Ball 30% faster, all four pace numbers together
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 <noreply@anthropic.com>
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@@ -10,11 +10,13 @@ export const TUNE = {
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reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest
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swingWindup: 0.06, // s before contact window opens
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swingWindow: 0.16, // s contact window length
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baseShotSpeed: 16, qualityShotSpeed: 12, // horizontal m/s = base + q*quality; perfect timing = real pace
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// ALL FOUR PACE NUMBERS ARE 1.3x THEIR ORIGINALS (16/12 and 19/22) — the whole ball, tennis and
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// splatter, his and theirs, moved together so nothing about the relative feel shifts.
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baseShotSpeed: 20.8, qualityShotSpeed: 15.6, // horizontal m/s = base + q*quality; perfect timing = real pace
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// the slingshot's pace range. Weighted hard toward QUALITY so a full draw is a smash you can
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// see: 21 m/s floppy at the minimum pull, 41 m/s at full. (baseShotSpeed above is the rally
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// volley and stays put — it's shared with tennis mode and the CPU.)
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serveSpeed: 19, serveQualitySpeed: 22,
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// see: 27 m/s floppy at the minimum pull, 53 m/s at full. (baseShotSpeed above is the rally
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// volley — shared with tennis mode and the CPU, and scaled with them.)
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serveSpeed: 24.7, serveQualitySpeed: 28.6,
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serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the
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// net-clearance loop ate the whole smash: a flat fast ball can't get over the
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// tape AND come down on a target, so it got throttled back to walking pace.
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