diff --git a/crates/skate-game/src/physics/settings.rs b/crates/skate-game/src/physics/settings.rs index e11a461e..5bf95c78 100644 --- a/crates/skate-game/src/physics/settings.rs +++ b/crates/skate-game/src/physics/settings.rs @@ -18,6 +18,16 @@ use skate_core::{ }; use skate_data::collections::Collections; +/// Constraint iterations of the skater's `rw::physics::Simulation` (+176), read by the solver +/// stages `82AE30F0` / `82AE27D0` as their loop count. Measured in TU3 (recomp, Aletown, +/// board + skater pipeline with 28 joints / 53 drives): 50 on every solve. Setup `82DC2840` +/// first copies 25 from the hard-coded config built by `8275DCC8` (`li r27,25`); the value is +/// 50 before the first gameplay solve (the later writer is not identified yet). The stock +/// `physics/default.RWMaxIterations` is 25, equal to the setup value but not the live one; +/// solving with 25 left wheels sinking ~10x faster than retail (-0.012 vs -0.001 m/s at rest) +/// and the ollie pop's deck ~1 cm low by its 4th frame (retail-matching with 50). +pub(crate) const SIMULATION_ITERATIONS: u32 = 50; + pub(crate) struct PhysicsSettings { pub step: BoardStepSettings, pub masses: [RetailBodyMassProperties; 7], @@ -88,7 +98,7 @@ impl PhysicsSettings { ); let step = BoardStepSettings { simulation, - iterations: data.integer("physics", "default", "RWMaxIterations")?, + iterations: SIMULATION_ITERATIONS, base_truck_transforms: calculate_truck_transforms(RetailTruckTransformInputs { deck_mid_length: geometry.deck_mid_length, truck_z_position_front: geometry.truck_z_position_front, @@ -105,8 +115,8 @@ impl PhysicsSettings { }), force_point_y_offset: f("physicsdeck", "DeckForceYOffset")?, }; - if wheel_radius <= 0.0 || mass_factor <= 0.0 || step.iterations == 0 { - return Err("Invalid stock board radius, mass factor or solver iterations".into()); + if wheel_radius <= 0.0 || mass_factor <= 0.0 { + return Err("Invalid stock board radius or mass factor".into()); } Ok(Self { step, diff --git a/docs/hails-additions/12-solver-iterations.md b/docs/hails-additions/12-solver-iterations.md new file mode 100644 index 00000000..bc0ae8f5 --- /dev/null +++ b/docs/hails-additions/12-solver-iterations.md @@ -0,0 +1,69 @@ +# Board solver: 50 constraint iterations (retail live value) + +## Problem + +Ollie pops were too soft. Retail's player audio chooses the pop's loudness row from the +skater's jump velocity (audio state +468 = |Air+112| / 2.65, thresholds 0.25 / 0.42). A rolling +ollie in retail measures 0.50 at about 4 m/s. Ours measured 0.21–0.29, so every rolling pop used +the quiet row. A standing ollie (0.507) was already right. + +## Root cause + +The board/skater solve ran with `physics/default.RWMaxIterations` from the stock collections, +which is **25**. Retail's live `rw::physics::Simulation` solves with **50** iterations. + +- The solver stages `82AE30F0` / `82AE27D0` read the Simulation's iteration count (+176) as their + loop count. +- Setup (`82DC2840`) first copies 25 from a hard-coded config built by `8275DCC8` (`li r27,25`). + The value is 50 before the first gameplay solve. The later writer is not identified yet. +- `RWMaxIterations` = 25 equals the setup value, not the live one. + +With 25 iterations the constraints don't converge as far each tick, and the effects were +measurable: +- At rest, wheels sank about 10× faster than retail (−0.012 vs −0.001 m/s). +- By the pop's 4th frame the ollie deck was about 1 cm low. +- The jump velocity that the audio state reads was lower. + +## Evidence + +- TU3 traces in the static recompilation (reference only, not shipped): hooks on the Simulation + setup and the solver entry logged the iteration count on every solve, recorded in Aletown with + the board + skater pipeline (28 joints / 53 drives). +- Jump velocity after the change: a rolling ollie at 0.35–0.55 (retail 0.50 at ~4 m/s), standing + 0.56. + +## Change + +`crates/skate-game/src/physics/settings.rs`: `SIMULATION_ITERATIONS = 50` replaces the +`RWMaxIterations` read. The "zero iterations" validation goes away with it, since the value is +now a constant. + +## Verification + +- `--validate-maps` on every map, 25 vs 50: identical (collision triangles, support drop, grounded + ticks, floor gap). +- Water drop traces (`water_drop`, ignored test), positions as expected with both counts: + - University shallow channel (340.3, 69.94, −294.3): lowest body part 67.996–68.014 on 67.94, + board 68.03. Settled mean part speed 0.059 → 0.120 m/s; peak 0.46 → 1.56. The user saw + nothing wrong in play. + - DownTown Aletown canal (−182.3, 10.93, 465.9): parts 8.3–9.0 vs 8.93, board 8.91, camera + 11.934. Settled 0.357 → 0.247 m/s. + - The differences come only from the iteration count: a build with every other change but 25 + iterations reproduced the old numbers exactly. +- In play (user, 2026-10-02): pops, landings and grinds much closer to retail; nothing wrong seen + in a shallow-water wipeout. + +## Open questions + +- `customiser_equipment_reaches_ground_force_and_torque` (ignored test, needs private assets) + fails at 50 iterations: "Profile hardness was lost before live straighten torque". + - Samples of (side force, deck torque y) for hardness 0 / 0.7 / 1.0: + - 25 iterations: (−23.31, −1.114), (−15.15, −1.114), (−11.66, +1.170) + - 50 iterations: (−23.31, −1.114), (−15.15, −1.114), (−11.66, −1.114) + - Side friction still scales with hardness exactly. + - Even at 25, only hardness 1.0 changes the torque. The assertion appears to depend on a branch + threshold (82C07000 limits the straighten request by the deck's existing angular velocity) in + the test's synthetic one-frame state. This is not proven; the test is unchanged. +- The code that raises the count from 25 to 50 is not identified yet. +- Pops at 5–8 m/s still use the soft row. Our pushes reach 6–8 m/s where retail reaches about + 4 m/s. That is a separate physics issue.