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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@@ -684,6 +684,11 @@ test('REACHABILITY: an auto-run player can cover the first opponent\'s returns',
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} finally { TUNE.autoAssist = assist; }
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});
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test('the match racket is longer, and only the match racket', () => {
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assert.ok(TUNE.matchReach > 1.2, 'match contact reach is widened — the recorder showed misses by centimetres');
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// the gore modes' contact stays untouched: matchReach only multiplies inside G.match
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});
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test('the ladder pace dial exists and starts below full pace', () => {
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assert.ok(TUNE.matchOppPace < 1, 'opponent one returns slower than the physics maximum');
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assert.ok(TUNE.matchOppPacePer > 0, 'and earns pace back per rung');
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