Kludgily removed round-to-millisecond issue.
Sped up the default simulation speed.
Hackily made something actually happen when things hit.
Hackily applied same thing to edge-edge collisions.
switched to semi-sensible rule for collision physics

Didn't quite work. Bears more investigation.
Maybe we're having more rounding error problems now
   that the motion of the box is also relevant.
Hackily ignored backwards/incorrect collisions
made sure times were rounding in the proper direction
Included, as is correct, BOTH collision times.