Splatter: still camera, and the aim reads as arrows + a notched draw meter
Camera dynamics off (aimCamY/aimCamZ 0) — the knobs stay, so either direction is a value away in the T panel, but the default holds still now. The aim graphics carry the read instead. A chevron trail runs down the lane and plants an arrowhead on the target: the chevrons multiply and fatten as the draw builds, so the trail reads as pressure rather than as a static dashed line, and the direction is unmistakable now that the angle actually selects a lane. The new part is the draw meter on the apron in front of your feet, because the kill threshold was the one rule with no picture: you could hear the click and see the colour flip, but never see the line COMING. Now a white notch marks it, the fill runs cold below and hot past it, and a full draw flashes. Anchored at the feet rather than over the head — up there it sat right in the lane with the chevrons running through it — and clamped so advancing up-court can't push it into the rack. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -47,8 +47,9 @@ export const TUNE = {
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// pushes in — you crouch into the shot. POSITIVE lifts it and leans back for a steeper, more
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// top-down look, which reads the depth behind the net better but feels less like aiming.
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// Both 0 = the old fixed camera.
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aimCamY: -1.2, // m of camera height change
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aimCamZ: -1.2, // m of camera dolly (negative = closer)
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aimCamY: 0, // m of camera height change (negative drops you into the shot)
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aimCamZ: 0, // m of camera dolly (negative = closer). Both 0 = the camera holds still,
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// which is where Oliver landed: the aim graphics carry the read on their own.
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backstopZ: -1.8, // z of the far backstop — must sit IN FRONT of the -2 retire line, or balls die before they reach it
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backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
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backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts
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