         continue if contact.to.ship and contact.to.dead
 
         if contact.originalSepV > -1.5
-          color = if contact.from.ship then contact.to.color else contact.from.color
-          @explosionAt contact.position, color, 5
+          color = if contact.from.ship
+            contact.to.lineColor
+          else
+            contact.from.lineColor
+          @explosionAt contact.position, color: color, count: 5, size: 1
           @damageFlash -contact.originalSepV / 1.5
         else
           @explodeShip()


      @addParticle new Particle
        lifespan: Utils.random()
        size: 2
        position: position
        velocity: Vec.scale direction, speed
        color: c

    @ship.velocity = [0, 0]
    @ship.angularVelocity = 0

    @explosionAt @ship.position, color: "#8CF", count: 100

    @addBody @ship
    @track @ship
