There are a few ways to do this - basically increasing the time it take to repair damage (RFB does this) in equipment.cfg... trouble is ... making them indestructable involves increasing hit points to the point where damage would only accumulate slowly. In the equipment file, if the damage repair skill is less than zero, theoreticlly speaking, a destroyed component can always be repaired.
Another option is to make use of the repair special ability (which can repair destroyed items), combine this with increased repair time in the equipment file.
I posted some info in another post which identifies the values to set in equipment.cfg. Do a search, if you can't find it, let me know and I'll repost.
I do have a really complex way to make reduced propulsion available - invloves;
1) make sure engine room zone in subname.zon file is 201
2) make zones 29 & 55 parent 201 and not 29 in zones.cfg
3) have one engine in subname.upc set to zoneid 29 and one zoneid 55
4) have tow more engines in subname.upc with zoneid 29
5) If the sub has more than two propellers, the first tow stop working on zone 29 & 55 being destroyed. The remainder on zone 29 destroyed AND flooded.
6) Therefore if there are 2 or less props, add a repeat of existing props in the sim file, these will then work if zones 21 & 55 destroyed and 29 is not.
7) configure zone 29 to be in the same region (overlapping) with zones 29 & 55, but with higher armour value and/or higher hitpoints - basically make it so that zone 29 survives when zones 21 & 55 are whiped out. Zone 29 will then provide aproximately 50% drive with two out of four engines destroyed.
8) Set flotability to a real low number (0.01) and floodtime to real low number (20) so that when zone 29 is destroyed - propulsion does indeed stop.
Simple eh ?
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