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
2.2 KiB
2.2 KiB