diff --git a/config.js b/config.js index 16e8e96..435c65f 100644 --- a/config.js +++ b/config.js @@ -10,11 +10,13 @@ export const TUNE = { reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest swingWindup: 0.06, // s before contact window opens swingWindow: 0.16, // s contact window length - baseShotSpeed: 16, qualityShotSpeed: 12, // horizontal m/s = base + q*quality; perfect timing = real pace + // ALL FOUR PACE NUMBERS ARE 1.3x THEIR ORIGINALS (16/12 and 19/22) — the whole ball, tennis and + // splatter, his and theirs, moved together so nothing about the relative feel shifts. + baseShotSpeed: 20.8, qualityShotSpeed: 15.6, // horizontal m/s = base + q*quality; perfect timing = real pace // the slingshot's pace range. Weighted hard toward QUALITY so a full draw is a smash you can - // see: 21 m/s floppy at the minimum pull, 41 m/s at full. (baseShotSpeed above is the rally - // volley and stays put — it's shared with tennis mode and the CPU.) - serveSpeed: 19, serveQualitySpeed: 22, + // see: 27 m/s floppy at the minimum pull, 53 m/s at full. (baseShotSpeed above is the rally + // volley — shared with tennis mode and the CPU, and scaled with them.) + serveSpeed: 24.7, serveQualitySpeed: 28.6, serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the // net-clearance loop ate the whole smash: a flat fast ball can't get over the // tape AND come down on a target, so it got throttled back to walking pace.