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Skate Tech Park: feel hill climb to 5/10, rounds 4+ (from #3490) #4158

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Description

@QuinnsCode

Carries the Skate Tech Park feel climb on from #3490 (and #3470 before it). This is the feel score from the owner's hands. The physics scorecard against real footage is a separate climb, #2428.

Where it stands

1.15/10, target 5 (every climb's score was halved on 2026-11-05; each round reports half of a judge's gain).

Round What changed Score
main before 1.3, halved to 0.65 (owner)
1 (#3260) whole-deck inelastic kit collisions, Shift boosts on the ground only, parks 3x wider owner checked #3259, no new score
2 (#3491) hillside cuts spread over the whole map; Half Dome gets 180 owner checked #3259, no new score
3 (#4157) a spawn keeps a foot down until the first key (133 of 299 spawns rolled off on their own) judge 3 -> 4, so 1.15

One round

One worker, from main. Record BEFORE from main and NOW from the branch with bun scripts/feel-rides.ts <dir> [--park a,b] (in apps/skate-tech-park). It gives a frame per second and a 0.25 s trace (trace.json) per ride. To get BEFORE, commit your work, git checkout origin/main -- apps/skate-tech-park/src, record, then git checkout HEAD -- apps/skate-tech-park/src. A fresh judge agent scores both out of 10 without your reasoning; report the last score plus half its gain. If the owner leaves a score or notes here, theirs counts. Follow the game's own mechanics, not genre conventions from commercial skate games.

Next

  1. Jets fly-away: with the rear jets held, the board goes up and doesn't come back down. Round 3's rides: valley-line climbed to 90 m at a flat 93 km/h, dome-view rose 114 m, falls-view was still in the air at the end; 3 of 6 rides on the branch, 2 of 6 on main. The knobs: JETS, BOOST in src/sim.ts.
  2. On Half Dome's "dome run" spawn (the steep face), pushing does nothing for about 3.5 s, then the board is suddenly at 78 km/h in the air going fakie, and the ride ends in "Bail: hit the wall".

The knobs from before: MAP, SPREAD, GROWTH in src/levels/park.ts; WORKS.hillMax and HILL in src/levels/earthworks.ts; GLANCE, SLAM, JETS.boost in src/sim.ts.

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

  1. QuinnsCode commented on Nov 10, 2026

    @QuinnsCode
    OwnerAuthor

    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.

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