nm, _, _ in entities2.typed(w.fd, defs, movers, 0x130)
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if nm.endswith("_Player")]
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best = None
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for off, nm in cands:
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a = pos_at(w.fd, off)
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time.sleep(0.3)
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b = pos_at(w.fd, off)
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d = sum((b[i] - a[i]) ** 2 for i in range(3)) ** 0.5
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if best is None or d > best[0]:
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best = (d, off, nm)
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if best and best[0] > 0.5:
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return w, best[1], best[2]
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time.sleep(2)
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return None, None, None
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def pos_at(fd, off):
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b = os.pread(fd, 12, off)
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return struct.unpack(">3f", b)
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def pad(*args):
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subprocess.run(["vgamepad", *args], capture_output=True)
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def sample(fd, off, seconds, hz=20):
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"""Raw (t, x, y, z) samples. Speed is NOT computed per sample: the guest
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updates the position at its own rate, so a 10 Hz difference alternates
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between 0 and a double step — the first run of this probe read 0, 1519, 1985,
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0, 2681 … for a craft flying smoothly. Differentiate over a window instead."""
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out, t0 = [], time.time()
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while time.time() - t0 < seconds:
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p = pos_at(fd, off)
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out.append((round(time.time() - t0, 3), p[0], p[1], p[2]))
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time.sleep(1.0 / hz)
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return out
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def main():
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out_csv = sys.argv[1]
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hold = float(sys.argv[2]) if len(sys.argv) > 2 else 8.0
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w, off, nm = find_player()
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if not w:
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sys.exit("player entity not found after retries")
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print(f"# locked on {nm} at file offset {off:#x}")
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rows = []
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# RT/LT are ANALOGUE TRIGGERS, not buttons: `vgamepad trig RT 1.0` holds full
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# throttle, `trig RT 0.0` releases. Using `hold RT` (the button verb) is a
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# silent no-op — the first run of this probe measured only the drift of a
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# craft nobody was flying.
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for label, keys in (("idle", [("RT", 0.0), ("LT", 0.0)]),
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("RT", [("RT", 1.0), ("LT", 0.0)]),
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("coast", [("RT", 0.0), ("LT", 0.0)]),
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("LT", [("LT", 1.0), ("RT", 0.0)]),
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("coast2", [("RT", 0.0), ("LT", 0.0)])):
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for axis, v in keys:
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pad("trig", axis, str(v))
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seq = sample(w.fd, off, hold)
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for t, x, y, z in seq:
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rows.append((label, t, x, y, z))
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# windowed speed: displacement over the phase's middle second
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mid = [s for s in seq if seq[-1][0] * 0.4 <= s[0] <= seq[-1][0] * 0.9]
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if len(mid) > 2:
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d = sum((mid[-1][i] - mid[0][i]) ** 2 for i in (1, 2, 3)) ** 0.5
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print(f"# {label:<8} windowed speed {d / (mid[-1][0] - mid[0][0]):8.1f}/s")
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pad("trig", "RT", "0.0"); pad("trig", "LT", "0.0")
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with open(out_csv, "w") as f:
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f.write("phase,t,x,y,z\n")
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for r in rows:
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f.write(f"{r[0]},{r[1]},{r[2]},{r[3]},{r[4]}\n")
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print(f"# wrote {out_csv} ({len(rows)} samples)")
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if __name__ == "__main__":
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main()
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