#155 - the projectile flew at 850, which took 1.1 seconds to cross the gun's own range: long enough that a shot read as leaving the ship rather than as hitting something. 1400 now, and the interceptor's range goes 950 to 1200, so it crosses in 0.86s and comfortably outranges the 620 the standoff enemies hold at. A projectile's lifetime is derived from its range and speed, so faster does not mean falling short - the test pins that arithmetic rather than trusting it. #152 asked for VFX on three events, and the finding is worth recording: all three already existed and were already wired. What had happened is that #130 gave a lost VESSEL thirty particles and a shockwave, which left everything else in the game visibly smaller than it - an enemy kill, the thing the player is being rewarded for, and a broken rock, the thing they do more than anything else, were both still on or near the base class's twelve-particle default with no shockwave at all. So this is about PROPORTION rather than about adding anything, and proportion is what the test checks: a lost vessel outweighs a kill, a kill outweighs a rock, and nothing sits on the base defaults. Numbers get rebalanced; an ordering that says a rock outweighs a battleship is a bug. Particles now run 38 > 32 > 24 against a default of 12.
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@ -2,7 +2,11 @@ extends Area2D
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# #86: faster. The bolt used to crawl far enough behind a moving target that
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# leading a shot was guesswork rather than skill.
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@export var speed: float = 850.0
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# #155: was 850, which took 1.1s to cross the gun's own range - long enough
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# that a shot read as leaving the ship rather than as hitting something. The
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# range below is derived from this (see set_range), so raising it makes shots
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# faster without making them fall short.
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@export var speed: float = 1400.0
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# How long a bolt lives if nothing sets a range. VesselWeaponComponent always
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# does - see set_range() - so this only covers a projectile fired by something
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# that has no range of its own.
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