diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
index 52f18539c4..126f5b86c3 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
@@ -31,6 +31,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
///
public double TravelDistance { get; private set; }
+ ///
+ /// Normalized Vector from the start position of the previous to the end position of the previous .
+ ///
+ public Vector2 TravelVector { get; private set; }
+
+ ///
+ /// Milliseconds elapsed since the start time of the previous , with a minimum of 50ms.
+ ///
+ public readonly double TravelTime;
+
///
/// Angle the player has to take to hit this .
/// Calculated as the angle between the circles (current-2, current-1, current).
@@ -71,6 +81,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (lastObject is Slider lastSlider)
{
computeSliderCursorPosition(lastSlider);
+
+ TravelVector = Vector2.Multiply(Vector2.Subtract(lastSlider.TailCircle.Position, lastSlider.HeadCircle.Position), scalingFactor);
TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
}
@@ -104,7 +116,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
slider.LazyEndPosition = slider.StackedPosition;
- float approxFollowCircleRadius = (float)(slider.Radius * 3);
+ float approxFollowCircleRadius = (float)(slider.Radius * 2.4);
var computeVertex = new Action(t =>
{
double progress = (t - slider.StartTime) / slider.SpanDuration;
diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
index 9f30c00f39..b93dc52581 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
@@ -29,8 +29,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private const double wide_angle_multiplier = 1.0;
private const double acute_angle_multiplier = 1.0;
private const double rhythm_variance_multiplier = 1.0;
- private const double slider_multiplier = 6.5;
- private const double slider_jump_multiplier = 0.875;
+ private const double slider_multiplier = 4.25;
protected override double StrainValueOf(DifficultyHitObject current)
{
@@ -90,7 +89,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
if (osuCurrObj.TravelDistance != 0)
{
- double sliderBonus = Math.Max(osuCurrObj.TravelDistance, slider_jump_multiplier * Math.Sqrt(osuCurrObj.TravelDistance * osuCurrObj.JumpDistance)) / osuCurrObj.StrainTime;
+ double sliderBonus = (Math.Max(0, Vector2.Subtract(osuCurrObj.TravelVector, osuCurrObj.JumpVector).Length - osuCurrObj.JumpDistance) + osuCurrObj.TravelDistance) / osuCurrObj.StrainTime;
// Add in slider velocity.
aimStrain += sliderBonus * slider_multiplier;