settleV0.1MECHANICS PRACTICE
YOUR NEXT FIVE MINUTES

Make the shot count.

01 Weapon
02 Drill
03 Session
04 Mouse settings
280 eDPI46.65 cm / 360°
Browser calibration

Compare a physical 360° turn with the distance above. New multiplier = current multiplier × measured distance ÷ expected distance. DPI only calculates distance; it does not multiply mouse input again.

Raw input varies by browser and OS. ADS mapping is approximate. Use 100% browser zoom for calibration.

Gameplay needs a desktop, keyboard, and mouse.

No account. Your session stays on this device.

PRACTICE RANGE

Sheriff precision

PC 13.05 OFFLINE SIM
RANGE PREVIEW
ACQUIRE. SETTLE. COMMIT.
15 M25 M40 M
THE INTENT

Acquire the head. Verify your aim. One clean click.

15–30 mENGAGEMENT DISTANCE
MEASURE THE MISTAKE

A miss has a reason.

Your session separates aim error, movement timing, and recoil discipline. No mystery score.

01 Shot alignment02 Stop → fire timing03 Recovery discipline

FIDELITY NOTE 1.0× uses an uncalibrated 0.24 m head. Known stats are sourced; hidden mechanics are modeled, not claimed exact.

KNOW WHAT YOU’RE TRAINING

Mechanics, with receipts.

Research baseline: PC 13.05 · updated September 13, 2026. This V0 has not been calibrated against fresh live-game footage. Exact mechanic parity is not established.

VERIFIED · documentedDERIVED · calculated / community conventionAPPROXIMATED · provisional model
Where fidelity ends

Weapon rates, reloads, damage bands, documented spread endpoints, and published recoil-switch parameters use the researched values. Intermediate spread curves, recoil amplitude, switching probability interpretation, recovery behavior, ADS transitions and sensitivity, and movement dynamics are approximations.

Baseline heads are uncalibrated 0.24 m diameter spheres, not extracted Riot hitboxes. Only head size scales. The baseline has an independently versioned calibration profile. It can later be fitted from centered head pixel widths in uncropped 103° hipfire frames at known distances; this calibrates apparent size, not a verified hitbox. Body/leg hit regions are simple ellipsoids. Distances and target lifetimes are drill design choices. The burst drill uses 450 HP; other drills use 150 HP. Unlimited reserve reloads are a training convenience.

There is no network delay, ballistic enemy return fire (Anti-Flash uses a timed deadline), tagging, jumping, landing penalty, wall penetration, weapon equip animation, or crouch fatigue. Target motion is scripted. These drills teach mechanics; they do not simulate a complete Valorant duel.

The Vandal ADS camera uses horizontal FOV / 1.25 and angular sensitivity × 0.8 × your ADS multiplier. Nominal zoom is documented; this camera mapping and transitions need live calibration. Mouse delta behavior depends on your browser, compositor, and OS. Unadjusted input is requested with a standard-input fallback.

Reaction time is a first-mouse-motion proxy, not a cognitive reaction measurement. Acquisition means first head alignment. Stop → shot counts only shots within 2 seconds of a stop, excluding shots still moving. Miss reasons are deterministic simulation diagnostics, not proof of a real-game cause.

ParameterValueConfidence / evidence

Research sources

Controls

W A S D
Move and strafe
Mouse
Look with locked movement deltas
Left click
Fire · hold for Vandal automatic fire
Right click
Vandal ADS · toggle by default · no ADS on Sheriff
Shift / Ctrl
Walk / crouch
R
Reload
I
Toggle mechanics inspector
Escape
Pause and release mouse

Lost focus or switched tabs? The session pauses and clears held inputs. Resume requires a fresh click. Firing never intentionally releases pointer lock.

In movement drills, strafe at least 0.65 m to reveal the next target. Shots during the gap are still recorded. Want to turn around? The range is behind the targets; rotate back toward the far wall.

SESSION DEBRIEF

Your shots, explained.