How do you know if a script will fit the handy?

Tried for the first time today and got made it around 2 min into the video. Then I realized that I dont know if the way I script will even work on the handy. Like will there be too much movement, that the handy cant keep up with.

For reference, I script at 60fps and make a new movement/input every 2nd frame of the video. Or atleast every time there is movement that needs to be scripted. Which ever comes first.

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Better to refer to the speed shown in OFS, 500 for Handy, up to 1000 for Handy 2 Pro. Generally you should target 500.

Also, the minimum time between points the Handy can handle is about 33ms.

ehhh, exactly where is the speed shown in OpenFunscripter?

In a tab called “Statistics”. If it’s not shown, check “View → Statistics”.

Also I would generally advise to script “as many actions as necessary, but as few as possible”. Which means that only when significant speed changes are observable, do you need a point. In between those actions the device/player will interpolate the movement, so you don’t have to.

How much is significant you ask? That is both dependent on the device/player and its interpolation, as well as your intention. I don’t own a Handy, so I can’t tell you a precise value for that part.

What do I mean by intention?

  • You could intend to make a very basic script without details, which means you basically only go up and down.
  • Or, especially when you have slower movements, you might want to insert points to highlight acceleration changes, tongue flicks or emulate other things that can not be actually done with a single axis and generally may want to generate a more detailed feel. The faster the movements become, the less this actually translates into real movement and/or a different sensation. You might also encounter the movements going over the speed limit because of these points, which is a dead giveaway, that it won’t translate the way you want to.
  • And lastly you can design the “arrival” and “departure” to direction change points differently to give them a different feel. I.e. do I want to stress a pounding sensation, do I want to have a smooth acceleration or easing into a point, bounce, etc. But again, don’t overdo it. As few as possible, as many as necessary. :wink: Just make sure there is at least a bit of movement and not zero speed during those direction changes (with exceptions).

As I’ve read around here and like Rose wrote, theHandy can handle a limited data rate. And I think that it also depends on the connection mode. Maybe someone has precise numbers around here, but even if not, just be aware of that.

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Also I would generally advise to script “as many actions as necessary, but as few as possible”. Which means that only when significant speed changes are observable, do you need a point. In between those actions the device/player will interpolate the movement, so you don’t have to.

is it possible u can give an example?

Also still kinda confused about the speed thing. Is it the speed measured in units or is the duration measured in ms?

You can think of the units as percent of the total stroke range. So 1 unit = total range divided by 100. You can think of it as a distance.

Duration is the time duration of the action. So it’s the time it takes to go from the first action to a second action. It is just a time and is measured in (milli-) seconds [ms].

The speed is just distance divided by time. So units/s. so if an action goes from 20 to 80 and takes 600 ms, the speed would be (80-20)/(600/1000) = 100 units/s.


Let’s make an extreme case:

The top example makes no sense. There is no new information for the stroker compared with the lower one. In this case the acceleration (change in speed) is actually zero. So just making the boundary actions is enough and the device and player will interpolate anything in between. The upper version means more work for the scripter, and a higher data rate which can overwhelm a device without any gains compared to the lower one. Also it’s more impractical to handle (bigger size, which I think is also a limit for theHandy, and is more for OFS to handle).


At the risk of over-complicating things, let’s give an example, where I used as little as possible but as many as necessary:

This is from a blowjob scene, where she stays low for a while (to a standstill at a point), then comes up and slows down around the tip and thrusts down again.

  1. The part where she is low and almost at a standstill, I have set the first point where direction reverses. The torque change there can be felt.
  2. The second point is set with a minimal speed for that low part and timed when she clearly starts moving upwards. This is to pre-tension the sleeve which feels better overall and this addition of torque at point 2 can be felt clearly as a “take-off”.
  3. Then when she slows down (some might even say stops moving up and just pitches her head) I set the third point. It is not at 100 % in this case to ease in the movement and put stress on the take-off, which happens at point 4 and 100%.
  4. Again at point 5 she arrives at the bottom and I ease in the movement for a more pronounced take-off at point 6. (If you look at point 1, I did the opposite, where I wanted the arrival to be more pronounced.)

Are there more speed changes in between these points? Yes, but those aren’t significant enough to be felt, so I leave them out. As you can see, there is a significant speed change at every action. And more importantly, the timing of the actions is not set to a grid of every x amount of frames, but only at the frames, where things change. This allows for a more realistic feel, without overwhelming the device or taking too much (unnecessary) time and bloating the script. Of course if you want to add more decorations like vibrations at the bottom for example, this is your prerogative. These would be additional significant speed changes and movements. But I decided against anything like that in this example.


Of course there is a lot of room for creativity in what you can do to suit your style, this is just how I do it and I believe that inserting unnecessary points is more technical than style.

Naturally this isn’t an extensive guide or anything. There are also OFS extensions to help with some things, like limiting the speed by vertically moving the actions, but I won’t open that box as well :innocent: Also you can find beginner “how to script” tutorials if you search on the forum, that are very helpful when starting out.

I hope this makes clear what I wanted to convey and feel free to ask, if something is unclear. Happy scripting!

So basically if you just have a normal blow/handjob scene (with a consistent rhythm) you can just make an input when she is at the bottom and when shes at the top. And then if she stops mid motion, then you can make multiple inputs.

Also im kinda confused on how the lines move and the simulator under the statistics tab work. Like is the 100% action point (the highest action you can have in OFS) aka when the simulator tab is fully filled like in the image shown.

Does the mean that mean that the handy is at its lowest point (fully down/reaching the base of the dick) or at its highest point (fully up/reaching the tip of the dick)?

Also thank u so much for the explanation.

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You’re very welcome :slightly_smiling_face:

Yes but there’s more: Not only when she stops, but if there are significant speed changes, or there are elements that you want to emulate with a small counter-movement. The slower the movement, the more it makes sense to add more details, i.e. speed change/acceleration points. A prime example is during first penetration. It’s usually slow and is not done in one big swoop, but in multiple small movements with different speeds. It could look like something like this:

The first point is for accelerating and the third and fourth points is because he slows down for a split second. And during pulling out again there is a small stop where they reposition and wiggle a bit, which explains the counter-movement after that.

Yes 100% means the device is at its highest point (touching the tip) and 0% means it’s at its lowest point (fully inserted). You could theoretically change that if you want.

As for the (red) lines: They show the position of the actions before and after the cursor. The upper one is at 100 in your picture so you can’t see it.
You can also show the current position by checking the following checkbox, making the simulator look like this:


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