- Hulls: frigate turnRateBase 150→340, brakeSeconds 11→1.0 (X-wing agility);
destroyer turnRateBase 100→230, brakeSeconds 2.8→1.35 (midpoint leaning frigate).
- Fix battleship (and all slow hulls) no longer holding position: added
anticipatory retrograde pre-turning in computeShipMove, comparing
worstTurnTime vs timeToRange so the nose begins flipping before braking
range, with urgency-blended facing to avoid "running away" appearance.
(Was accidentally crutched by strong avoidAccel collision avoidance.)
- Fix parked ships coasting indefinitely: velocity now starts from 0 when
hasTask is false instead of carrying residual velocity forever.
- V2 damageMultiplier (2.8): scales weapon raw output before shield
mitigation, V2-only, doesn't touch live engine balance. Shortens battle
duration meaningfully across test scenarios.
- V2 maxDurationSeconds (240) and disengageFraction (0.9): decoupled from
shared rules.combat.maxRounds. Counterintuitively, the old disengage
timer was an implicit duration cap; extending it let genuine fights play
out while damageMultiplier handles the shortening.
- Species-colored beams: VegaCombatViewV2.js now renders beams in a
vibrant, saturation-boosted version of the firing ship's species color,
memoized. Missiles keep fixed orange.
- Mirror-match bias tolerance widened 0.25→0.30 (expected variance cost
of lower TTK from higher damage multiplier).
- Frigate stationary-target check inverted: now asserts it CAN hold
position (alongside battleship/cruiser/destroyer). Added agility ordering
data-integrity checks on hulls block.