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Description
Carries the Skate Tech Park feel climb on from #3470. This is the feel score from the owner's hands. The physics scorecard against real footage is a separate climb, #2428.
Where it stands
1.3/10, target 5: still the owner's score from before round 1. Rounds 1 and 2 are waiting on MANUAL RUN #3259 (its step 4, Half Dome "big or empty?", now also covers round 2).
| Round | What changed | Score |
|---|---|---|
| main before | 1.3 (owner) | |
| 1 (#3260, merged 2026-11-02) | whole-deck inelastic kit collisions, Shift boosts on the ground only, parks 3x wider | not scored yet: #3259 |
| 2 (PR for #3470) | hillside cuts spread over the whole map and scaled with it (every park was stuck at 36, all in its west half); Half Dome gets 180 | not scored yet: #3259 |
Round 2's measurement (headless, 10 m grid, distance to the nearest kit, earthwork or bar):
| Half Dome | main | round 2 |
|---|---|---|
| hillside cuts (east half) | 36 (1) | 180 (91) |
| rideable ground (slope under 0.6) more than 60 m from anything | 2,931 cells | 1,637 cells (-44%) |
| park area more than 60 m from anything | 18% | 12% |
What is still bare on Half Dome is mostly the dome's own face (slope over 0.6, about 2,000 cells), which is the feature itself.
The knobs
MAP, SPREAD, GROWTH in apps/skate-tech-park/src/levels/park.ts; WORKS.hillMax and HILL in src/levels/earthworks.ts (a park overrides with earthworks: { hillMax }, as half-dome.ts does); GLANCE, SLAM, JETS.boost in src/sim.ts. The emptiness measure is a few lines over test/parks.ts's level(id): for a grid of points, the distance to the nearest pieces, rails and earthworks.
One round
One worker, from main. If #3259 has the owner's new score and notes, start from them: the top complaint becomes the round's change. Without them, a fresh judge agent watches recorded rides (BEFORE from main, NOW from the branch) and scores feel out of 10. Agent judges run about 2 points high (#2943), so the owner's score is the one that counts. Follow the game's own mechanics, not genre conventions from commercial skate games.
Related, not part of this climb: trick families still missing (#2851), older feel checks (#2486, #2794, #2812).
Ending a round
Comment here, first line Score: x/10 (target 5), then what changed, then Next: .... The PR says "Part of #". Then hop forward (baton text in scripts/climbs.ts).
Activity
QuinnsCode commentedon Nov 4, 2026
Score: 1.3/10 (target 5)
Round 2 is PR #3491 (hillside cuts over the whole map, Half Dome 180 of them). Not scored by hand yet: MANUAL RUN #3259.
Next: the owner's notes from #3259; without them, a judge round on recorded Half Dome rides (main vs branch).
QuinnsCode commentedon Nov 5, 2026
Score: 0.65/10 (target 5)
Reset by the owner (2026-11-05): every hill climb's score is halved to match what they expect, the owner's own numbers included; this one was 1.3. Each round reports half from here on.
QuinnsCode commentedon Nov 10, 2026
Score: 1.15/10 (target 5)
Round 3 is PR #4157. At a spawn the rider keeps a foot down until the first key. On main, 133 of 299 spawns rolled off on their own, up to 43 km/h and often fakie; Half Dome's "dome run" was at 61 km/h after 4 s of nobody touching anything.
A fresh judge on recorded rides (
apps/skate-tech-park/scripts/feel-rides.ts: 4 s idle, then a fixed push, carve, ollie, kickflip, jets, brake line, 3 spawns each on Half Dome and Yosemite Falls) gave BEFORE (main) 3/10 and NOW 4/10. Reported at half the gain: 0.65 + 0.5.Next: the rear jets throw the board into the sky and it doesn't come back down. 3 of 6 rides on the branch ended still in the air (valley-line climbed to 90 m at a flat 93 km/h), and 2 of 6 on main. After that: on Half Dome's "dome run" spawn, on the steep face, pushing does nothing for about 3.5 s.
QuinnsCode commentedon Nov 10, 2026
Moved up to #4158
Skate Tech Park: a spawn keeps a foot down until the first key (feel …