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
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4.3 KiB