guts/web/js
type-two ade419839f [lane B] Playtest fix: the ship was sluggish, and it measurably was
First human feedback: "ship movement feels sluggish". It was, and the cause was a bug rather
than a taste call.

`disc.damping` is applied every step AFTER accel, so the real cap on lateral speed was never
`maxSpeed` — it was accel/damping. At 78/6.5 that is 12 u/s in theory and a MEASURED 10.16,
which means the authored maxSpeed of 13 was unreachable and had been decorative since round 1.
A full tube crossing took 1.95 s. Against 12-20 u/s of forward flow that is 30+ units of canal
travelled while you cross the lumen once — so anything read late simply cannot be answered,
which is exactly what sluggish feels like from the cockpit.

  accel     78 -> 155   (maxSpeed is now the ACTUAL cap: 155/6.5 = 23.8 > 19)
  maxSpeed  13 -> 19    (crossing 1.95s -> 1.10s, 1.77x faster; ramp to top speed 0.12s)
  damping   6.5 unchanged — it is what makes the ship STOP crisply, and precision was never
            the complaint. Only the ceiling moved.

Knock-ons handled rather than left to rot:
  - bank.gain 0.055 -> 0.04, so 19 u/s lands exactly at bank.max: full deflection still means
    full roll and everything below it stays proportional. At the old gain the ship would have
    been pinned at max roll almost permanently.
  - arena thrust/maxSpeed 44/11 -> 90/16. Those were sized against the old disc; leaving them
    would have made every room feel like treacle next to the corridor leading into it. Still
    deliberately under the tube's flow, per the GDD's "slower, spatial".

Verified no tunnelling at the new speed: pinned at 19 u/s straight into the wall, the ship
reaches rho 10.51 against a wallRho of 11.38 and stays there — 0.32 u of travel per frame at
60 fps, well inside what collideWall resolves.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-26 13:15:50 +10:00
..
audio [lane E] The game finds its voice: procedural synth bank, the WebAudio graph, the damage feed, and the medal/title/pause cards 2026-07-19 13:57:38 +10:00
combat [lane B+C] The Tapeworm and the churn: both deferrals closed, campaign ready for playtest 2026-07-26 12:48:06 +10:00
core [lane B+C+D] Microbes, friend and foe: the GLB loader, a friendly commensal, and a distinct-mesh yeast 2026-07-19 15:13:30 +10:00
flight [lane B] Playtest fix: the ship was sluggish, and it measurably was 2026-07-26 13:15:50 +10:00
levels [lane B+C] The Tapeworm and the churn: both deferrals closed, campaign ready for playtest 2026-07-26 12:48:06 +10:00
stub [lane F] Round 1 integration + ROUND2 instructions: the game is a game 2026-07-16 14:39:02 +10:00
ui [lane B+E+F] Arena mode: in a room, you own the forward axis 2026-07-25 22:39:06 +10:00
world [lane A] Procedural epithelium: a Voronoi cell pavement in the wall shader 2026-07-25 23:53:26 +10:00
boot.js [lane A+B+C] L3 Stomach: the acid sea, and pH as a resource you can see 2026-07-26 00:26:31 +10:00