orbit/data/tether.json

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{
"_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^(level1). 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": 3,
"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
}
}