Oliver: "Steuerung ans Netz gehen", option (1), and "einen Lob vom Gegner
als Volley annehmen soll derb schmettern".
- A long up-flick (90 px or more) is the attack: the deep ball, and he
follows it in. A long down-flick is the lob, and he goes back behind
it. Short flicks keep the deep ball / the drop and leave him where he
is. Length only, never context.
- The net costs him what it costs the CPU: he split-steps (netReact)
before reading the pass, and a CPU facing a net man passes at the
line. Without both, the attacker won 78-95% of his net points.
- The smash: a ball taken out of the air at 1.9-2.5 m is struck harder
and to the open court, read late by the opponent, and pops "SMASH!".
It wins ~80% of its points.
- Lobbed at the net, he decides once whether he can get under it. If he
can, he smashes. If not, he runs it down and only blocks it back, even
if he meets it in the air. Re-deciding every frame smashed every lob.
Measured at level 26: the base ladder is unchanged. Attacking pays
against pushers and touch players and costs against big hitters,
slicers and rushers. Three new tests; v374.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Step 4 (b), Oliver's pick. v372 measured why the ladder could not climb:
nearly every lost point was the player's own early whiff, the CPU barely
missed, and the auto-run reached everything, so no opponent dial decided
a point.
- The follow-through: a groundstroke swing meets a bounced ball up to
60 ms after its window at q 0.05. The early whiff edge goes from ~70 ms
back to ~130 ms, where the volley window had it before step 1.
- A sitter (a player ball under q 0.5) is put away with a chance that is
the ladder (0.2 at the bottom of the Climb, 0.85 at the Champion, by
difficulty in classic): clean, at the line, bounded by the rung's width.
- The player is on his heels for 0.5 s after a put-away of his own sitter.
Without it the auto-run covered the whole court and no put-away won.
- Fixed a step-2 regression this surfaced: the drop's dig-out cap fired on
every slice drive, so every low contact against the slicer was a sitter.
Measured at level 26: the Climb now slopes from 95% of points at the
Shambler to 28-39% at the Champion. The net rushers are still easier than
their neighbours. The log names put-aways. Three new tests; v373.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver on v371: the praise word is cut off on the left on the iPhone. It
is centred under the player's feet, so out wide it ran past the edge;
every pop is now clamped to the canvas by its measured width.
Step 4, measured first. The rally sim gets a human bot (taps on the timed
ring with a timing spread), a Climb mode and a lost-point breakdown. At
level 26 the ladder falls over six rungs and then goes flat: nearly every
lost point is the player's own early whiff, the CPU barely ever misses,
and the auto-run reaches everything, so no opponent dial decides points.
A quality ramp, a follow-through and CPU put-aways were each measured
and reverted; the options go to Oliver in PROJECT.md.
Shipped: in the rally modes q no longer drops from 1 to 0.43 one ms past
PERFECT; it falls smoothly to the window's edge (TUNE.qSeamless). A tap
30 ms early is q 0.86 instead of 0.61. Same window, same whiff edge. v372.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A shot's extra gravity is its dive in flight, but it was carried through
the bounce: heavy topspin skidded away low and Oliver met nearly every
ball 0-25 cm off the grass. After its bounce a ball now falls under plain
gravity (tennis modes only), and every planner that rolls a bounce
forward switches at the same moment. The higher bounces pushed the
auto-run into volleys, so it now takes a kicking ball at the top of its
bounce, up to chest height. Median contact rises from 0.42 to 1.13 m at
the bottom of the ladder. v369.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every match had collapsed into serve, both at the net, reflex volleys at
~0.7 s per shot. The rally ball landed on the service line by definition,
the match CPU stood on the bounce and volleyed 90-100% of everything, and
the auto-run chased the earliest contact.
Rally modes only (classic + every match; gore and the duel untouched):
rally balls land deep and mistiming only shortens them (no new long outs);
each shot latches the receiver's plan as it leaves the racket — from the
back he lets it bounce and meets it falling, up to 2.2 m behind the line,
a short ball pulls him in and he follows it to the net, nobody approaches
a man already there, and a volley below the tape is a weak block. Measured:
contacts 10.5-13.7 m from the net, back-court volleys 0-8%, 0.8-1.0 s per
baseline shot. Three new tests pin the shape; v361.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oliver: every match converges on serve, both at the net, reflex volleys,
won by a wrong-foot. Measured headless: rally balls land on the service
line by definition, the match CPU stands on the bounce point and volleys
90-100% of everything from opponent 6 up, and the auto-run always picks
the earliest contact. Diagnosis, research and a four-step plan go into
PROJECT.md (awaiting his go); tools/rally-sim.mjs is the gauge. Fallback
tag rally-baseline-v360 marks the shipped feel.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>