# Death-sequence camera — findings (2026-07-09) Pilot report (networked mission one, arena, Mad Cat): at death the bridge render shows **the inside of the escape pod** instead of the authentic sequence (trainer video: the dying pilot never sees the pod interior — the view rides to the blue-swirly translocation portal, the new mech steps out of the portal onto the field; the pod eject is a third-party visual only). Reference capture: `captures/netdeath-20260708.fifodump` (4.5 MB, complete networked mission incl. the death and mission-end fade; taken 2026-07-08 UTC-night). Probes: `probes/deathcam_probe.py`, `probes/viewflush_probe.py` (run with `py -3.13`; they replay the capture into a headless VirtualBoard). ## What the wire actually says - **The camera DCS chain never leaves the wreck.** Chain eye stays ~7.8 m from the vehicle root through the whole death tail (never >100 m from it anywhere in 18,477 frames). So the `fp_cam` <100 m chain-sanity guard in live_bridge.py is NOT the culprit, and the transit is NOT a camera-chain move. - **Type-3 (view) flushes carry projection + fog only**, no camera pose: floats [0..8] frustum edges, [9] ≈1.73 FOV scale, [10..11] = 832×512, **[12]/[13] = hither/yon** (0.25/1300 in gameplay), [18]/[19] = fog near/far, [20..22] = fog RGB. Only 65 flushes in the whole mission — they fire on change, not per frame. - **The mission-end fade is on the wire and already renders**: ~22 flushes sweeping fog near/far from (193, 1205) down to (0.01, 0.05) with RGB fading to black — the reverse of the mission-start black hold. - **At death the 0x1f articulation batches switch to driving nodes anchored at the world origin (0, 1, 0)** — the portal diorama animating — while the mech's own nodes stop updating. This is the clearest wire signature that the death sequence is active. ## Hypothesis (matches the BT411 decomp) `BTPOVStartEndRenderable` (game source) is constructed with BOTH `dplMainZone` and `dplDeathZone`. The authentic transit is a **view/zone re-parent**: the game moves the pilot's dpl_VIEW into the death zone, whose own camera root does the ride (death site → portal at origin → dropzone). Our bridge only follows the main-zone camera chain, so it stays at the wreck — with the escape-pod geometry spawned around it. ## Reconciliation with the EARLIER respawn-death capture The 2026-07-09 analysis of `netdeath_snap.fifodump` (~9MB, the earlier networked death WITH respawn; see weapon-visuals memory + death_strip.py) found the chain camera DOES transit: death site → (0, 10, 0) at the portal during the black hold → dropzone for the fade-in. Two death variants: - **Respawn death** (lives remain): chain camera rides to the portal. The fp_cam `<100 m from vehicle` sanity guard REJECTS exactly this ride → falls back to the wreck → pilot sees pod/shroud geometry. **For this variant the guard IS the bug**: relax it once a mission is established (e.g. keep the guard only until the first accepted lock, or accept large excursions when the chain eye moves CONTINUOUSLY frame-to-frame). - **Mission-end death** (tonight's capture): no transit at all — fog fade at the wreck, mission over. The wreck-side view may be authentic here; compare period footage of an end-of-mission death before changing it. ## Next steps 1. Find the death-zone view root on the wire: at the death frame, diff the node topology (nest/link records) for a second camera-like chain, and check which display list the portal diorama nodes hang from. 2. Bridge fix: detect death-sequence-active (origin-anchored 0x1f activity + fog fade + the known w3/w4 flips) → release `fp_cam` and follow the death-zone chain (or, worst case, synthesize the ride: ease the eye from the wreck to the portal diorama at origin). 3. Note: this capture's death was at mission end (no respawn) — capture a MID-mission death (lives remaining) to see the full portal ride + new-mech reveal before calling the fix authentic. Compare against the pilot's VHS stills (7-frame sequence, matched 2026-07-08).