Some emitters only look “right” at 30 fps or so. In most cases emitters look pretty similar at most framerates, but the “problem” is in the way that the number of particles needed at each frame is calculated. I’m not sure if it would be called a bug or just the way that it was implemented, but your workaround is the best way to do it.
I seem to remember somebody (maybe Aharon?) posting the reason for this at one time in the past, but I can’t seem to remember the explanation. I’d have to dig into the code to see why this is, and it’s possible I might be able to fix it in the future.
Alan.
wondertouch