diff --git a/HANDOFF.md b/HANDOFF.md
index b979613..910f5de 100644
--- a/HANDOFF.md
+++ b/HANDOFF.md
@@ -443,6 +443,16 @@ that holds that height all the way out instead of sloping to the ground — that
makes the rest possible. Sloping, it lay flat on the grass across the whole far half, so there was
nothing for it to cut exactly where the crowd stands.
+- **`TUNE.beamBand` is a live A/B between two looks**, flippable from the T panel on the phone.
+ **1 (default) = the BAND**: drawn the way the ball's aim trajectory is drawn — a path down the lane
+ whose width comes from each point's OWN projection scale, so it narrows into the distance like
+ everything else on the court, with a shadow on the lawn to pin it there. **0 = the CONE**: the solid
+ widening triangle. The cone IS a true projection, but it grows in world width (0.06 m -> `beamW1`),
+ so on screen it opens out while the court recedes — and the eye reads that as a flat shape stuck to
+ the screen. Oliver: "it does not look correct perspective wise".
+ **The KILL follows whichever look is on** (`beamBandW * 2` vs the cone's taper) in BOTH `fireBeam`
+ and `drawBeamCuts`, or the comparison would be a lie — measured, the cone takes 9 of 9 bodies in a
+ lane and the band 5 of 9.
- **THE PLANE IS OPAQUE, and that is what settled it.** While it was translucent, its opacity and
the over/under read were the same dial pulling in opposite directions: readable enough to show the
split and it veiled the whole cone, subtle enough to look right and you could not tell above from
diff --git a/config.js b/config.js
index 2bae747..886d8a9 100644
--- a/config.js
+++ b/config.js
@@ -255,6 +255,13 @@ export const TUNE = {
beamW0: 0.06, // m half-width at the racket — a POINT. At 0.35 it left the racket as a 0.7 m
// bar hanging in the air rather than as something emitted from the strings.
beamW1: 5.0, // ...and at the far end. It is a CONE: the spread is the point of it
+ // A/B, live from the T panel on the phone. 1 = draw the laser the way the BALL's aim band is
+ // drawn: a path down the lane whose width comes from each point's OWN projection scale, so it
+ // tapers into the distance and sits in the world. 0 = the solid widening cone.
+ // The cone is a real projection, but it GROWS in world width (0.06 m -> beamW1), so on screen it
+ // opens out while everything else recedes — which is what reads as a flat sticker.
+ beamBand: 1,
+ beamBandW: 0.30, // world half-width of that band — CONSTANT, which is what makes it taper
beamT: 0.42, // s the wedge stays drawn
dmgBeam: 8, // what it takes off a BOSS. An ordinary body is not damaged by the beam, it is
// DELETED by it (see fireBeam); bosses "must suffer severely" but survive.
diff --git a/index.html b/index.html
index 81b1317..1c19703 100644
--- a/index.html
+++ b/index.html
@@ -179,6 +179,6 @@
-
+