I've been going through some codes we end up not using and this one is pretty interesting as well:
$Goalie momentum
C2AFF830 00000002
C03F0024 C042FFF4
EC220072 00000000
C2AFF874 00000002
C03F0024 C042FFF4
EC220072 00000000
043421b4 3ea00000 //Float
You labelled it as speed. I would say for a goalie, it can add some nice momentum, emphasise the physics on the ice and improve nicely the goals variety. Good stuff for sure.
Hope everything goes well on your side too

Interesting, nice find.
Movement is so much harder than camera stuff. I may not be able to changed the distance of the accelerations, because it's heavily checked by timers and tied to animation. I can however make the animation and movement slower at first and faster near the end. It's still hard to find what best to change, but it's one possible thing.
R-Stick, I'm having trouble finding a good flag for when it's being used in movement. Also not sure how we'd want to change it.
"make the animation and movement slower at first and faster near the end"
That solution might actually end up being even better, what do you think? I mean if this speed and animation start from almost stop and end at the almost same speed as the regular skate speed? Hm, might be what we looking for
You use RS for moving the hockey stick in the.game. With or without the puck. Just stand still and move RS, your in-game stick should start moving.
So we already made the stick movement without the puck realistic with the overall animations speed code. So thats fine But it has no effect on the moving the stick with the puck (that's called stick handling hockey) So we want to smooth this too.
But I would let this after when we have the skating done, if you agree.
oh, I think you probably talked about this LS+RS thing
https://www.youtube.com/watch?v=godvA97Bnh4
So the problem here is not actually the movement of this stick, but the skating speed when you use the stick. The player is turning around way too fast. Not only it looks silly, but it is also hard to use this feature for the defenders because it is very clunky and unprecise. You can trigger this feature by skating in any direction + pushing the RS in any direction (at the same time). You might probably gain some speed before you do that and then start to turn around while moving the stick with RS.
Mr. Patrick Roy in 4K resolution and dynamic reflections

Everything he has in this image he had in the real life.
![[Image: fDiOJyO.jpg]](https://i.imgur.com/fDiOJyO.jpg)
JOHN DAVIDSON (in-game screen)
![[Image: Q2NDwaL.jpg]](https://i.imgur.com/Q2NDwaL.jpg)
Revive.
Do the accel changes affect too much? Should I filter them better?
Looks like I need to confirm the initial value before I can make the correct math for it. You can run the code at the following link and modify the equation to test stuff. I think the first 1.11 decides how many frames the entire acceleration will take.
https://rextester.com/WAGRM6985