https://slingshotspeeders.com/
The sim now steps 128 times a second. That number is the whole point of this build.
128 is a power of two. A tick is an exact slice of a second, not a rounded guess. The server, your predictor, and every other screen count the same clock. We used to run a rate that could not even be written exactly in binary, so tick time and wall time slowly disagreed on a long flight, and every recording had to remember which clock made it. That layer is gone. One rate. No decoder for the old era. Old tapes do not play, on purpose — we would rather cut clean than spend years carrying two games.
Everything else hangs off that grid. Snapshots land on even ticks. A tap is several ticks, not a maybe. Display can chase 256 frames on a desktop (60 on a phone); physics never does. A dropped frame does not skip a burn. This is the boring kind of simple that lets the game still be the same game in two years.
Come try the proof. On Home, under Prime: MULTIPLAYER TEST. Anyone can join. No score, no countdown. You fly as soon as you are in. One planet, a rail moon, and two free moons that pull and push each other. Everyone sees the same dance, even after close passes. Other ships look like yours — same hull, same RCS, same main burn. VIEW on that card is the live room: moons keep moving and you see the other pilots. Two browsers, two phones, mix them. The room owns the moons. A crash puts you back on the pad when the server says so.
What you will notice first:
Wells. Pull is a tight purple void with messy spiral arms, a red lean, and a sharp dark red crash ring. Push moons use the same swirl in blue, with a dark blue ring. Phone and desktop match. The crash disk did not change.
Force arrows. Solid shafts, square shoulders, a short soft glow. Gold thrust is half size. Yellow rotation arrows sit off the nose and tail. Light forces keep their colour. The heading arrow on the hull is gone; 4 / ARROWS still toggles the set.
Gates and hoops. Next gate and the win hoop pulse colour only — they keep their size. Purple to gold on a gate. The hoop does the same, then turns green when you finish inside. Hold rings show 1, 2, 3, then the countdown. Passing a gate or winning a hoop throws more green confetti, and it glows.
Trajectory line. It keeps going through doors, spokes, and walls. A well or moon core still ends it. Watch reverse at high speed stays on the line.
The rest you will feel. Scroll or pinch zooms much closer (Z no longer jumps out). Settings remaps keys and the gamepad on this device. One KILL chip on the HUD; kill rotation on at start actually starts on. Speed, g, tank, and rotation are the bar and the units — rotation is RAD. On a phone, RESET sits with speed and ping. A map share link opens VIEW with the past-run lines. If MapMake PUBLISH has to wait, you stay in Edit and the hours stay on the bar.
Play free in the browser. Open a second tab on MULTIPLAYER TEST if nobody else is in the room.
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