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0.0.17.9 - PHASE 6 APOCALYPTIC WORLD-EVENT SCALE / CHUNK-TICK RESTORE
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User test result from 0.0.17.8:
- Ballistix-matched flash/shockwave/audio direction was accepted as a strong baseline.
- Regression found: the meteor again froze when it travelled outside normal player ticking range.
- User requested a somewhat larger meteor, a SUPER long-range shockwave with the existing
  distance-scaled damage/knockback, and a thicker mist-like Ballistix pressure front.

Runtime investigation:
- PhayriosisMeteorChunkLoader still existed in 0.0.17.8 and the meteor entity still called
  releaseFlightLater after impact, BUT PhayriosisMeteorLaunchSystem.tryLaunch no longer
  called PhayriosisMeteorChunkLoader.forceFlight before addFreshEntity.
- This meant no Forge ticking tickets were actually acquired during flight, so the entity
  stopped ticking when it left normal simulation distance.

Fix / tuning in 0.0.17.9:
- Restored PhayriosisMeteorChunkLoader.forceFlight(level, meteor, spawnX, spawnZ, targetX, targetZ)
  immediately before addFreshEntity.
- If addFreshEntity fails, releaseFlight is called immediately so no stale chunk tickets remain.
- Existing delayed post-impact ticket release remains unchanged.
- Flying meteor renderer scale increased modestly from 120x to 150x.
- Shockwave radius increased from 252 to 512 blocks.
- Ballistix-matched propagation speed remains EXACTLY 5 blocks per server tick. Do not speed
  the visual to cover the larger radius. The full pressure front now takes about 103 ticks
  (~5.15 s) to reach the outer edge.
- Existing shockwave damage and knockback still scale by distance, but now across 512 blocks:
  severe near the crater and progressively weaker at extreme range.
- Ballistix visual bridge now renders a thicker mist wall using three closely spaced radial
  bands around the authoritative wavefront. Ballistix shockwave particles use increased scale
  and lifetime, with shader-safe cloud/smoke haze layered around them.
- To keep a 512-block world-event wave from synchronously sampling/loading hundreds of remote
  chunks, detailed ground-ring particles are generated only for ring segments within 150 blocks
  of an actual player. Damage/knockback timing remains global; only unseen visual sampling is culled.
- Impact terrain/core/ores/defenders/Nucleus/explosion power remain unchanged from 0.0.17.8.

Permanent rules:
- Never remove forceFlight from the launch path while keeping releaseFlightLater in the entity.
  Validate the actual tryLaunch bytecode for forceFlight after future launch-system edits.
- Preserve the Ballistix reference speed at 5 blocks/tick even if shockwave radius changes.
- For very large visual shockwaves, avoid heightmap queries for ring sections nobody can see.
