grounded_upright_reward at 0.015 overshot: four force-retries pushed
upright_fraction from 0.265 to a plateauing 0.331, then the fifth jumped it
to 0.696 (55% over the 0.45 floor) while goal_rate collapsed 0.542->0.366
and forward_motion_fraction fell 0.244->0.184 (vertical_thrust_mean went
negative) - the policy learned to sit pinned upright and farm the bonus
instead of chasing the ball. It was sized "comparable to
time_penalty/ball_distance_penalty" but at 0.015/tick it was actually above
ball_distance_penalty's 0.01/tick worst case, so idling near the ball beat
playing. Cut to 0.004/tick (episode ceiling ~7.2, below
ball_distance_penalty's ~18 worst case). Delete the five blocked attempts
and reset generation5_state.json so the next run starts fresh from the
Stage-3 foundation rather than continuing from the farming checkpoint.
Stage 4's upright/forward-motion telemetry plateaued flat across all three
blocked attempts because ground_tilt_penalty (0.003) was too weak to matter
and nothing penalized sideways/reverse motion at all. Raise
ground_tilt_penalty to 0.05 and add a new non_forward_penalty term
(ship_ai_controller.gd) that directly costs non-forward planar velocity near
the floor, independent of the ball. Delete the three blocked attempts'
checkpoints/logs/exports and reset generation5_state.json so the next run
starts fresh from the Stage-3 foundation checkpoint instead of continuing
from the drifted retry2 weights.