diff --git a/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md b/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md index 405b0ee17..2221620e8 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md @@ -107,6 +107,13 @@ All feel values live on `FeelConfig` defaults (compile-time; overlay rows for th - Benign import noise: the packs' own "Rig Error … mis-match (1–4 mm)" avatar-copy warnings. - Validation: Play zero errors; Idle + Loco center verified = `A_POLY_IDL_Base_Masc`; walk set + StrideScale + Posture/Lead layers verified in the controller; bubbles/ambience unchanged. +## Operator round 4 (same day): speed vs gait, walk→run blend, the lamp CASTS + +- **"Too fast to be a walk"** — both levers pulled: `Character_Default.asset` **MoveSpeed 6 → 4.2** (near the run clip's natural pace; enemy chase default is 3.5 so kiting margin tightens 2.5→0.7 u/s — deliberate, heavier game; revisit if it frustrates) AND a **two-ring gait tree**: the Locomotion FreeformDirectional2D now holds idle center + a **WALK ring @0.35** (= walk natural 1.46 / MoveSpeed) + a **RUN ring @1.0** (17 children). MoveX/MoveZ magnitude = speed fraction, so the underwater accel ramps walk→run automatically — "walk first, run when held". Verified live: MoveZ 0.50→1.00 over the ramp. **The walk-phase duration = the `Move sharp` overlay knob** (lower sharpness = longer walk-in). +- **StrideScale recalibrated** to the walk→run **blended natural** (`StrideScaleValue`: lerp 1.46→2.6 by ring position; clamp 0.6–2.2) — now a fine correction (live: 1.09→1.37) instead of the old 2.75× crank. `FeelConfig.RunNaturalSpeed` = 2.6 measured. +- **The shoulder lamp CASTS**: a warm-gold STEADY spot (`~ShoulderLamp`, client-only) mounted at the kit lamp's clavicle offset, riding the **body yaw** (bolted to the suit — sweeps with the body, not the cursor), down-tilted 26° so the hotspot pools ~3m ahead. Intensity 8 / range 12 (`FeelConfig.ShoulderLamp*`; 3 got lost in the murk ambient; 14° tilt landed ~6m out — too diffuse). Verified: a clear warm pool on the seabed ahead of the diver. +- Play validated: gait ramp live-sampled, lamp beam screenshot (`lamp_beam_final.png`), 411/411 green. NOTE: a mid-Play recompile left a ghost play session with zero ECS worlds — stop+replay cleanly rather than trusting a play-restart after script changes. + ## Next session Operator eyes-on feel pass with the live knobs (turn rates, sharpness, footstep values), then pick from the gap list (recommend 1+3 first). Post-impl review findings (wf_9a8d6162-e72) to triage if any confirmed. \ No newline at end of file