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1.2.1 Hitpoints & Armor

Derek Lane edited this page Jul 13, 2018 · 10 revisions

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