The definition describes the burner (AB_ConsumeShield_Begin 50, AB_ConsumeShield 10, AB_AV_* turn caps well below normal) but names no input, and carries no AB velocity field. Three probes, all negative for A, B, X, LB (plus LS/RS on the first): - ab_probe.py: hold RT for a max-speed baseline, then each candidate — speed stayed inside the baseline's own noise band every time. - ab_state_probe.py: sample a window of the player object during each hold and report any float that falls — nothing fell. - HUD oracle needing no offsets: count green pixels of the SHIELD bar on a freshly spawned craft. AB_ConsumeShield_Begin 50 should take a visible bite; the bar read 156/156/156/157/157 across baseline and all four buttons. So the burner needs a chord, an input this pad cannot reach, or belongs to another craft/the AI. Recorded so the obvious buttons are not re-probed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
134 lines
7.2 KiB
Markdown
134 lines
7.2 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** — minimum / cruise / maximum — and the
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craft converges to it; releasing either trigger returns it to cruise. 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 is a TIME BASE, not a unit scale
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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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