test(vehicle): add -reversetest and record the reverse is wheel-spin, not throttle
-reversetest holds negative throttle; forward throttle drives -224.9 km/h and reverse throttle -99.5 km/h, both backward, so the throttle sign is not the cause - the wheel spin is inverted relative to the engine torque. Mesh orientation is fine (nose +X). Next: check the imported wheel-bone reference pose (axle may land on X/Z, not Y).
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@@ -1048,3 +1048,15 @@ Historical task context from 2026-11-09/10; later vehicle findings above may sup
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X, not the bone's Y), the engine torque sign, or the throttle sign. Next probe: run the
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`-drivetest` with `SetThrottleInput(-1.0)` to split "throttle inverted" from "wheel spin
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inverted" in one run.
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## 2026-11-10 — Vehicle reverse: both throttle signs drive backward
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- `-reversetest` (negative throttle) shows the throttle sign is not the cause: forward
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throttle → −224.9 km/h, reverse throttle → −99.5 km/h — **both backward**, so the wheel
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spin is inverted relative to the engine torque, not the input mapping.
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- The mesh orientation is fine (imported bounds 476 × 228 cm, nose at +X). The earlier axle
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flip (inward→outward) was a no-op, so the next check is the **imported wheel-bone
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reference pose**: the axle (bone Y) may be landing on Unreal X or Z, not Y, so the wheel
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spins about the wrong axis. `FPhysicsAssetUtils`-style body setup is not the cause either
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(physics already simulates).
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- Kept `-reversetest` in the drive test as the diagnostic for this.
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