1.2.1 Hitpoints & Armor - PapaJoesSoup/BDArmory GitHub Wiki
Hitpoint System
BDA has moved to a defined hitpoint damage system moving away from "heat" as the damage mechanic. This was done in order to have full control over the damage model and implement realistic formulas for penetration, kinetic impact and explosive power
The current Health of a part is calculated by taking into account the Density and Area of the part
Armor
Armor is now added in mm Thickness of part via module
- All parts will get a default 15mm of armor (approximating the thickness of metal) using the
HitpointTracker
Module, added by MM Config - can be set in VAB
- If the part has the following module defined that armor amount will be overriden
Example Configuration
Useful for part mod makers who want to define the Armor or Hitpoints
MODULE
{
name = HitpointTracker
ArmorThickness = 120
maxHitPoints = 100000
ExplodeMode = Never
}
Important Notes for Modders
Do NOT configure the hitpoints on the part, use an MM patch with the following syntax. The auto-calculated values will overwrite values set in the part config
%MODULE[HitpointTracker]
{
name = HitpointTracker
ArmorThickness = 120
maxHitPoints = 100000
ExplodeMode = Never
}
ExplodeMode
Adds a chance to explode on penetration when liquid fuel resource is present (i.e. fuel tanks). BDA Includes a MM Config that enables for Squad stock tanks with the Dynamic
ExplodeMode