From 7284ca08f8837cfd75564b53439b3a45bb6c284d Mon Sep 17 00:00:00 2001 From: Oliver Rieger Date: Sun, 2 Aug 2026 19:14:12 +0200 Subject: [PATCH] Pace back to 1.2x, and unweld the racket from over his head MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit PACE 1.3x -> 1.2x on all four numbers: 19.2 / 14.4 rally, 22.8 / 26.4 serve. The strength-to-velocity relationship you suspected was already there is: a splatter serve runs 26 m/s at the minimum pull, 36 at the kill threshold and 49.2 at a full draw. The draw very nearly DOUBLES the pace (1.89x), because serveQualitySpeed carries more of the pair than serveSpeed does. Nothing to change unless you want it steeper, and that is the one knob. THE RACKET-ALWAYS-UP LOOK WAS A LATCH, not the art. hitServe sets pose 'serve' with poseT 0; that only expires after POSE_TIME (0.38 s); and p_pull, the wind-up frame, is only ever selected from pose 'idle'. So firing faster than 0.38 s reset the timer before it could expire, he never returned to idle, the pull frame was never drawn once, and he stayed welded into p_smash — arm extended overhead with balls appearing out of the strings. Exactly the late game, because that is where the fast successions are. serveToss now clears a stale 'serve' pose: a new wind-up ends the last shot's follow-through. At ~4.6 shots/sec the cycle is now pull x5 frames, smash x8, pull x5 — a real swing. Slow fire still plays the whole ritual: bounce, pull, smash, idle, bounce. Caveat: past roughly 8 shots/sec each pose gets 1-2 frames and will read as a flicker rather than a swing. There is no fix for that short of drawn follow-through frames; the poses are stills. Co-Authored-By: Claude Opus 5 --- config.js | 11 ++++++----- gameplay.js | 6 ++++++ 2 files changed, 12 insertions(+), 5 deletions(-) diff --git a/config.js b/config.js index 435c65f..28df04c 100644 --- a/config.js +++ b/config.js @@ -10,13 +10,14 @@ export const TUNE = { reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest swingWindup: 0.06, // s before contact window opens swingWindow: 0.16, // s contact window length - // ALL FOUR PACE NUMBERS ARE 1.3x THEIR ORIGINALS (16/12 and 19/22) — the whole ball, tennis and + // ALL FOUR PACE NUMBERS ARE 1.2x THEIR ORIGINALS (16/12 and 19/22) — the whole ball, tennis and // splatter, his and theirs, moved together so nothing about the relative feel shifts. - baseShotSpeed: 20.8, qualityShotSpeed: 15.6, // horizontal m/s = base + q*quality; perfect timing = real pace + baseShotSpeed: 19.2, qualityShotSpeed: 14.4, // horizontal m/s = base + q*quality; perfect timing = real pace // the slingshot's pace range. Weighted hard toward QUALITY so a full draw is a smash you can - // see: 27 m/s floppy at the minimum pull, 53 m/s at full. (baseShotSpeed above is the rally - // volley — shared with tennis mode and the CPU, and scaled with them.) - serveSpeed: 24.7, serveQualitySpeed: 28.6, + // see: 26 m/s floppy at the minimum pull, 49 m/s at full — the draw nearly DOUBLES the pace, + // which is the "harder pull, faster ball" relationship, and it is in serveQualitySpeed's share + // of the pair. (baseShotSpeed is the rally volley — shared with tennis and the CPU.) + serveSpeed: 22.8, serveQualitySpeed: 26.4, serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the // net-clearance loop ate the whole smash: a flat fast ball can't get over the // tape AND come down on a target, so it got throttled back to walking pace. diff --git a/gameplay.js b/gameplay.js index 2a854bc..8207e7a 100644 --- a/gameplay.js +++ b/gameplay.js @@ -861,6 +861,12 @@ function tryGunBurst() { // slingshot serve, stage one: the pull-back starts the toss animation. The ball rises while // you aim (dotted line, render.js); the release (dragServe) fires it. Only from a fresh pretoss. export function serveToss() { + // A NEW WIND-UP ENDS THE LAST SHOT'S FOLLOW-THROUGH. Without this he latched: hitServe sets + // pose 'serve' with poseT 0, that only expires after POSE_TIME, and the pull frame is only drawn + // from 'idle' — so firing faster than 0.38 s reset the timer before it could ever expire and he + // was welded into p_smash. Racket permanently up, balls appearing out of it, no wind-up at all, + // which is precisely the late-game rapid-fire look. Clearing it here restores pull/smash/pull. + if (score.server === 'P' && P.pose === 'serve') { P.pose = 'idle'; P.poseT = 0; } if (score.server === 'P' && G.phase === 'pretoss' && !ball.active) tossBall(P); }