j129: virtual-bullet debug overlay (TR_VBULLET_DEBUG, default off) - travelled path, predicted aim ring, hit/miss vector; shared turret colour table
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@@ -449,6 +449,22 @@ Measured byte-identical on `bmPath`. Kept for experiments; leave at defaults.
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| `TR_RADAR_SCAN_LOG_PATH` | `/tmp/radar_scan_log.jsonl` | where that goes |
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| `TR_TRACKER_PROBE` | off | presence-based; per-tick enemy tracker vs server enemy count |
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| `TR_TRACKER_PROBE_PATH` | `/tmp/tracker_probe.jsonl` | where that goes |
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| `TR_VBULLET_DEBUG` | off | presence-based; overlay the virtual bullets in the GUI debug graphics (see below) |
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| `TR_VBULLET_DEBUG_GUN` | selected gun | `all`/`*` for every gun, or a gun name (e.g. `Pattern`); unset = only the currently selected gun |
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| `TR_VBULLET_DEBUG_MAX` | `32` | cap on bullets drawn per tick |
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The **virtual-bullet overlay** (`TR_VBULLET_DEBUG`, off by default) makes the
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selector's training signal visible. Turn it on with:
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TR_VBULLET_DEBUG=1 TR_VBULLET_DEBUG_GUN=all ./out/ModularBot
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- **travelled path** — thin line from the fire point along the fire direction,
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as far as the bullet has actually flown.
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- **aim ring** — small hollow circle at the predicted target position.
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- **miss vector** — line from the aim ring to the closest-approach point; a
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filled dot there is a HIT, a hollow ring a MISS (the score the selector sees).
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- colour per gun is the SAME table as the turret (`vbullet_draw.gunColors`), with
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a one-line legend in the top-left corner.
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The **adaptive-melee radar** has no env knobs. Its tuning lives in compile-time
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constants in `radars/adaptive_melee_radar.nim:36-50`: `MaxRadarTurnRate=45`,
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