Time flicks from touch-down, log the opponent's shots, save early half-volleys
From Oliver's first swing log (cup vs the Brute): 13 of 22 hits were perfect, 9 badly early or late — mostly forward-right flicks — and the weak balls became seven "passed you". Every hit was a flick, and flicks still swung only at the flickMin crossing while the timed ring says "touch now": they are now timed from touch-down too (capped at flickLead 0.1 s). The log gains its other half: a THEM line per opponent shot (kind, pace, where it lands relative to you, coming in) and "never swung" judged per incoming ball instead of once a point. And an early swing on a low ball digs it out as a capped half-volley instead of whiffing. v366. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -5420,6 +5420,31 @@ Oliver: *"bitte bau nochmal die Funktion ein die protokolliert warum ich einen B
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- Note: contact still fires on the first frame the ball is in reach, which right after a bounce is
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often 15-25 cm off the grass. A visual half-volley, the old contact model; untouched.
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### Oliver's first swing log (v365, cup vs THE BRUTE) and what it changed (2026-10-14, v366)
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**His question: "am I just bad or is something off".** Read off the log:
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- 22 hits: 13 at q = 1, 9 under 0.5. Six of the nine bad ones were "deep right" (the forward-right
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flick), which failed 6 of its 9 tries; the left flick failed 3 of 10. The bad hits split between
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EARLY (the ball met at the edge of reach, d 1.55-1.73) and LATE (the ball already on top of him,
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d 0.55-0.73). It is timing, with no single offset.
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- Weak balls are what the Brute (power, league-5 quality) punishes. Seven LOST "passed you", and
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several of them follow a weak hit of his within a second.
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- Every hit said `tap 0ms`: he flicks everything. Hypothesis to check in the next log: the gore
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slingshot habit. A pull-back before the forward flick crosses `flickMin` DOWNWARD, which fires the
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swing early, and the live aim turns to "deep right" by contact.
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**Changes:**
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- **Flicks are timed from touch-down too** (`keyPressed(code, lead, flick)`; input.js passes the
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crossing's age, capped at `flickLead` 0.1 s so a slow drag keeps a window). The timed ring means
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"touch now" for both gestures. The log says `flick 46ms` / `tap 120ms`. Verified with real touch
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events.
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- **The log's missing half:** a THEM line per opponent shot (kind, spin, q, pace, where it lands
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relative to the player, OUT, "coming in"), and `whiffed it` for a CPU flub. "Never swung" is now judged
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per incoming ball: `G.swung` and `G.rallyNear` reset at the opponent's strike. It used to be judged
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once a point, so none of his "passed you" lines could say whether he swung or how close the ball came.
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- **An early swing on a low skidding ball no longer whiffs.** The let-it-bounce gate waits only while
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the bounce will land inside the swing window. Otherwise it digs the ball out as a half-volley, capped
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below the tape. His 48.14 s MISS was exactly this.
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# OPEN — leftovers, in rough priority order
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Nothing here is broken; these are known gaps and unverified risks.
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