From 19c13986c53e534965dda0bb7f405ecac249d750 Mon Sep 17 00:00:00 2001 From: Oliver Rieger Date: Sun, 2 Aug 2026 18:53:33 +0200 Subject: [PATCH] Ball 30% faster, all four pace numbers together MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit baseShotSpeed 16 -> 20.8, qualityShotSpeed 12 -> 15.6, serveSpeed 19 -> 24.7, serveQualitySpeed 22 -> 28.6. All exactly 1.3x, so nothing about the relative feel moves: rally and serve, tennis and splatter, his ball and the CPU's, which share baseShotSpeed. Swept the full-pull serve down the court: 53.3 m/s against the old 41 at every range, flight times ~23% shorter (30% more pace is 23% less time in the air). One exception, and it is geometry rather than tuning: a shambler standing right on the tape is loft-limited. That shot has to come almost straight down, so the net-clearance loop trades the extra pace straight back and it ends up only ~14% quicker. Nothing to fix unless it reads as sluggish next to everything else, in which case serveSpin is the knob — a harder dip buys pace over the tape. Tennis serves 8/8 into the box at the new pace; 900 frames clean. Co-Authored-By: Claude Opus 5 --- config.js | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) 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.