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