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MANUAL RUN: Skate Tech Park, feel the grinds, balance and vert (5 min) #2401

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@QuinnsCode

Pre-verified by an agent 2026-10-28 (notes/preverify/skate-tech-park-2026-10-28.md): the spawns land, a rail grind falls hands-off and holds when steered, the halfpipe gives vert airs and rolls out, hillside rails ride end to end. Only feel and looks are left. cd apps/skate-tech-park && bunx vite, then:

  1. Grind names: http://localhost:5173/?level=el-capitan&spawn=rail, ollie onto the bar. Land with the tail over the bar for a tailslide, front truck for nosegrind or crooked. Does the name match?
  2. Balance: http://localhost:5173/?level=el-capitan&spawn=balance, hold the grind and A/D; then a manual with W/S. Too twitchy or too easy?
  3. Vert: http://localhost:5173/?level=yosemite-falls&spawn=creek%20halfpipe, hold W; ollie high on the wall for a bigger air. Do the airs feel good?
  4. Hillside rails: does one read as one smooth piece when you look at it?

Comment what feels off; that is the next punch list.

(Rewritten from the agent pre-verification, PR #2593: everything checkable passed; what is left is taste.)

Activity

  1. added
    manual runNeeds the owner to run it by hand (tokens, sign-ins); agents can't close it
    on Oct 27, 2026
  2. QuinnsCode commented on Oct 28, 2026

    @QuinnsCode
    OwnerAuthor

    Added hands-on items from physics rounds 2 and 3 (#2478), same 10-minute session, cd apps/skate-tech-park && bunx vite:

    1. Push (Skate Tech Park: physics rounds 2 and 3 (scorecard 77.2 to 97.5) #2478): from a standstill on flat ground, hold W. It should now pick up gently (half the old acceleration) and top out near 65 km/h. Too sluggish to start, or about right? Do the jets still feel like the way to go fast?
    2. Ollie (Skate Tech Park: physics rounds 2 and 3 (scorecard 77.2 to 97.5) #2478): pop an ollie on the flat and over a kerb. Pop is about 20% lower than before (2.1 to 1.67 board lengths of air). Still enough to clear a stair or a box, or does it feel stunted?
    3. Halfpipe (Skate Tech Park: physics rounds 2 and 3 (scorecard 77.2 to 97.5) #2478): hold W in Yosemite Falls' halfpipe. You should get a couple of vert airs, then roll out over the coping instead of pumping forever. Right, or do you want more pumping?
    4. Park gaps (Skate Tech Park: physics rounds 2 and 3 (scorecard 77.2 to 97.5) #2478): the five surveyed gaps (death-valley, biscayne, congaree, everglades, white-sands) are only reliably cleared at 28 m/s and up now. Ride one at a steady speed. Is it still clearable by a person, not just a script?

    Comment what feels off. Those become the next round of the physics scorecard (#2428).

  3. QuinnsCode commented on Oct 28, 2026

    @QuinnsCode
    OwnerAuthor

    Jump straight to the state (#2557): grinds ?spawn=rail, balance ?spawn=balance, vert ?spawn=vert (add &level=<id>, &controls=touch for phone). /scenarios.html builds the links.

  4. changed the title [-]MANUAL RUN: Skate Tech Park, feel-check the new grinds, balance and vert (about 10 min)[/-] [+]MANUAL RUN: Skate Tech Park, feel the grinds, balance and vert (5 min)[/+] on Oct 28, 2026
  5. added a commit that references this issue on Oct 29, 2026
  6. QuinnsCode commented on Oct 29, 2026

    @QuinnsCode
    OwnerAuthor

    No, from the manual-run window (bun run manual); left open.

    (no note)

  7. QuinnsCode commented on Oct 29, 2026

    @QuinnsCode
    OwnerAuthor

    Owner note on the No: the skate feel needs work. Priorities there are being reset, so this run stays open until they are.

  8. QuinnsCode commented on Nov 3, 2026

    @QuinnsCode
    OwnerAuthor

    Answered per the 2026-11-03 audit (#3361).

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