The loop re-scored every contact every tick, so the nose chased whichever fighter scored best that instant and aim error wandered 10-40 deg through a pass. A missile lock is time-on-target, so constant switching is the one thing guaranteed to prevent a kill. Commit to a contact until it dies, passes 6000, sits >90 deg off the nose for 2.5 s, or 14 s elapse. Same guns, same ballistics, same escort weighting, same missile cadence: kills 0000 (five gun-only runs) -> 0002 (missiles) -> 0009 (commitment), with 101 missiles vs 98, and the largest hostile-population fall of any run (134->97). Own hull untouched. The ACROPOLIS still ended at 76.6%, so this is lethality, not the mission outcome. Also records a negative result so it is not re-attempted: the selected target is NOT a raw entity pointer. Three searches came up empty — a +-0x1400 window of the player object, a full-RAM sweep of every entity-pointer word tapped through each button (only thread-stack slots churn, which is frame noise), and a delta tally over all 150 entities of the kind that found the definition pointer at +0x130. The selection must be a handle, an index, or in a subsystem outside the entity object.
12 KiB
Escort / mission state from guest RAM — every entity's hull
Status: ✅ CONFIRMED (2026-07-30). Capture: tools/re-capture/mission_state.py,
session tools/re-capture/escort_session.sh, Stage 02 from save slot 01, 240 s of
flight, 240 samples at 1 Hz → captures/mission-state-stage02.jsonl.
Screenshot evidence: captures/escort-stage02-hud.png.
The question
own_state.py found the player's hull by anchoring on a solved definition
field — an undamaged craft carries its definition's HP (+0x054), so the live
counter is the copy of that number that falls. Result: hull = position + 0x154
(autopilot).
Stage 02 is an escort, and it is lost when the ACROPOLIS sinks, not when the
player dies: a 240 s run hit GAME OVER with our own hull at 1500/1500. Scoring
that objective needs someone else's hull. So: is +0x154 a property of the
entity class, or of the player object?
Finding — it is class-wide
At the first sample of the run, before this session's fighting had touched them,
pos+0x154 equals the entity's own definition HP across seven classes and
five distinct HP values:
| Class | radius | definition HP |
pos+0x154 at t=0 |
|---|---|---|---|
UN_e007_ADAN_Turret |
22 | 100 | 100.0 (all 60 instances) |
UN_e010_ADAN_Attacker_S |
100 | 500 | 500.0 (all 19) |
UN_f106_TCAF_Destroyer |
2000 | 10000 | 10000.0 |
UN_e106_ADAN_Destroyer |
2100 | 10000 | 10000.0 |
UN_f105_TCAF_Cruiser |
3800 | 30000 | 30000.0 |
UN_e105_ADAN_Cruiser |
3800 | 30000 | 30000.0 |
UN_f101_TCAF_Acropolis |
1400 | 25000 | 25000.0 |
Measured directly by mission_state.py scan at the start of three separate runs:
146/150, 147/150 and 147/150 entities hold exactly their definition's HP at
pos+0x154. The handful that do not sit slightly below it (9800/10000,
29933.3/30000, 9725/10000, …) — the battle is already in progress when the player
launches, so those ships have already been shot at. Nothing read above its HP,
and nothing read an unrelated number, which is what a coincidental offset would
produce.
The value behaves like a live counter, not a copy of the definition:
- it falls under fire — 780 distinct damage events were logged across the run;
- it goes negative at death and the entity then disappears from the heap
(
UN_f106_TCAF_Destroyer→-30.0of 10000, another →-0.0, a third GONE); - the drops match what the HUD draws — the screenshot shows the ACROPOLIS and the destroyer CHARON each with their own health bar, CHARON's already red.
So hull = position + 0x154 for every entity, and the escort objective is
directly scoreable: read the protected ship's hull, normalise by its definition's
HP, done. No new anchor, no value scan.
The escort asset, measured
UN_f101_TCAF_Acropolis, one instance, HP 25000, collision radius 1400.
Its hull over the 240 s run (pilot chasing the nearest hostile fighter, the
current pilot.py behaviour):
t= 0..150s 25000.0 untouched
t= 180.1s 24779.5
t= 210.1s 24149.5
t= 239.1s 23038.2 -1961.8 total, ≈ -600 HP/min once it starts
⚠️ Onset is NOT a fixed schedule — corrected by a later run. From this run alone
it looked like the asset is safe for the first ~170 s. A second run put the first
damage at t = 70 s, and its hostile population grew (134 → 166 ADAN) where this
one's shrank (147 → 118). So the stage is not replaying identically, and "the asset
is untouched early" is a property of one run, not of Stage 02. What survives the
second run is the weaker, still useful claim: the loss is slow — a few hundred to
~1400 HP/min against 25000, so tens of minutes to sink. The earlier GAME OVER
therefore was not a fast loss; it was an undefended one.
Also captured
- Hostile population fell 147 → 118 over the run (the pilot fired on 435 of 1913 engage frames; most of the remainder it was manoeuvring with the target outside the 9° firing cone).
- Two friendly destroyers were lost while the pilot was elsewhere.
- The HUD's
REMAINING OBread 012 at t≈240 s while 118 ADAN entities were alive, so that counter is objectives, not hostiles — its RAM address is still unknown (❔ open).
Escort-weighted targeting — implemented, and what it did NOT fix
pilot.py gained a DEFEND mode (2026-07-30): while the asset is losing hull,
target the hostiles pressing it — ranked by distance to the asset minus credit for
closing on it — instead of the ones nearest to us. Trigger and ranking both read the
live hull, so nothing is inferred.
It works mechanically: DEFEND engaged 1.9 s after the asset's first hit in one run (t=167.0), and held for 54 % of a 330 s run. But it did not measurably save the asset. Over the window the two policies share, they are the same to within noise:
| t (s) | nearest-fighter | escort-weighted |
|---|---|---|
| 120 | 25000.0 | 24910.0 |
| 180 | 24779.5 | 24460.0 |
| 239 | 23038.2 | 23218.0 |
Two honest reasons it cannot yet be scored better than "no worse":
- The runs are not comparable past that window — different spawn timing and, in the escort-weighted run, a hostile population that grew 134 → 166 while the baseline's fell 147 → 118.
- Lethality is the real bottleneck, not target choice. The guns are on for only 12 % of combat frames (320 of 2630); the rest of the time the target is outside the 9° firing cone while the loop manoeuvres. Choosing a better target does little when most passes do not shoot.
One bug found and fixed by the first escort run (worth keeping as a pattern): the
new mode flies at the asset, which sits inside the friendly formation, and the run
ended hull 1500 -> DEAD in a single tick at 2026 units/s, 0.6 s from a friendly
destroyer the avoidance expected to clear by 365 units — against a hull of radius
2000. Keep-out had been applied only to hostile turrets. Every entity above
BIG_RADIUS now gets a physical keep-out of its own radius + 800, with braking
inside it, whatever its faction; the next run survived its full 330 s untouched.
Ballistics from the disc data — and the measurement that invalidates the metric
The solved Shell records give the player's guns exactly
(Shell_TCAF_DeltaSaber_{NoseGun,Gun,Beam}_P, all ✅ CONFIRMED):
Velocity 8000, LifeTime 0.5 s, MaximumRange 4000 — self-consistent,
since 8000 × 0.5 = 4000 — plus shell Radius 20–30 and Power 15/30/40.
Two things in pilot.py were plainly wrong against those numbers, and both are fixed:
- Lead used our own speed as the shell speed. Flight time was
d / max(our_speed, 300), i.e. 400–2000 u/s instead of 8000 — every shot led 4–16× too far ahead. FIRE_RANGEwas 5000, past the range at which the shells expire.
But the outcome metric says none of this has been shown to help. The HUD's own
counters — YOU KILLED: WARSHIPS / WARPLANES — read 0000 / 0000 at the end of
every run, including the nearest-fighter baseline. The pilot is not killing
anything in any configuration, so "fraction of frames with the guns on" (12 % → 5 % →
1 frame in 2639 as the firing gate was varied) was never measuring lethality. The
corrections above are right on the physics and fix demonstrably wrong code; they are
not evidence of improvement, and none is claimed.
The firing gate itself produced one clean result worth keeping: gating on the target's angular half-size alone (2.7° at 2584 units for a fighter) is far tighter than the steering loop can hold the nose, and firing collapsed to 1 frame in 2639. Angular size belongs in the gate as a floor that opens it up close, never as a cap.
Why nothing died — settled by probe, then fixed
fire_probe.sh holds each pad input in turn in flight and photographs the HUD ammo
counters. Result:
| input | NOSE BM |
MAIN MPM |
|---|---|---|
| idle | 06000 | 00300 |
| RB | 05956 (−44 in 4 s, HEAT rises) | 00300 |
| Y | 05951 | 00299 (−1) |
| LB / X / B / A / RT / LT | no change | no change |
So RB is the nose gun (~11 rounds/s) and Y is the main mount — measured, not
assumed — and the "we never shoot" hypothesis is dead: we shoot and miss.
Which is what the disc data says to stop doing. Shell_TCAF_DeltaSaber_Missile_P is
Power 200, GuidanceType 5 (guided), MaximumRange 5000, against the nose gun's
Power 15, unguided. One missile is worth ~14 gun hits on a 500 HP fighter and it
steers itself — the accuracy problem solved rather than tuned. (ASMissile_P is
Power 5000, the anti-ship option.)
Adding missile launches to the pilot (press Y, release a tick later, ≥2 s apart)
produced the first kills of the whole series: YOU KILLED: WARPLANES 0002, versus
0000 in all five gun-only runs, with hostiles down 134 → 104 (the largest fall yet).
Still poor, and stated as such: 98 missiles for 2 kills (~2 %). The likely cause is that the game expects a lock — holding the target in the reticle before launch — and an unlocked launch is wasted. Reading the lock state (or the lock timer) out of RAM is the next step, and it is the same anchoring trick as everything else here.
Target commitment — the change that actually moved kills
The pilot re-scored every contact every tick, so the nose chased whichever fighter was momentarily best-scoring and the aim error wandered 10–40° through a pass. Since a missile lock is time-on-target, constant switching is the one thing guaranteed to prevent a kill. Commitment: stay on the chosen contact until it dies, gets beyond 6000, sits >90° off the nose for 2.5 s, or 14 s elapse.
Nothing else changed — same guns, same ballistics, same escort weighting, same missile cadence:
| run | kills (WARPLANES) |
missiles | hostiles |
|---|---|---|---|
| gun-only × 5 | 0000 | 0 | 147→118 … 134→166 |
| + guided missiles | 0002 | 98 | 134→104 |
| + target commitment | 0009 | 101 | 134→97 |
4.5× the kills for the same ammunition, and the largest fall in hostile population of any run. Our own hull finished untouched at 1500/1500.
The escort is still not saved — the ACROPOLIS finished at 76.6 % — so this improves lethality, not the mission outcome, and the two should not be conflated.
Negative result: the selected target is not a raw entity pointer
Worth recording so it is not re-attempted. target_probe.py looked for the selection
three ways: (1) every word in a ±0x1400 window of the player object that points at a
live entity — none; (2) every word in all of RAM holding an entity pointer, tapped
through each button — only thread-stack slots (0x70xx_xxxx) churned, which is frame
noise, not selection; (3) a delta tally over all 150 entities looking for a repeated
offset holding a pointer to another entity, the same trick that found the definition
pointer at +0x130 — zero candidates.
So neither the player nor the AI ships keep a raw pointer to their target near their transform. The selection is a handle, an index, or lives in a targeting subsystem outside the entity object.
Reimplementation notes
- Defeat conditions for an escort stage are readable as: protected-asset
hull ≤ 0, or playerhull ≤ 0. - Every unit's effective HP is the definition's
HP, confirmed live for 7 classes — the same field the unit struct already solves statically, so disc data and runtime agree. - Entity removal on death is observable (the object leaves the heap), which gives a clean lifetime signal for anything modelling spawn/despawn.