# 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.