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Absorb and Balance

Timed landings with dedicated clean recoveries and 80 procedural sketchy reactions. Weight-reactive grinds, manual balance, adjustable HUD and three gameplay presets.

By Ninel
Date uploaded a week ago
Version 1.3.59
Download link Ninel-Absorb_and_Balance-1.3.59.zip
Downloads 231
Dependency string Ninel-Absorb_and_Balance-1.3.59

README

Absorb & Balance

By Ninel — version 1.3.59

Timed landings, weight-reactive grinds and manual balance for ReSkate.

Landings

Press RB, LB or F before touchdown. The actual touchdown decides the result:

  • Clean plays a dedicated grounded recovery, adapted to drop height and stance.
  • Sketchy uses one of 80 procedural recovery profiles, selected from impact, speed loss, board alignment and slope.
  • Too Early, No Absorb and Too High request a wipeout.

Clean clips are loaded from the installed game. Sketchy motion uses bounded torso and limb offsets, with arm clearance checks and a smooth release. The single sketchy option controls the whole recovery.

Presets

Preset Absorb range Timing window Clean zone Balance Vert absorb
Realistic 0.8–4.5 m 180–30 ms 35% Circle On
Medium 1.5–6 m 220–35 ms 50% One axis On
Fun 2–8 m 360–80 ms 70% One axis Off

Custom settings remain saved. Height and timing zones are adjustable; heights support metres and feet.

Controls and display

Open Insert > Plugins > Absorb & Balance. Tweak, Absorb, Grinds, Manuals and Display have separate tabs.

  • Enable grinds, manuals and board tweak independently.
  • Balance with LB/RB or the left stick, using one axis or a circle.
  • Manual stick balance supports left/right or up/down, with the corresponding steering choice.
  • Grind friction, body movement, HUD position, circle opacity and the ASCII cat are adjustable.
  • Ctrl + H toggles the HUD.

For directional XInput vibration, run tools/Demarrer-vibrations.pyw. The relay stops vibration when requests expire.

Installation

Install through the existing Ninel / Absorb_and_Balance Thunderstore package, or extract the ZIP into ReSkate/Mods/Ninel-Absorb_and_Balance. Keep files at the package root and reload the plugin after an update.

Requires standard ReSkate. No modified runtime is needed. The settings.write permission temporarily suppresses native sketchy recovery while Absorb handles a landing; it does not change the saved gameplay preference.

CHANGELOG

Changelog

1.3.87

  • Choose the absorb input in the Absorb tab: buttons, left stick forward (like pumping), or both. F keeps working on keyboard.
  • The Absorb tab reminds that the buttons can be rebound on ReSkate's Binds page.

1.3.86

  • Grade the last press before touchdown and use the native downward impact speed for the timing window.
  • Show timing guidance in the air and display the verdict only at contact.

1.3.85

  • Require confirmed deck contact before applying procedural leg offsets. Keep native footwork when the support foot moves outside the deck.

1.3.84

  • Let the game handle foot placement when a Sketchy landing triggers a native powerslide or tic-tac.

1.3.83

  • Highlight procedural landing reactions, one-foot saves, and weight transfer in grinds in the package description.

1.3.82

  • Load modules in small groups and warm landing clips individually. Stop clip discovery after the cache is ready.
  • Retry the support toe sample and correct the remaining shoe penetration at the ankle.
  • Remove unused graphics and development traces, and refresh the English package description.

1.3.81

  • Keep the one-foot support inside the deck and account for raised ends when checking shoe clearance.

1.3.80

  • Smooth the support leg and compensate for ankle height lost during blending.
  • Restore a wider one-foot catch while retaining extra clearance in a deep crouch.

1.3.79

  • Blend out interrupted Sketchy poses while the next drop starts.
  • Keep the support leg in sync with the smoothed pelvis and limit raised-knee height during a deep crouch.
  • Reserve one-foot recovery for drops up to 1.55 m.

1.3.78

  • Increase one-foot reach slightly and soften the return to the board.
  • End sketchy recovery and hand control back as soon as the board leaves the ground again.

1.3.77

  • Start the one-foot pose on confirmed board contact when the skater is grounded.
  • Increase the reach slightly and extend the blend back to the native stance.

1.3.76

  • Make the one-foot catch more compact, absorb through the support knee, and open the arms earlier.

1.3.75

  • Start one-foot recoveries from the recorded touchdown and show a stronger initial loss of balance before the counterweight.
  • Preserve impact direction when a skater snapshot is temporarily unavailable.

1.3.74

  • Vary one-foot recovery timing and amplitude, and delay the upper-body catch behind the initial slip.
  • Use toe clearance to place the rear foot, and filter the powerslide input during one-foot recovery.

1.3.73

  • Increase upper-body counterlean during one-foot Sketchy recovery and relax the free ankle during the lift.

1.3.72

  • Anchor rear support to the moving deck and send the free foot farther out over the edge.
  • Start earlier, blend back longer and require a stronger landing mismatch for one-foot catches.

1.3.71

  • Slow down one-foot recovery and increase the counterbalance.
  • Require more landing misalignment and guide the rear foot inward and above the deck.

1.3.70

  • Give one-foot recoveries a wider weight transfer and a smoother leg pose. Require a clearer off-axis landing.
  • Request the straight-landing tic-tac on one in three eligible Sketchy landings.

1.3.69

  • Smooth the front-foot lift and let the skater stand taller over the rear foot with stronger counterbalance.
  • Request a short tic-tac on straight Sketchy landings while rolling.

1.3.68

  • Start one-foot recovery earlier, lift the leading foot and shift weight onto the rear foot.
  • Request a brief native powerslide on faster off-axis Sketchy landings when the player is not steering.

1.3.67

  • Make one-foot Sketchy recoveries easier to test with a higher, longer free-foot lift and a slightly lower trigger threshold.

1.3.66

  • Restore the softer knee compression and use it on more mid-impact Sketchy landings.
  • Trigger one-foot recovery on smaller lateral and heading errors. Increase free-foot lift.

1.3.65

  • Trigger deep knee compression on a wider range of large Sketchy drops, including less direct impacts. Keep the same maximum compression.

1.3.64

  • Let the knees buckle faster on hard sketchy drops and shift the pelvis toward the loaded side before recovery.
  • Give the wheel-compatible recovery a stronger forward fold on the hardest impacts.

1.3.63

  • Increase knee compression on heavier sketchy landings and add brief one-foot catches on light, off-centre impacts.
  • When Truck Tightness and Wheel Size owns the pose, play a short impact-driven sketchy clip through ReSkate’s animation player.

1.3.62

  • Keep manual steering active when the wheel mod owns the skater pose for ride height.

1.3.61

  • Give the companion mod its own compatibility tab with an explanation, credit and official install address.

1.3.60

  • Optional read-only integration with Truck Tightness and Wheel Size.
  • Add a switch and credit with the official Thunderstore address in Tweak.

1.3.59

  • Reuse joint reads within each update, including sketchy arm clearance checks.
  • Use lightweight movement state reads instead of full telemetry in the main update.
  • Reduce idle vibration file traffic and poll relay status once per second.
  • Keep active vibration changes responsive and preserve the existing animation and balance settings.

1.3.58

  • Replace accumulated development notes with a consistent English description.
  • Repackage the 1.3.56 gameplay without the experimental camera fix or modified ReSkate runtime.
  • Preserve the existing Ninel / Absorb_and_Balance package identity and saved preferences.

1.3.56

  • Dedicated clean landing recovery, adapted to drop height and stance.
  • 80 procedural sketchy recovery profiles driven by landing impact and alignment.
  • Smooth recovery transitions and arm clearance checks.
  • Standard ReSkate support; no modified runtime required.