WRECK VALLEY · 0.61.3 · IMPLEMENTATION & VERIFICATION

See the decision.
Watch the car act.

Sessions now lead the control room. A diagram on the right connects Jev’s observations and choices to actual steering, pedal, nitro and drift inputs. Pursuit also stays focused on the rival, with locally timed attack maneuvers.

460Automated tests passed
1.65 sNitro input in the live test
0.32 sDrift input in the live test
4× / secondMaximum visible control refresh

A visual control room

This is a recorded interface integration test with a deterministic model stub and real server, ledger, sockets and physics. It verifies the display; the real-model gameplay recording is below.

The lightweight control endpoint refreshes independently from decision history. It makes no extra model calls. Short inputs between samples can be missed; this is a live instrument panel, not a frame-by-frame replay. Negative throttle is labelled brake/reverse because the game uses the same control for both.

Why pursuit, nitro and drift were too timid

Interception was offered even for a close stationary rival. Separately, requiring a specific boost or drift choice once per second could miss opportunities that only lasted part of that second.

Vehicle power, grip and damage rules are unchanged. The attack policy requires fresh model authorization; local fallback stays explicitly labelled.

Real-model gameplay

Returned tacticCalls
patrol3
pursue32
strike3

The live run applied 38/38 model calls with no provider or JavaScript errors. Authoritative counters recorded 99 nitro steps and 19 drift steps at 60Hz. Minimum sampled nitro was 86.3%. Confirmed cost was $0.002677; the isolated $0.004 test budget correctly switched to local fallback.

The clip is an excerpt; the counters cover the entire run. Keyboard inputs passed through the production client with no car-position, health or physics overrides. Rendering uses Chromium/SwiftShader and automated controls, not human playtesting or hardware FPS measurements.

This run confirms actual nitro, drift and sustained pursuit choices. It is not a controlled win-rate comparison. The model still chooses its policy, and the local driver can limit unsafe actions. Production budgets remain $0.05 per match and $1 per UTC day.

Regression checks

View the boost rendering fixture (simulated input)Explicit diagram fixture demonstrating steering, throttle and nitro indicators