{ "_comment": "TETHER — the player's range. A tether anchors on a world or station and defines a circular zone: radius = distance from the anchor's center. Level 1 = 5120 px (design rule); radius(level) = level1Radius × radiusGrowth^(level−1). The ship may fly anywhere in the UNION of its tethers' zones — where zones overlap there is no line and no wall; outside all of them is a hard barrier, drawn as a thick cyberpunk glitch dotted line along the union's boundary. homeId/homeLevel/homeLabel = the tether the player starts with (anchored on the home world, which sits at the system origin). line = the barrier's look & motion (dash/gap px along the rim, thicknesses, march speed = how fast dashes flow, colors/alphas = the neon passes, glitch = ambient bursts: dash flicker, radial displacement, sparks). contact = feedback when the ship bumps the barrier (pulse = the local shudder of the line; toastCooldown = console warning throttle, ms).", "level1Radius": 5120, "radiusGrowth": 2.0, "maxLevel": 12, "homeId": "home", "homeLevel": 1, "homeLabel": null, "line": { "dash": 26, "gap": 18, "width": 9, "coreWidth": 3.5, "glowWidth": 26, "marchSpeed": 26, "ghostOffset": 3, "colors": { "core": "#eaf6ff", "main": "#00e5ff", "ghost": "#ff2d6f", "glow": "#00e5ff" }, "alphas": { "core": 0.85, "main": 0.5, "ghost": 0.16, "glow": 0.09 }, "glitch": { "enabled": true, "intervalMs": [3200, 8200], "durationMs": [220, 460], "maxDisplace": 26, "dropChance": 0.35 } }, "contact": { "pulseStrength": 1.0, "pulseDuration": 650, "pulseWidth": 320, "toastCooldown": 4000 } }