Making specific weak points on capital ships
During the testing of some heavy weapons, i noticed that for some strange reason when i fired a 250k damage weapon at a 800k hp liberty cruiser's main gun, it would explode. The reason for this i found, was that the gun was assigned its own individual hp and made a critical area of the ship model. So by tweaking it a bit, i found that all capitol ships have the same thing in the different ship areas. Here's an example of one, its the liberty cruiser main gun:
[CollisionGroup
obj = Li_cruiser_nose_lod1
separable = debris_type = cap_ship_piece
fuse = li_cruiser_body_fuse, 0.000000, 1
parent_impulse = 10.000000
child_impulse = 60.000000
group_dmg_hp = DpFront
group_dmg_obj = l_cruiser_front_cap
mass = 10.000000
hit_pts = 750000 <= how much damage the gun can absorb
root_health_proxy = true
That means if you take you can assign specific weak point areas on ships that would take less of a beating before the ship blows up. In the cruisers case, it would mean that if you concentrate your fire on the gun it only takes 750k damage before the whole ship explodes whereas the main body can absorb 800k damage.
[CollisionGroup
obj = Li_cruiser_nose_lod1
separable = debris_type = cap_ship_piece
fuse = li_cruiser_body_fuse, 0.000000, 1
parent_impulse = 10.000000
child_impulse = 60.000000
group_dmg_hp = DpFront
group_dmg_obj = l_cruiser_front_cap
mass = 10.000000
hit_pts = 750000 <= how much damage the gun can absorb
root_health_proxy = true
That means if you take you can assign specific weak point areas on ships that would take less of a beating before the ship blows up. In the cruisers case, it would mean that if you concentrate your fire on the gun it only takes 750k damage before the whole ship explodes whereas the main body can absorb 800k damage.