An aimed shot keeps its direction: the scatter can push it wider, never back past centre

Second round on the service-line flick report. The crossing-fired swing
alone did not move the feel, and Oliver's sharpened observation — the
flick only lands left when the opponent already stands left — pointed at
a magnet that does not exist: measured with the body teleported at
contact, the aim never tracks it. The real mechanism: at rushed quality
the symmetric scatter (aimError x (1-q)) outweighs the quality-shrunk
aim, so a mistimed left flick landed anywhere in a ~4 m blob around
'slightly left' — usually centre — and the eye anchors that on the
opponent. Its position was a proxy for preparation time all along.

TUNE.aimTrust: an outward scatter roll is untouched — the committed
swipe's chance of sailing keeps its exact tuned shape, flickReach stays
the only out dial — but an inward roll keeps only 0.3 of itself. Bad
timing costs width, never direction. Player lane shots only; the
opponent's symmetric scatter is its width mechanic. Verified at
worst-case q~0.08: 14/14 rushed left flicks landed left, 9/9 right
flicks right, where before it was a coin toss. The suite pins the
direction guarantee and the aimTrust/aimError/flickReach relationship.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-20 14:03:57 +02:00
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@@ -579,6 +579,24 @@ serve gesture, the duel and gore are untouched; keys unchanged. Verified with re
held-swipe contact aims exactly `swayOf`, a 360 ms swipe (previously dead) swings and aims, and a
release-before-arrival still aims through `takeFlickAim`.
**...and an aimed shot keeps its DIRECTION** (2026-08-20, same report, second round — the crossing
fire alone "did not feel much different", and his sharpened observation was that the flick only
seemed to work when the opponent already stood where he aimed). Measured with the opponent
teleported at contact: the aim never tracked the body — no magnet exists — but at rushed quality
the SYMMETRIC scatter (±aimError·(1-q)) outweighed the quality-shrunk aim, so a mistimed left flick
landed anywhere in a ~4 m blob around "slightly left": usually centre, sometimes right, and the eye
anchors that on wherever the opponent stands. The opponent's position was a proxy for preparation
time (a body parked wide = its return flew a long slow diagonal = time = quality). The dial:
**`TUNE.aimTrust` — an OUTWARD scatter roll is untouched** (a committed mistimed swipe still sails
at the exact tuned rate; `flickReach` stays the only out dial) **but an inward roll keeps only
`aimTrust` (0.3) of itself**, so bad timing costs width, never the direction that was asked for.
Player lane shots only: the opponent's symmetric scatter is its width mechanic, and gore's
free-aim never used lanes. Verified in real rallies at worst-case q≈0.08: 14/14 rushed left flicks
landed left (−0.8..−3.5), 9/9 right flicks right — previously the same condition was a coin toss.
The suite pins the direction guarantee and the knob relationship (`aimTrust·aimError` must stay
under a committed swipe's worst-case aim). Whether placement should also BEAT an unwounded body
more often (`aiRead` on wide balls — "dial 2") is open, awaiting the phone verdict on this one.
**The umpire and the boy.** `aside()` refused during any interlude and the match runs on a permanent
one, so he was silently muted for the entire mode — the one mode that is literally a tennis match he
is sitting over (`G.interlude && !G.match` now, the same shape as `sendBoy`). Six dry lines: two on