Two ways to spend the aim band, switchable in the panel
The laser look came from carrying the AIMING picture unchanged into the flight. While you pull, a bright saturated line spanning you to the target is exactly right — it is the information you are deciding on. Once fired it is spent, and a projectile drawing its own future in a continuous saturated line from itself to what it is about to hit is the visual definition of a targeting beam. No real ball shows where it is going. So a fired band now desaturates toward dust, collapses, and shrinks to a short streak. TUNE.shotTail picks which side of the ball that streak sits on: 0 a WAKE ahead of it, dissolving — your erase idea, beam cut down to a wisp 1 a TAIL behind it, nothing ahead at all — conventional projectile language The shadow follows the same slice, because "nothing ahead" has to include the ground or it still gives the future away. The target mark fades with it: a mark still burning on the shambler is the other half of the laser. Both leave the aiming band untouched. Built the collapse squared first and it was wrong — both variants were gone by a third of the flight, which is not "less like a laser", it is no streak at all, and the strobing at release is what this trail exists to prevent. Linear now. The SHORT SLICE is what kills the beam; the fade only has to make sure nothing is still burning when the ball lands. Flip it live on the phone: T panel, shotTail, type 0 or 1. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -168,6 +168,10 @@ export const TUNE = {
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// court — so every downward pull picked the same body and the angle felt inert.
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// 0.10 gives ±2.9 m out there: you have to actually point at a lane.
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pullHintAfter: 1.5, // s of doing nothing in the serve stance before the pull gesture demos itself
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shotTail: 0, // HOW THE AIM BAND BEHAVES ONCE FIRED. 0 = a short WAKE ahead of the ball,
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// dissolving; 1 = a short TAIL behind it and nothing ahead at all. Both keep
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// the aiming band itself untouched — full arc, full colour, that part is the
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// information you act on. Flip it live in the T panel; it is read per frame.
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aimTie: 0.12, // how much worse-aimed a NEARER body may be and still win the lane (0..1 of the
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// cone half-width). 0 = pure best-aligned wins; 1 = the old "nearest in the
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// lane always wins", which is what made the magnet grab the wrong shambler.
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