The flick aims relative to the player: a full sweep from where you stand, not from the court's centre

Third round of the flick report, and this was the core all along: 'when
the opponent and the player are both standing in the left service box it
is virtually impossible to flick the ball into the left out. no matter
how hard/good I flick.' The lane was absolute — a full flick asked for
flickWidth off the court's CENTRE — so the gesture saturated near a
sideline: from x -2 a perfect left flick moved the ball under 2 m and
could never pass the line, and the better the timing the firmer the cap,
because scatter was the only thing that could cross it. 'Left is
impossible, right works' was never left-vs-right: it was
toward-the-near-sideline vs across-the-court.

TUNE.aimAnchor: the anchor slides from the court centre to the player's
own x as the swipe commits (ch.x * |sway| * aimAnchor), so a flat tap is
exactly what it always was and a full flick is a full sweep from where
you stand — including past the line. Out-by-aim is a choice now, per
Oliver's explicit direction; the placement ring already turns red for
it. 0 restores the absolute lane, blendable live in the panel. Player
rally lanes only; the opponent's lanes and the centre-stated pOut
invariants are untouched. Verified in his exact scene: full left flick
from the left box lands -5 (the alley), half swipe -3.07, full right
+1.93.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-20 14:25:24 +02:00
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@@ -597,6 +597,24 @@ The suite pins the direction guarantee and the knob relationship (`aimTrust·aim
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.
**...and the flick aims RELATIVE TO THE PLAYER** (2026-08-20, third round, and this was the core
all along: *"when the opponent and the player are both standing in the left service box it is
virtually impossible to flick the ball into the left out. no matter how hard/good I flick"*). The
lane was ABSOLUTE — a full flick asked for `flickWidth` off the court's CENTRE — so the gesture
saturated near a sideline: from x −2 a perfect left flick moved the ball under 2 m and could never
pass the line (by design, 3.95 vs 4.115 — and the better the timing, the firmer the cap, because
scatter was the only thing that could cross). The felt "left is impossible / right works" was
never left-vs-right: it was toward-the-near-sideline vs across-the-court. **`TUNE.aimAnchor`**:
the aim's anchor slides from the court centre to the player's own x as the swipe commits
(`anchor = ch.x · |sway| · aimAnchor`), so a flat tap is exactly what it always was and a full
flick is a full ±flickWidth sweep FROM WHERE YOU STAND — including past the line. **Out-by-aim
exists now and is a choice** (his explicit direction: *"not about the possibility of the ball
going out but rather the aiming itself"*); the placement ring already turns red for it. 0 restores
the old absolute lane, blendable, panel-tunable for live A/B. Player rally lanes only — the
opponent's lanes and the pOut invariants are stated from centre and unchanged there. Verified in
his exact scene (both bodies in their left boxes): full left flick lands −5 (the alley), half
swipe −3.07 (hunting the line, in), full right +1.93 (a full sweep measured from him).
**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