The trail reads as motion, never as residue: the ghosts fade with the sprint
The lingering doubles were a real bug, not a taste problem: racketAI's !incoming return kept the last chase's vx/vz on the body, so the speed ghosts trailed a zombie that had already stopped. The velocity dies with the chase now (tested). The look is halved with it: ghost alphas 0.22/0.10 -> 0.11/0.05, trailK 0.05 -> 0.035 — a hint of speed in the corner of the eye, never a second body. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -559,6 +559,12 @@ bin ich auf deinen Input angewiesen."* Two cheap effects in the existing registe
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Both are panel-tunable (`trailMin` 0 kills both). Not tried, on the shelf if these fail the
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phone: a one-frame lean/skid sprite on hard direction changes (needs drawn frames, per the
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draw-frames rule), and court-colored skid streaks on the ground behind a hard stop.
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**First verdict, same day** (*"dezenter, schneller ausfaden — teilweise bleiben die doppelten
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ghosts länger sichtbar"*): the lingering was a real bug — racketAI's `!incoming` return kept the
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last chase's `vx/vz` on the body, so the ghosts trailed a zombie that had already stopped; the
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velocity now dies with the chase (and a test pins it). The look was then halved with it: ghost
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alphas 0.22/0.10 -> 0.11/0.05, `trailK` 0.05 -> 0.035. The trail must read as motion, never as
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residue or a second body.
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## Session log: THE LOB (BUILT, THEN CUT) AND TWO THINGS THE MULTIPLAYER TEST FOUND (2026-08-22, same day)
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