The longer racket

Third recorded session. The previous fixes did their job and exposed the last
gap: he ran onto every ball (2.9-3.9m per point, was 0.2-0.5), the ball
reached him (died at z 22.5-24, was 18-20), he swung every single time — and
the closest approach clustered at a sampled 1.3-1.6m, centimetres outside the
1.3m post-bounce reach, point after point. The assist delivers you NEAR the
ball but not inside a phone-tuned contact radius, and that also explains "not
really better or I played worse": every point suddenly looked makeable and
still died.

matchReach 1.35 widens the contact test in the match only — the gore modes'
"tight contact radius: the tap must be honest" rule stands untouched. A rally
mode lives on contact feeling fair.

Recorded for future sessions: a 20Hz sampler overstates closest approach by
up to ~0.5m on a 20 m/s ball. The recorder samples at 60Hz now.

49 tests, 12 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-08-11 23:40:08 +02:00
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@@ -394,6 +394,9 @@ export const TUNE = {
matchFlub: 0.08, // the match's own whiff base — the duel's 0.2 gives away a fifth of all
// returns, which across a game is an opponent that beats itself
matchFlubKeep: 0.82, // ...and it keeps only this much per rung — the ladder now that hp is flat
matchReach: 1.35, // contact reach multiplier in the MATCH. The recorder showed swings missing by
// centimetres point after point — the assist parks you near the ball, not inside
// a 1.3 m reach. A rally mode lives on contact feeling fair. Match-only
matchAssist: 1.15, // auto-run floor DURING A MATCH, any device. autoAssist keys off pointer:coarse,
// so desktop had no legs at all — the match is a tap-timing game and footwork
// is the game's job. Held keys still override